Dragonborn Walkthrough. Passage of the Dark Brotherhood Passage of the game skyrim 5 old friends

21.08.2021 Treatment

We go to Windhelm, search and kill. She walks down the street until late at night, in the evening two times out of three she went into the hall of the dead.

Allen Dufont. We go to Raltbthar.

Three robbers will meet in front of the entrance - we kill in any way, it is almost impossible to sneak past them. We go. Two options - either we go straight and run into the locked door of the Adept level, or after the first broken gate we turn left and go around. Three robbers will meet, one will most likely be sleeping. Farther opened door. There are three in the room - our target and two more robbers. Let's kill everyone, what a trifle then.

The deed is done, back to Muiri. She will reward us with 600 coins and a ring.

Whispers in the dark

Given by: Astrid
The essence of the task: Cicero began to lock himself in the room with the coffin of the Night Mother and talk to someone. Need to figure out who.

Let's go to this room. You can hide there in one place - in the coffin of the Night Mother. Well, we don't have a choice.

We hide, we listen. It turns out two things. First, Cicero spoke to the Night Mother. Kind of a monologue. The second - Our hero is not only Dovakin, but he is also Hearing.

The Night Mother asks us to go to Volundrud and talk to Amon Motierre, but Astrid doesn't like it, she needs time to think it over. In the meantime, we are waiting for two more contracts.

Contract: Kill Lurbuk and Contract: Kill Herne

Gives: Nazir
The essence of the task: You need to kill two - the orc bard Lurbuk and the vampire Hern.

Lurbuk

Lives in the village of Morthal, in the Heather Tavern.

He spends all the time there, with the only difference being that sometimes in the hall, and sometimes in his room. The second is preferable - there will be no witnesses.

Vampire Herne

Lives at Half Moon Sawmill with his wife Hurt, also a vampire.

The best way- midnight - midnight. He returns home. At this moment, you can stick an arrow between his shoulder blades or cut his throat. The wife will most likely be in the house, but if not, kill her too.

The tasks are completed, we return to Nazir for a well-deserved reward. The reward is the same - 400 coins per contract.

Astrid thought about it and decided to let us go to Volundrud and talk to Motierre.

With the death of silence

Given by: Astrid
The essence of the task: Go to Volundrud and talk with Motierre.

He will give us a contract to kill... the Emperor. Yes, the Emperor Titus-Medes II himself. This has not happened since the reign of Pelagius Septim III! Yes, of course we will take on this contract! Yes, do not forget to pick up the diary from the floor at the entrance, it starts a side quest in the same cave.

So, we get two items - a sealed letter and an amulet. We carry it all to Astriid. At first she thinks we're joking about the contract.

Then, when he sees the letter, he realizes that we are not joking. Well, the first thing to do is evaluate the amulet. We go to Delvin Melori, from Riften. It will be easiest to get from the shelter where we killed the old woman.

At the raised wooden bridge, you need to jump down and go along the corridor.

It turns out interesting - this is the Amulet of a member of the Council of Elders. Delvin will buy it. He gives the receipt and sends it back to Astrid. She says that everything is in order and it's time to start. The first step is to kill Vittoria Vici, the Emperor's cousin. Also, if you need the extra 1200 coins, go to Nazir and take three more contracts.

Contract: Kill Deekus*

We go to the north of Skyrim, to the place where the ship called Hela's Caprice sank. We find a lizard. We kill. Nothing complicated.

Contract: Kill Anoriath*

Our target is a long-eared shopkeeper.

Outside of Whiterun, I didn’t notice him even once in a week. It happens in two places - during the day it stands on the market square behind the tray, and at night it sleeps in the Drunken Hunter tavern. The choice is yours - shoot him an arrow between the shoulder blades from behind the house or kill him while he sleeps.

Contract: Kill Ma'Randra-Jo*

The whole problem lies in the fact that he does not sit in one place, but travels with caravans. I was able to overtake him only at Markarth. He stopped at the camp, and I decided not to miss my chance. Alternatively, you can stand by the river, shoot an arrow and immediately jump into the river.

We return to Nazir, get the well-deserved 1200 coins, and we can take another contract.

Contract: Kill Agnis*

The fort is guarded by robbers. I counted five, maybe I missed someone. The choice is yours - kill or sneak, nothing will change. In the fort itself, we turn right and literally after a couple of steps the old woman's room.

In the fort itself I counted six robbers plus an old woman.

We return to Nazir, get a standard reward and take two more contracts.

Contract: Kill Helvard*

Helvard is Nord Huscarl. That is Jarl's personal bodyguard. I think it is not necessary to explain that he is a strong opponent.

Contract: Kill Meiluril*

Maluril is a Dunmer mage who explores the ruins of Mzinchaleft.

The entrance is guarded by six robbers. In the ruins themselves, I met robbers - two at the first fire, one patrolling the corridor a little further, two in a corner by the pot, one guard at the door to the Dunmer room (he has the key to the door) and Meiluril himself, who was sleeping.

Let's go back to Nazir for the reward and the last contract.

Contract: Kill Safia*

We leave for the Warehouse of the Eastern Imperial Campaign, which is south of Solitude.

Nazir said that she was the captain of the ship, and sometimes she leaves Skyrim, but as far as I saw, the Scarlet Wave stood at the docks all the time, never sailed away. But not the point. If it floats away - just be patient - do other things or just wait.

Immediately at the entrance you will meet 4-5 people. But they won't attack, they'll just say you're not welcome here. We just pass by, quietly kill Safiya and calmly leave. For me personally, this contract was not difficult, as Nazir spoke of it. Maybe because I killed Safiya with the first shot and those sailors didn't hear anything. I advise you to do the same.

The last contract has been completed. You can take the reward from Nazir.

Until the death separates us

Given by: Astrid
The essence of the task: Kill the Emperor's cousin Vittoria Vici at her own wedding.

First, talk to everyone in the hideout. Basically there will be nothing meaningful phrases, but there will be two clues. The first from Babetta - Vittoria will perform on a balcony, above which stands a loose statue. Therefore, you can overturn it (don't you feel nostalgia?). And Gabriela will tell you that she examined the place of the future murder, and there is a good balcony, from where it is very convenient to shoot. She put a bow and some elven arrows in there.

I'm going to Solitude.

It is best to complete this task at night - it will be easier to hide. The best way to kill, in my opinion, is to topple the statue.

To get an additional reward, you need to kill Vittoria while she is addressing the guests. The best thing to do is to be sure when she says these words:

As soon as we kill her, Vizara will come running. Astrid sent it. She guessed that we would need help, because the guards obviously would not like this murder, and the guests would be offended.

We return to Astrid. She gives us a reward - a spell to summon the legendary Warrior of the Dark Brotherhood and an additional reward of 750 coins. And also sends to Gabriella, who helped to think about our next murder.

Vulnerable Spot

Given by: Astrid
The essence of the task: You need to kill Guy Maron - the son of the commander Maron, the commander of the Penitus Okulatos - the personal bodyguards of the Emperor, and then throw him a compromising note, from which it will follow that he is preparing to kill the Emperor.

You can just follow him from the Dragon Bridge itself, or you can sneak into the headquarters of the Penitus Okulatos and steal his schedule of city checks, and wait for him in one of them.

For the lazy, Guy's city check routine is as follows:

  • Morndas - Solitude, Imperial Tower
  • Morndas Evening - Solitude Castle Grim (Food & Sleep)
  • Tirdas - Windhelm, Royal Palace
  • Tirdas, Evening - Windhelm, barracks (food and sleep)
  • Middas - Riften, Mistveil Keep
  • Turdas - Whiterun, Dragonreach
  • Turdas Evening - Whiterun, The Prancing Mare (Food and Sleep)
  • Fredas - Markarth, Understone Keep
  • Fredas, in the evening - Markarth, watchtower (food and sleep)
  • Lordas and Sandas - spend at your discretion.

He will repeat the list over and over again until his father calls him (in fact, until you kill him). To get an additional reward, kill him somewhere in a big city. They'll find it faster there. After the murder, problems can arise, because. the soldiers who accompany him (and what did you think? Such a very important person would not walk alone along the dangerous roads of Skyrim) is unlikely to like the fact that you killed the son of the commander-in-chief Penitus Okulatos. Kill them or run away, it doesn't matter.

We return to the shelter. We get 750 coins and an additional amulet, which must be given to the soothsayer from Whiterun. And we also learn that in the shelter everything is not the glory of Sithis.

Cure for Madness

Giver: Gabriella
The essence of the task: Track down and kill Cicero. And along the way to find Arbjorn.

The mad jester wounded Vizara, nearly killed Astrid, and fled in an unknown direction.

Well, let's work as a detective. We go to his room, and we find five parts of the diary. I advise you to read all five, and not just the last one.

It turns out that in Skyrim there is another shelter of the Dark Brotherhood. And, most likely, this jester went there. Well, let's break the news to Astrid. To which she asks you to get to Cicero, and along the way to find her husband, who chased the madman. Sure, not a problem. Finally, Astrid offers to take you a horse named Tenegriv.

We go to the shelter, and at the entrance we find our dog. Arnbjorn is wounded, but says that the jester too, the artery is cut. We send hubby Astrid back to the shelter, and we ourselves go after the jester. The door asks: "What is the greatest illusion of life?" To which we must answer with a password, which you will learn if you read the diaries.

For the lazy: "Innocence, my brother"

"Welcome home" we will hear. Further everything is simple. We follow the trail of blood, as Arnbjorn tells us, avoid traps, kill or slip past our ghostly brothers and sisters. And all this is accompanied by rather funny remarks of Cicero. Like, for example, my beloved: “You ... are still here. Of course, Cicero respects the Listener's abilities, but can't you just slow down a little? I'm not the same as before. Eh." And in the end, we naturally find (how could it be otherwise?).

Here we have a choice - to kill him or let him live. If you leave him alive, then after the passage of the Dark Brotherhood, he will appear at the new shelter and say that he will continue to protect the Night Mother, and will also be able to keep company in the wanderings of the Listener. The job is done, you can return to the shelter.

Astrid rejoices, thanks for saving her husband, allows Tenegriv to be left as a reward and ... gives a new contract for the murder.

Killer Recipe

Given by: Astrid
The essence of the task: Kill Gurman and take away from him a letter confirming the letter.

This time you need to kill ... the cook. But not a simple cook, but the Gourmet himself - the best cook in Skyrim and, possibly, Tamriel. Also a cookbook author. But not only do you need to kill him, but first you need to find out who he is, find him, kill him and pretend to be a Gourmet yourself. Well, first, let's find out who this Gourmet is. We go to Festus, he gives us a Gourmet gift book, presented to a certain Anton Viran. He is a cook in Markarth. Perhaps he knows Gurman, which means you need to visit him. In the end, Festus advised to kill Viran, after interrogation. Ends in the water, and all that. We go to Markarth, to the Understone Fortress. Our Anton works as a cook there.

We find and find out that Gourmet is ... Orc? Yes. And he lives in the Night Gate Tavern.

It's time to visit Gourmet. But before that, you need to kill Anton Viran. As far as I managed to notice, he didn’t leave the kitchen with his foot. Only there he hung around, so it would not work to watch for him somewhere. Show your imagination to kill him unnoticed.

We go to the tavern indicated to us. We talk with the innkeeper and find out that our orc sits in his room almost all day, sometimes goes to the cellar for wine and goes down to the lake. The lake... What did the elf in the shelter say to us there? That she usually hides bodies in the water? Ideally.

At noon, an orc (at least I met him there twice at noon) stands on the bridge and admires the lake.

We kill as we want and throw it into the water.

Yes, do not forget to pull the letter out of his pocket. And then who will believe you that you are a Gourmet, if no one knows his face? Well…Now nobody.

The job is done, you can return to the shelter. We tell Festus that the Gourmet is dead, he praises, says that everything is done, exactly as it should, gives coins and the Night Weaver's Ring and apologizes for being mistaken in us. Come on, we're not vindictive, right?

Death of the Empire!

Gives: Festus Krex
The essence of the task: Pretend to be a Gourmet and kill the Emperor.

And now, that time has come. It is time to begin the most important part of the operation entrusted to us. It's time to kill the Emperor, for the glory of Sithis!

I'm going to Solitude. We show the letter to Commander Maron, he lets you into the kitchen. By the way, have you read Gourmet's book?

We put on a chef's hat and start cooking. We tell Gianna what to add from the ingredients, and at the end we add our special ingredient. The king will like it ... And now, the soup is ready. Yes, while you're there, collect all the ingredients you can find.

We follow Gianna to the refectory. She will serve the broth, and you just have to stand and ... shine. And be ready to run. And here it is, this moment. The emperor begins to eat, praises the gourmet and the dish itself. But now he feels that something is wrong. But he fails to understand and dies. Emperor Tit-Mede II is dead! But it's too early to celebrate. We escape through the door and run across the bridge... But suddenly the legionnaires and Commander Maron himself block the way. And then it turns out that we killed ... a double. But how did they know? How did you find out about the assassination? So this is how it is. Someone betrayed us, someone from our family came to Maron and told him everything, made a deal. But Maron decided to spit on the deal and kill us and the entire dark brotherhood in general, so his troops are already storming the shelter. We need to go back, but for now we will deal with more pressing problems. For example, three legionnaires who stubbornly want to kill us. We deal with them and run to the shelter. On the way and at the entrance we will meet several more legionnaires. Is it all over? But you need to check. Suddenly there are still survivors.

Death Incarnate

Gives: Automatically when approaching the hideout.
The essence of the task: Find the survivors.

At the entrance to the shelter there will be two more legionnaires who are discussing the destruction of the dark brotherhood, and they say that the shelter is already on fire. We must hurry. We kill them. We go to the shelter. Everything is in smoke, the fire is blazing and again the legionnaires. We kill them, and we see Arbjorn.

He also fights legionnaires. We rush to help him, but we don’t have time to save him, the archer kills him. We avenge him and move on. And suddenly we see Nazir. He survived, but fights with the legionnaire. Need help! Die Legionnaire! Nazir is saved. But let's leave the joy for later, we need to get out. Otherwise, we'll burn alive. But you can't find a way out, the doors are blocked.

And suddenly you hear the Night Mother. She says... hug her? This seems to be our only chance for salvation.

We climb into the coffin and hug her (sounds crazy). The coffin closes and, judging by the sounds, falls out through the stained-glass window and falls into the water. The Night Mother whispers “Sleep…” and we… fall asleep. Yes. We fall asleep in a metal coffin in the water, hugging the corpse of the Night Mother.

The first thing we hear when we wake up is Babette. And, judging by the dialogue with Nazir, she exploits him to the fullest. He urges him to get the coffin out of the water faster. While he is doing this, the Night Mother spoke to us again. She asks to speak to Astrid, here at the hideout. So she's alive too? Well, let's hurry. We run into the room and ... we see it in a circle of candles, all burnt and covered in blood, and next to it lies a nightshade and a dagger. Familiar surroundings, isn't it?

And so, everything fell into place. Astrid betrayed us. Maron promised that if she betrayed us to him, the Dark Brotherhood would be left alone. Everything will be as before. But Maron betrayed her. And Astrid, in order to atone for her guilt and prove her sincerity, created a black sacrament for herself. Nothing to do but leave her like this. Yes, the contract has been signed. We kill Astrid with the Blade of Woe (yes, yes, with the same blade). And back to the Night Mother. She tells us that everything is as it should be. Astrid is dead. But if we are alive, then the Dark Brotherhood is also alive, and therefore the contract to kill the Emperor is still in force. Okay, so be it.

Glory to Sithis!

Given by: Night Mother.
The essence of the task: Kill the real Emperor.

We approach Nazir and talk about our plans. He says we can find him at the safe house in Dawnstar. While we fulfill the contract, he, together with Babette, will come up with a way and transport the Night Mother there. We go to the Prancing Mare in Whiterun. By the way, if you haven't found out your destiny yet, it's a good time to do it. Just along the way. From the gate to the first turn and to the right, don't get lost. As a reward, you will receive a good set of shadow armor.

And so, Motierre is glad that we are alive, and even more glad that we will fulfill the contract.

He reveals that the Emperor is about to sail on his ship, Katariah, back to the Empire. We must send him to Sithis by all means. Plus there is the opportunity to take revenge - Commander Maron will also be there. Great chance to kill two birds with one stone.

So, first we will go to the Warehouse of the Eastern Imperial Company, which is south of Solitude. Maron will be there.

We kill. And then we move to the ship. It is located east of Solitude.

The best way to get on the ship is to climb the anchor chain to the lower deck.

From there we will begin our journey through the ship, in search of the Emperor. You can kill everyone you meet. Personally, I did just that. We reach the chambers of the Emperor and find out that he just sat and waited for us.

He, unlike Maron, did not believe that the Dark Brotherhood could be stopped. And he's right. But before he dies, he asks to speak to him. Okay, let's hear what he has to say. And he will say this. Many wanted him dead, but only one was able to achieve this. And he wants this man to be punished for his betrayal. We'll think about his proposal, but for now let's get back to more pressing matters. And now, the Emperor is lying on the floor, in a pool of blood, with his throat cut. A triumph for the Dark Brotherhood and a brutal defeat for the Penitus Oculatus. It remains to return to Motierre, receive his reward and kill him. Well, or NOT to kill. It's like who. I personally killed - I do not like traitors. We find out where the reward is - in the very cave where we first met him - we kill (or don't kill) and go for the reward.

Then we go to the Dawnstar refuge, we speak with Nazir, he will advise us to go to the notorious Delvin Melory, to buy the furnishings for a new shelter. After buying it, out of the 20,000 coins received for killing the emperor, you will have only 1000 left. But then you will have a corner of the poisoner (an alchemy laboratory and a garden with plants), your chambers, a secret entrance, a torture room and flags. That's all, Listener. The monotonous (endless) quests from the Night Mother will follow. Like go there, talk to him and kill him.

Torture victims

If you bought a torture room, then after torturing the prisoners, they will tell you about their hiding places. After that, quests to search for these treasures will automatically appear.

Here's where these caches are located:

  1. In an old swamp stump south of Solitude.
  2. In a hollow rock north of Windhelm.
  3. In a hollow stone west of Whiterun.
  4. In a hollow stump north of Riften.
Search for an assassin from the past

After completing the quest "Vulnerable Spot" with an additional condition, you will receive a medallion, which must be given to Olava the Weak from Whiterun. We leave for Whiterun and give the medallion to Olava. She US predicts that soon we will find an assassin from the past, who found his peace in one of the tombs in the north-west of Skyrim.

Our goal is the tomb of the Forest Oplot. It is located in the mountains near the village of Dragon Bridge. Outside and inside are full of outcasts, as well as all kinds of traps.

We pass through the tomb and get into the Forest Valley - a spacious camp of outcasts, surrounded on all sides by rocks. We cross this camp and enter the next tomb - the Witch's Nest. There, witches and a fortuneteller will be waiting for us. You won't have to go far, and in one of the rooms behind the throne there will be a secret door that opens with a lever on the wall. Behind the door in a small room will lie the same assassin, or rather his corpse. Also, if you go further along the tomb, then in the large hall there will be a wall with the Word of Power "Eternity" (Slow time).

belated funeral

This quest can only be completed before joining the Dark Brotherhood. To the northeast of Whiterun, near the Lorea farm, we meet Cicero. He says he was taking his dear mother's body to the funeral, but his wheel broke on the way, and the farm owner refuses to help him because of his strange behavior. Now we have to choose either to help Cicero and persuade Lorea to fix the wheel (for this Cicero will give you from 250-750 coins, depending on the level), or by agreeing with Lorea to inform the guards on Cicero (after that you will find out that the guards and the owners of the farm were found dead ).

old friends(orig. old friends) is a side quest for the House Telvanni faction in the expansion The Elder Scrolls V: Dragonborn.

Brief walkthrough

  1. Talk to Neloth in Tel Mithryn.
  2. Investigate the Tel Mithrin Graveyard using the Locating Ring.
  3. Return to Neloth.
  4. Travel to the Summit Tower and kill Ildari Sarothril.
  5. Return to Neloth for your reward.

Description

Neloth is subjected to various attacks by an unknown enemy. To solve this problem, he gives Dovakin a ring, putting on which, he will be able to recognize the source of the attacks.

Walkthrough

After killing his steward, attacking the tower, and other incidents, Lord Neloth lost his temper. He states that he has many enemies, but not on Solstheim. He asks the hero to use the enchanted ring to find the source of the attacks.

Bypassing Tel Mitrin on the left, moving towards the sea in the direction of a large pine tree, Dovahkiin finds himself at the local cemetery, where the netchi family lives. On the spot, the protagonist finds a luminous sarcophagus, to which the ring led him. After returning to Neloth, he says that his former student, Ildari Sarothril, is alive, and it is she who arranges these attacks. With the help of his magic, he discovers her in the fortress of the Summit Tower and sends Dovakin to finish her off. Arriving at the place and getting inside, the main character remains to kill Ildari, for which the protagonist will need to get close enough to her to pull out the heart stone from her chest at the decisive moment.

Reward

Returning to the employer main character will receive a random leveled staff as a reward, as well as membership in House Telvanni.

Bugs

  • Even if Neloth says that he will leave a bed and a bedside table in his house especially for the protagonist, all beds will be considered occupied, and bedside tables - someone else's.
    • Solution: this bug was fixed in Unofficial Dragonborn Patch version 1.0.3.
  • Neloth may not be able to cast the spell to find the Ildari, so the marker will permanently hang on it, and the entry in the journal will remain - "Talk to Neloth".
    • Solution 1: exit and re-enter the tower.
    • Solution 2: attack Neloth, but this will result in a penalty.
    • Solution 3: if Neloth is in the enchantment room, then you need to force him to go to the main room.
  • The Ildari heart removal animation may not work.
  • The game crashes when trying to cut out the Ildari's heart.
    • Solution: stay nearby to avoid problems in the future.
  • If the hero opened the sarcophagus before the start of the quest, then at the right moment there may not be a heart stone there, which will stall the quest.

Notes

  • The summit tower is littered with ash before the quest starts.
  • You can find a full set of Skaal armor in the Summit Tower.
  • If the skill of the archer is sufficiently developed, it is possible to kill Ildari from afar at the moment when she is talking before summoning the ash guard.

Quest stages

To go to a certain stage of the quest, enter in the console:

Setstage DLC2TT2 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Old Friends (ID: DLC2TT2)
StageDiary entry
100 Neloth is attacked by an unknown assassin. He gave me a ring that will determine the source of the attacks. If I wander around Tel Mithryn, I'm sure I'll find the key to it.
(Quest updated): Find the source of the attacks.
200 Neloth is attacked by an unknown assassin. He gave me a ring that identified the source of the attacks - the heartstone in the tomb of Ildari Sarothril.
(Quest updated): Talk to Neloth.
300 Neloth is attacked by an unknown assassin. He gave me a ring that identified the source of the attacks - the heartstone in the tomb of Ildari Sarothril. Neloth assumes that his former apprentice is still alive and seeks his death. Neloth asked me to hunt down and kill the Ildari.
(Quest updated): Kill the Ildari.
500 Neloth's former apprentice, Ildari Sarothril, secretly attacked him. Deep below the Summit Tower, I met and killed her.
(Quest updated): Talk to Neloth.
600
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.
The following steps have been omitted because they have no description or meaning: 0, 5, 10, 250, 310, 400.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.
Quests Dragonborn
main quest Dragonborn. Temple of Miraak. The fate of the Skaal. The path of knowledge. Gardener of people. Stone Cleansing. On top of Apocrypha
Black Book Quests Painful regent. Winds of change. Untold legends. Filament and filigree. Hidden dusk. gardener people
Raven Rock Quests

A helpful guide to the main quest storyline of one of the most popular RPGswe will start with a short introduction and talk about the interface of the game. Immediately what you should pay attention to is the compass, which is located at the top of the screen. A gray arrow mark on the compass shows which direction you need to move in order to get to the story quest or the marker you have chosen on the map. It may also turn out that you will find a similar icon above the head of some character in the game, this indicates that he is the key and the quest will begin only after talking with him.

The icon in the form of an arrow is a kind of initial and final landmark for any task in the game. By opening the map by pressing the "M" key on the keyboard, with just a mouse click, you can put your own mark in the form of a gray arrow, which will be smaller in size than the mark responsible for the main story quests.

Using the "J" key on the keyboard, you will open a journal in which all available tasks will be visible and short descriptions to them. With the help of the journal, you can remove the marks in front of unnecessary tasks and leave marks only near the priority quests.

Passage of the main storyline of Skyrim

As usual, each part of the game series The Elder Scrolls begins with a prologue in which you need to help the main character escape from prison guardianship. The Elder Scrolls 5: Skyrim is no exception and begins with a scene in a wagon where the main character, along with other prisoners, is delivered to execution. Upon arrival at the destination, the first story quest begins, called "Freedom!"

To freedom!

On the way to the destination, we are allowed to listen to the dialogue of the prisoners, from which it becomes clear that they want to be executed for revolutionary deeds against the Empire in Helgen. Each prisoner in the wagon is a member of the rebellion who calls themselves the Stormcloaks. But our protagonist clearly ended up on the bench by mistake.

Upon arrival in Helgen, the character creation editor becomes available to the player, in which a very fine tuning the appearance of the hero and the choice of race. It is very important to know that the name for your main character can be entered after character creation is complete. It is also worth considering that if you are playing the Russian version of the game, then it is better to enter the name in Latin, because. in some dialogues in the game, the name will be incorrectly displayed in Cyrillic.

After creating the main character, you will be shown a small scene in which one of the prisoners is beheaded in front of your eyes. Your character is next in line. But you should not be very worried and afraid, but it is better to direct all your emotions to prepare for the escape, because. literally in a moment, a huge dragon will attack Helgen, which will become for your main character a kind of “ticket” to freedom. After the dragon begins to destroy and destroy everything in its path, do not panic, but strictly follow the pointer on your compass at the top of the screen. He will lead you to the Nord guard, who will subsequently lead you to a safe place and along the way will teach you how to open locks with a master key, shoot from a bow and move silently. On the way to freedom, Nord will take you to places where you can settle down in uniforms, as well as meet a couple of allies. But do not try to beat the first characters you meet on your way, because. they may attack you in defense of themselves.

As you already understood, the first story quest "Freedom" is a kind of training. The end of your first successful mission will be the exit from the cave, which will lead you into the completely open world of the game, from where the long and incredible adventure will begin.

Before the storm

Before you had time to leave the cave, the next task “Before the Storm” was already prepared for you, which will be displayed as the main one and will appear in the journal. One of the most deceptive aspects of this quest is that your trusty partner Nord will tell you that it's time for him to leave you. Do not listen to him and rush into the open world for joy, follow him along the path, he will lead you to three stones, one of which you need to activate. The stones are responsible for increasing the "pumping" of the three main industries by 20% - thief, mage, warrior.

If you continue to follow Nord further, he will lead you to a cute village called Riverwood, where he will introduce you to his family, feed and provide accommodation for the night. Do not rush to leave the tavern in which you were sheltered and talk to all available NPCs, they will tell you a lot of interesting things about what is happening in the world. Also at the end of the conversation with Nord and his family, you will be asked to go to Whiterun and bring the meager news that the dragon has attacked Helgen. But if you stay in the village for a while, then the head of the local tavern and forge, Alvor, will introduce you to the basic knowledge of blacksmithing, which will be useful to you in the future to create unique weapons and armor.

After proceeding to Whiterun, referring to the pointer on the compass, go to the guard at the gate, and say that you came from Riverwood with bad news to the Jarl. The guard will let you inside the city, where you need to go to the high castle Dragonsreach, standing on top. There in the main hall, on the throne, you will find Jarl. You need to talk to him.

windy peak

After a long conversation with the Jarl about what is happening in the vicinity, he will direct you straight to Farengar, a magician and alchemist who has been studying dragons for many years, he will help to sort out the problem. In Farengar's room, you can find Alchemy and Enchantment tables. After talking with Farengor, a new quest "Windy Peak" will appear in the journal, which will send you to a new location where you will need to get Dragonstone.

In order to find that same Windy Peak, you still have to work closely with a map and compass. The temple is located at the top of the mountain. On the rise, two groups of opponents will be waiting for you, which will not be difficult to deal with. As soon as you stumble upon a large round gate, then boldly go in, which means that you are in place. Once inside, it becomes clear that the place was once very rich and beautiful. From the rock paintings and all kinds of frescoes, it becomes clear that dragons were worshiped here a long time ago. In the first room, bandits will be waiting for you by the fire, deal with them. The deeper you go, the more dangerous the enemies will become. On the way to Dragonstone, you will have to fight spiders and skeletons.

Also on the way to the stone you will meet two puzzles, the principles of which are almost the same. What is in the first, what is in the second, you need to arrange the drawings in the correct order. The first puzzle is not difficult at all, and if you look at the room in which it is located more carefully, you will easily find the right drawings. The second puzzle is more difficult and the path to it lies through spiders and numerous corridors covered with cobwebs. After you deal with the spiders, do not forget to free the bandit from the web. Do not listen to what he says, immediately send him to the next world and take the item you need to solve the second puzzle - the dragon claw. To solve the second puzzle, it is enough to carefully examine the claw that you took, and the desired combination of drawings that you need to put on the door with an unusual lock will be right on it.

Behind the door, you will stumble upon a lot of enemies that guard the path to your main goal. Having dealt with all the troubles, you will eventually find a large beautiful room that looks like a cave, in the middle of which you will find a semicircular stone on which ancient dragon writings are carved. Read the passage by touching the inscription, after which you have to fight the Draugr Lord. The fight will be hard enough, but if you don't panic and fight carefully, then victory will be yours. The Dragonstone will drop from the fallen Skeleton Lord and the quest will be completed. It is not worth going back through the entire location. Not far from the place of the last battle, you will find a second exit that leads to Skyrim. From here, travel back to the Dragon's Reach via fast travel, which can be accessed by opening the map. Talk to Farengor and give him the stone. Get ready for your first dragon fight.

dragon in the sky

After the conversation, follow Farengor, he will tell you a lot of interesting things along the way. After some time, a guard will burst into the castle and say that a dragon attacked one of the watchtowers. After that, you need to exit the castle and follow the squad leader named Arijlet. You and a few other soldiers will go to the tower to fight the dragon. As soon as you stumble upon a dragon, then run inside the tower and hide in it from its fiery attacks. While the dragon is in the air, shoot it with arrows. Once the dragon is on the ground, try to stay close to its tail and strike from behind. Do not forget about other guards who will often distract the dragon, take advantage of these moments of weakness and finish off the winged opponent. If everything is done correctly, then the battle will be very simple. After killing the dragon, the first dragon cry will become available to you along with its absorbed soul. The scream will be called "Unrelenting Force".

Now return to Jarl and tell about your victory. The reward for this quest will be the title of Thane, a house in Whiterun, as well as the first personal mercenary named Lydia, who will accompany you on your adventures until she dies.

The path of the voice

Your next task will be to get to the Greybeards - ancient sages living far to the east, in the mountains. Getting into the temple of these sages will not be easy, because. the road to them lies along a winding path high up the mountain. The path on the map is not displayed in the most convenient way, so all that remains for you is to follow the road to the East from Whiterun with the help of a compass until you stumble upon a couple of trolls, which can turn out to be deadly opponents for you. Therefore, if you are not sure of the strength of your hero, then it is better to flee and constantly move uphill.

When you reach the temple, talk to one of the gray-robed sages. After they find out that you defeated the dragon, they will offer you an initiation, after which your hero will need to prove that he is able to properly handle the screams. After a couple of simple tutorial challenges, you'll get a new shout - Swift Charge, which will allow you to instantly move short distances. After finishing the first test of the greybeards, the last test will become available to you - get the horn of Jurgen.

Horn of Jurgen

Obtaining the horn will not be an easy task. It is located in the tomb of Ustengrav, in the marshland of Hjaalmarch. We check the map and rush straight to the tomb. The tomb is a complex dungeon, with its own secrets and traps. Along the way, you will come across several puzzles, which you can easily solve with the help of the recently received shout - Swift Dash, and banal attentiveness.

As soon as you pass all the tests on your way and get to the tomb of Ustengrav, you will find that someone has already taken Jurgen's horn. The quest will fail, but instead of the horn, there will be a note in which a certain friend will invite you to visit the tavern in Riverwood.

After returning to Riverwood, go to the tavern and rent a room in the attic for the night. As soon as you enter your room, Delphine will join you and ask you to follow her. She will lead you to a secret room, where a very confusing dialogue will begin, which must be completed, otherwise the new story quest will not appear in the journal. Talk to Delphine until she says something like "OK, I'm ready to go." After that, an additional task will begin, which will affect the main storyline.

Blade in the dark

Delphine is one of the representatives of the blades, which has long puzzled over the cause of the appearance of dragons. Her main argument is the fact that dragons do not appear out of nowhere, but are simply reborn with the help of dark magic. To find out about the mystery of the resurrection, you will go with Delphine to Kynesgrove.

After arriving at the grove with Dolphin, a strange picture will await you - before your eyes, one of the dragons will resurrect another, after which another battle with a fire-breathing enemy lies ahead. After you defeat the dragon in the usual way, Delphine will no longer doubt that you are the Dragonborn and will give you the Horn of Jurgen, as well as provide a new task. But before you take on the new task of Delphine, it is better to go to the greybeards and complete your training.

Horn of Jurgen (End)

Move to High Hrothgar, to the Temple of the Greybeards, and find the head sage there, who is somewhere inside the temple (the compass sometimes does not point to him exactly, so you have to look). After giving Jurgen's Horn, the sage will proclaim you Dragonborn and teach you a new cry - Unrelenting Force. After receiving the shout, we again return to the Dolphin task.

Diplomatic immunity

Perhaps one of the most confusing, but, nevertheless, interesting tasks in the game. After returning to Riverwood, Delphine will direct you to the Thalmor embassy, ​​where you will need to learn more about the return of the dragons. The embassy is located in the city of Solitude, not far from which you will meet Melbourne, who will help you get into the embassy as a guest. This quest is unique in that it is better to complete it in stealth mode, because. with weapons and heavy armor, the guards will not let you inside the embassy. Everything you need in your inventory can be handed over to Melbourne, who will make sure you find it on the embassy grounds upon arrival.

After talking with Melbourne, we again go to Delphine, who will take you to the embassy and look after the remaining things. After arriving at the embassy, ​​show the guard the pass received from Melbourne and go to the main hall where the banquet is taking place. Talk to the bartender who is already waiting for you and he will advise you to distract the guards so that he can sneak you through the kitchen and deeper into the embassy. In order to distract the guards, buy a drink for a drunk guest, after which he will agree to make some noise and attract the attention of the guards. During the confusion, follow the bartender to the kitchen, where you will find the gear Melbourne left behind. Then the bartender will open the passage further.

Now move around the location, clearing all the guards on the way. It's best to do it in secret. Then go out into the courtyard, where another portion of enemies awaits you again. After you clear the yard, go down to the torture room, neutralize a few opponents and don't forget to check a couple of chests along the way. There are no indicators on the map in this location, so just talk to the person who is behind bars. After releasing the prisoner, he will offer you to get out of the embassy along a short path and along the way will tell you the necessary information on your main task.

A rat cornered

Go to Riverwood and share the information received from the prisoner with Delphine. After that, she will give you a task - to find Esbern, who is located in the city of Riften. Riften is a unique and very beautiful location, somewhat reminiscent of Venice. Riften is also a city of thieves.

In order to find Esbern, you first need to find Brynjolf in the Bee and Sting Inn. After a short conversation, Brynjolf will offer you to join the Thieves Guild and pass several tests. The main task is directly related to completing quests for the Thieves Guild, so you have no other choice but to accept Brynjolf's offer. After completing the task of Brynjolf and pumping your thief skill a little, you will open the way to the dungeon system under Riften, where there will be a lot of rooms and paths in which you can kill all the enemies in your path. The path will not be easy and long, but at the end of the path, the last room awaits you, in which Esbern is located. Talk to him, tell him who sent you and he will open the door for you, and also tell you a lot of interesting things. After Esbern opens the door, a new task will begin.

Alduin's Wall

Now is the time to get to the surface, but during the escape, the Thalmor guards will burst into the room, with whom you will have to fight. Despite the fact that Esbern is great with magic and helps in combat, keep an eye on his health bar and protect him by any means, because. if he dies, the mission will fail.

After you get out of the dungeons, take Esbern to Riverwood to talk with Delphine. After the conversation, your hero and two companions will go to Alduin's wall. The road to this location is random and very long, so get ready for adventure and stock up on supplies. Having reached the Alduin's Wall location, you will stumble upon two simple riddles. The first is very simple, if you are as attentive as possible and look around for drawings of three symbols that need to be placed on a stone panel near the bridge. After you pass the bridge further, you will find the second puzzle, which can be called a trap. Dealing with this riddle is even easier than the first one. To do this, you only need to step on the panels on the floor, which depict the symbol of the Dragonborn. Stepping on the last panel will deactivate the trap.

At the end of the task, Esbern will conduct a whole digression into the history of the world, after which long dialogues will begin, of which, most likely, you will not understand much. Therefore, after completing the task, go to the temple to the Greybeards.

Throat of the world

One of the most boring tasks, in which there are simply a huge number of dialogues from which you can easily fall asleep. In order to make your life easier, let's say right away that the dialogue branch needs to be developed to the topic "Paarthurnax".

The road to Paarthurnax is in an unusual and very thick fog, which negatively affects the hero. But after talking with the Greybeards, they will teach you a new cry that will help clear the mist. At the end of the path, at the very top, get ready for a meeting with the main "Greybeard". In this place there will be a very unexpected and important plot twist, which we will keep silent about.

ancient knowledge

We go back to Alduin's Wall to Esbern, and tell him about the ancient scroll that Paarthurnax told you about. Esbern will send you to the college of mages to find the scroll, as only they in Skyrim know what it is about, because they have the oldest library. The guild is located very far away, so it is better to ride a horse. Having reached the doors of the guild of magicians, you can join the college of magicians, otherwise you won’t get inside. Agree to the terms of entry and demonstrate the skill required of you. After the demonstration, you will be let through and you can get to the library of mages, or you can continue the branch of exciting additional quests for mages. Talk to the head of the guild - Urag gro-Shubam, tell him about the scroll in order to take the quest "Shalidor's Works".

Works by Shalidor

Follow the sign to go to the next dungeons, where you will need to get the necessary records. In the location, already familiar puzzles and traps are waiting for you, which are passed in the same way as those encountered on the way earlier.

Also in the location you will meet one very strong enemy in the face of a skeleton, which will constantly resurrect. There is no tactic or special secret of the battle with him. Just kill him a few times until he finally dies. Take Shalidor's notes and return to the Mages Guild. Urag gro-Shubam will say that he needs a couple of days to sort out the records. Go to bed or complete additional tasks, then return to Urag gro-Shubam and read the book on his desk, after which a new task will begin.

Beyond the ordinary

The book will focus on one scientist who studied the technology of an ancient race - the Dwemer. You need to find this scientist. On the map, closer to the north, a point will be marked, to which you need to go on a mission.

Near the Dwemer dungeons you will find a scientist, after talking with him you will receive a Dwemer cube and an orb, as well as a new direction in which to move. Next, you have to overcome the system of Dwemer dungeons, full of dangers and very valuable things.

At the very end of the path, you will find a huge room with an incomprehensible device that obviously works with the help of a mechanism. Climbing up the stairs, you will find the device control panel, into which you need to insert the cube received at the beginning of the mission. Now, using the "trial and error" method, you have to learn how to play a very unusual, but quite logical "instrument". After a successful “game”, the sounds you need will be recorded on the surface of the cube, as if on an audio cassette. Return the cube to the mad scientist and the mission will be completed.

Curse of Alduin

The scientist helped us restore the writing on the scroll, now we need to go to the top in the Throat of the world, where we will need to read the scroll. After reading the scroll and watching a short video, you will have to fight with Alduin himself - the leader of the dragons. But do not be afraid, the battle with him is quite easy. Before the battle with Alduin, a new shout will become available to you - Dragonbreaker, with which you can lower Alduin from heaven to earth in every sense. The battle tactics are very simple - use a shout while the dragon is in the air, then finish it off after falling already on the ground with your most powerful weapon or magic. After the bar of Alduin's lives runs out, he will fly away and tell you after that that it is impossible to kill him.

Fallen

Immediately after the battle with Alduin, talk to Paarthurnax, who will tell you how to defeat the dragon once and for all. To win, you will need the help of the Jarl, to which you need to go further.

Endless time

And again, a rather simple quest, but saturated with a huge number of dialogues that are worth listening to very carefully. Talk to the Jarl about what happened and he will help you, but only after the war stops in Skyrim. Next, you have to do the impossible - try on two warring factions. In order to end the war, you have three options - to side with the Imperials, the Stormcloaks, or remain neutral. If you remain neutral, then everything will end in the most peaceful way, so we go to the Greybeards and announce the start of peace negotiations. Then we go to the rulers of the two sides and force them to sit down at the negotiating table. Then again we return to the Greybeards in the temple and observe the meeting. Negotiations are held in a raised tone, but still lead to a truce between the two sides, after which the task will be successfully completed. But everything is not so rosy, after the conclusion of peace, Delphine will come up to you and say that Paarthurnax needs to be killed. You can deal with Paarthurnax at will after completing the main storyline.

Fallen (Continued)

Next, you need to catch the dragon Odahviing, who can take you to Alduin's lair - the House of the World Eater. To capture Odahviing, you will need the help of the Jarl, who has already prepared a trap for the dragon. We follow the Jarl to the right place and use the new learned cry - Summon the Dragon. After being summoned, Odahviing will start flying around you, which you need to shoot down with the help of the Dragonbreaker shout. After you take down Odahviing, you don't need to finish him off, but gradually step back towards the Jarl, using the Dragonbreaker to keep the dragon on the ground. Odahviing will have no choice but to follow you until he falls into the trap prepared by the Jarl.

House of the World Eater

While the dragon is trapped, talk to him and offer a deal. The dragon will agree, after which you need to let him go by telling the guard on the balcony to open the gate. Climbing up to the balcony, sit on Odahviing and he will send you to Skuldafn.

In Skuldafn, a very difficult location awaits you, which you need to clear out of the Draugs and solve several puzzles. Riddles will not be any problem, because. you have already encountered similar ones, but enemies can significantly ruin your life. Therefore, it is worth going to this task well prepared.

As soon as you open the door with spinning rings, a portal will open behind it, but do not rush to enter it, but first fight the tough enemy Nakrin. After killing Nakrin, you will receive a unique mask, wearing which you will use 20% less magic. After receiving the trophy, step into the portal.

sovengard

You have entered the world of the dead - one of the most beautiful locations in the game. Follow the sign until you come across Tsuna, he will offer you to pass the test in order to get into the hall of the ancients. Agree.

Dragonslayer

Do not be nervous and gather all your will into a fist, you have reached the final chapter of the main storyline. Ahead of you is the last battle with Alduin, which will not be very difficult if you use the cry - Clear Sky, which can disperse the fog. After defeating the main dragon, talk to Tsun and he will return you back to the world of the living. At this point, the game will continue, and you will be able to complete all additional tasks in the game.

Raven Rock.

"March of the Dead".

It is, in fact, the very first side quest that can be obtained on this island. We leave the Voronya Gora and go straight along the path. There you will see a fight between a brave Dunmer and ashspawn - one of the new enemies in the add-on. We scatter them, accept thanks from Velet and a request for help. Velet complains that he does not have enough soldiers and no one to send to investigate this case. We call to help. Searching former enemies and we find a letter, read it, after that we go to the "Fort Frosty Moth" to kill General Folks Kariya. Hey Bloodmoon, we missed you. Upon arrival at the fort, we will hear the general's notification that the enemy has invaded the territory and must be killed. We uncover our weapons and fight our way to the general. After that, we kill the general. Do not forget to search his body: he has an excellent enchanted hammer and a letter to the capital of the Empire. After that, we return to Velet - we receive thanks and a bunch of gold, which depends on the level of your ward.

"Decisive Descent".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

To receive this task, go to the Crow Mine and listen to the conversation between the two. After that, approach the old man - Cretius Cerellius and get the task. He will ask you to find the remains of his great-grandfather and for this he will give a letter and a key to the mysterious door.

We go down into the mine, deal with spiders and rats, after that we knock down wooden beams and open the iron door with the key received from Cretius. We pass further, avoid traps and dead ends. After that, we get to the zone where the waterfall is. We jump down and see the remains of great-grandfather Cretius. We search them and get a diary that must be read. After reading, we take the Bloodskal blade, which will help solve the puzzle. To solve the puzzle you need to do the following:

Perform a side power attack, two spot power attacks, another side power attack. After that, the bands will disperse and the door will open.

We go further and meet the dragon priest Zakrisos, kill him and remove his mask. Don't forget to go to the word wall and learn a new word. There will also be a "black book", which was written about in another guide. After that, we go upstairs and get into the "Bloodskal Mound". We pull the chain, kill the robbers, leave the barrow and return to Cretius for a reward.

After this task, the mine will get a "second wind" and will work at full capacity. As a reward for this, we will be allowed to mine ebonite.

"Revenge does not tolerate fuss."

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

To receive this task, you need to complete the following tasks: "March of the Dead" and "Decisive Descent". After that, return to Raven Rock, and wait for Captain Velet to approach you. He will ask you to approach Adril Arano. He, in turn, will share his suspicions about the impending assassination attempt on Advisor Morvayn and ask us for help. We agree.

We go to the tavern "Puke Netch" and talk there with Galdis Sadri. He will tell you that someone is making offerings at midnight in the Ulen family tomb. What you need. We go into the tomb of the Ulens and wait for midnight. A woman comes and says she is making simple offerings to honor her ancestors. But we will not fall for this and we will talk with Arano. He, in turn, will give the key to the Severin estate for a search. We come to the estate and kill the attackers. We search the safe and find evidence - we carry them to Arano. Arano will send us to the Ash Fortress to kill the assassins from the Morag Tong. We come there and clean the fortress. After that, we return for a reward.

"New debt".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

After you find a new manager for Neloth, you will start to have problems. In the market, the orc Mogrul will approach you and say that Drovas Relvi, the new manager at Neloth, owed him money in the amount of 1000 septims. Now this debt falls on us. Think for yourself, decide for yourself. You can, of course, intimidate the orc, but nothing will work and he will send thugs to knock out the debt from you. You can go to Drovas Relvi and he will give you 250 Septims. You can use eloquence to bring down the amount by 500 septims and pay.

"Spread Sujama Sadri".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Go to the Nauseous Netch tavern and talk to the innkeeper about sujam, during the conversation he will ask you to distribute 10 sujam to anyone, just to try. We agree, after that we pester the characters and distribute sujama. We carry out and return to Sadri for a reward.

"Pendants of the Eastern Imperial Company".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

In the market, approach Fetis Alor and talk about the pendants of the Eastern Imperial Company. He will say that he collects them and is ready to generously pay for each pendant he brings.

"Purge the temple of ashen spawn."

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

We go into the temple and speak with Elder Otrelot. He will ask you to clean the basement of the temple from the ashen spawn. We agree, take the key to the basement, go in there and start killing everyone. After that, we return to the elder for a reward.

"Ancient Nordic Pickaxe".

Dragonborn. Complete walkthrough of side quests

Dragonborn. Complete walkthrough of side quests

Glover Mallory - the blacksmith will ask us to take the ancient Nord pickaxe from Cretius Cerellius. We come to the old man in the mine or his house, depending on whether you completed the quest to restore the mine or not - and demand to give the pickaxe. After that, we go to the blacksmith and get the same pick as a reward for completing the task.

"Bone Armor Formula".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

This quest can be obtained if you are a member of the Thieves Guild. We go to Glover Mallory and get the task to return the formula. We go to the caves of the Karstag castle, find the body of Thane and take the formula. We return to the blacksmith for a reward.

"Letter Sapphire".

Dragonborn. Complete walkthrough of side quests

Dragonborn. Complete walkthrough of side quests

Awarded after completing the Bone Armor Formula quest. We will receive the key from the blacksmith, and he will allow us to take everything that is behind the door, which can be opened with the key. We arrive, take the letter, sail to Skyrim to the thief named Sapphire and give the letter. In return, we get a large diamond worth 5000 septims.

"Cache of seasoned wine."

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

After completing the "March of the Dead" quest, approach the captain of the guard and he will ask you to find a cache of tempered wine. We accept the task. We run to two abandoned houses. There is a barrel between them, we climb into it and pick up the wine. We take it to the captain and get a reward.

Tel Mithrin.

"From the ash".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

When you first visit Tel Mithryn, talk to Neloth's apprentice, Talvas. He will be in the courtyard trying to learn the spell to summon the ash guard. After the conversation, go up to Neloth and immediately exit. Talvas will meet you at the exit and ask for help. He was able to summon an ash guardian, but was unable to control it and is now rampaging. We kill him and decide who to tell - Talvas or Neloth? I advise you to tell Talvas, as he can become your companion.

"Coercive Manager"

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

We come to Tel Mithrin and speak with Neloth, during the conversation he will ask if we have seen his manager - Verona? We answer that we have not seen and go in search of her. We go north and find her body next to the stone of the Sun - we inform Neloth. He asks to find a new manager. We leave for Raven Rock, or rather, for the Vomited Netch and talk with Drovas Relvi. He will accept the job of manager. We return to Neloth and get the money and the key to the staff enchanter's room. There is one of the "black books" in the room.

"Old Friends".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will complain about the constant attacks from the ash spawn, and will share the theory that someone is most likely controlling them. He will give you a ring that will help you find the source of the attacks. We dress him and go to the northern cemetery, open the grave and return to Neloth. He will send us to the Summit Tower to kill his ex-girlfriend from Telvanni. We kill her - we return to Neloth for a reward.

"Healing at Home"

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

We go to the pharmacy of Tel Mitrin and speak with Elenya Matren and volunteer to help fix the house in the form of a mushroom. To repair, you need 3 taproots, and they also need to be moistened near the "Sources of the Harstrad River". Tap roots are removed from the dead bodies of sprigans or bought from alchemists, one way or another, after receiving, we go to the source and moisten the roots. After that, we return to Elenya and give up the roots. She will give us one root and ask us to plant it in Neloth's house. We go into the house and plant a root, after that we return to Elenya for a reward.

"Lost Knowledge".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

The task is issued after completing the main plot of Dragonbron. We go to Neloth and he will tell you where the "black book" is located. White Ridge Mound is our goal. We go there, kill everyone. We meet the dragon priest Dukan - we kill him, remove his mask, learn the new word "Cyclone" and select the "black book". After that, we return to Neloth for a reward.

"Staff of Azra".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will ask you to get us one of the many staffs of Azra, he will also give a tip. He will send us to Skyrim. Most likely the location of the staff is random. I had this: "Pond of the eyes of the maara." We go there, clean the cave and pick up the staff. We give it to Neloth and get a reward.

"Wind and Sand".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will ask you to get the ancient Redguard book Wind and Sand. He will send us to Skyrim. Most likely the location of the staff is random. I had this: "Inconspicuous Asylum." We come there, clean it up, pick it up and give it to Neloth for a reward.

"Heart Stones".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will ask us to get stones - cores that are mined from ore veins. We find the veins, dig them up and take the hearts - the cores to Neloth for a reward.

"The Opening of the Heather Heart".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will ask you to get us a heather heart. To do this, you have to sail back to Skyrim. We sail to Skyrim, find an outcast - heather heart, kill him, take the heart and bring it to Neloth for a reward.

"Telvanni Studies".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Neloth will ask you to get the ashes from the ashen spawn. To do this, he will give a special tool. We find the offspring, kill it, carry out the measurement and return to Neloth.

Bjolda's Refuge / Thirsk Honey Hall.

Jobs here are divided into two camps. We can take the side of the Rieklings or the side of the Nords. You decide. And I will describe the tasks for both. Go!

"Chief of Thirsk Hall."

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

On the approaches to the Thirsk mead hall, a Riekling will meet us and lead us inside. We go inside and talk to the leader of the Rieklings, he will ask you to find their boar - Bilgelmak. This boar loves meat. We leave the hall and move towards the river. We give the boar meat, and he follows us. We put it in the stall and go for the next task.

Now we need to collect a dozen pests. We collect and go to the leader. After that, he will ask you to kill 7 Nords in Bjolda's Retreat. We kill and return to him. He is afraid that you will be able to take away his title and attacks you. Kill him and you will become the leader of the Honey Hall. Honorable, right? Also, you can call Rieklings to help you.

"Recapture of Thirsk".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

We go to the "Shelter of Bjolda" and talk with Bjolda the Fearless about recapturing Thirsk. She agrees with you and asks for help. We need to kill 19 Rieklings. We kill them and talk to Bjolda. She will ask you to go with her to the Hrothmund mound to receive a blessing to rule Tirsk. We go with her and listen to the conversation during which the spirit refuses to bless her. Bjolda will ask us to keep the secret and tell everyone that the spirit has given his blessing. If you refuse, she will attack you, and then you will be expelled from Thirsk. If you agree, then everything will be fine. But then it will be possible to publicly say that nothing of the kind happened and that she is a liar. Then they will expel her, but you will still be treated coolly.

Hailunda will ask you to bring 50 Riekling Spears. Spears are obtained from Rieklings. One Riekling can have from 5 to 20 copies. We collect spears, take them to Hailunda and get a reward.

"Stalhrim and Ebonite".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

Blacksmith Halborn will ask you to bring 10 pieces of stalhrim ore and 15 pieces of ebony ore. Stalhrim ore is in the source, which you will get to on the quest "The New Source of Stalhrim", and there is a lot of ebony in the crow mine after the quest "Decisive Descent". Collect ore, bring it to the blacksmith and get a reward.

Skaal village.

"A New Source of Stalhrim".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

A few days after completing the story quest "The Fate of the Skaal", return to the village. After that, approach Deor and find out about the missing blacksmith. It turns out that he was taken by the Thalmor to an "abandoned hut". Go there, kill the Thalmor detachment next to the hut, and remove the key from the leader. Enter the hut and go down to the basement. We speak with the blacksmith, and we learn that the Thalmor are looking for a larger deposit of stalhrim and they need to be stopped. Go to the "Northern Landing" and talk to the elves. You have a choice: pay them to leave; to threaten with death; kill. One way or another, you will receive a card. Visit the deposit, knock out all the stalhrim from there and return to the blacksmith for a reward.

"Family bonds".

Dragonborn. Complete walkthrough of side quests


Dragonborn. Complete walkthrough of side quests

We arrive at the Skaal village and speak with the chief hunter. He will say that his brother disappeared and began to hang around with bears - werewolves. We need to find Thorkild, but finding him is difficult. He always comes across in different places. Just explore the island and it will come to you. Thorkild will carry some nonsense and if you approach him, he will attack you, so kill him anyway. Return to the bounty hunter. He will teach you how to shoot, block, use one-handed weapons, and wear heavy armor. Each of these skills will increase by one point.

Dragonborn. Complete walkthrough of side quests

Speak to Morwen in Skaal Village and she will ask you to take the necklace to her mother in Falkreath. We take the necklace, take the necklace to Falkreath Runil, and return back for a reward.

As soon as you arrive at Tel Mithryn, you will see Neloth's apprentice Talvas Fatrion trying to summon the Ash Guardian. After some magical manipulations, Talvas will run up to you in horror and ask for help. He called a monster, but that is not at all uncontrollable. You need to destroy the creation of Talvas, then he will distract Neloth with conversations. After the massacre of the monster, you can hand over the unsuccessful Talvas to the teacher, or you can report that the novice magician has successfully completed the task. In any case, you will receive a staff and the ability to buy spell books from Talvas. However, if you hide Talvas' failure, he will be happy to be your companion.

Note: When using the summon ash guardian spell, you must have heart stones so that the ash guardian does not show aggression towards you and your companions.

Home restoration

Apothecary Tel Mithryna Elenya will tell you that part of Neloth's mushroom house has begun to collapse and she needs help in restoring it, otherwise Neloth will fire her. To do this, she needs three taproots. Such ingredients can be bought from alchemists or obtained independently, tap roots are the remains of sprigans that are found in Brodir Grove. After you get the ingredients, Elenya will advise you to bathe them in the headwaters of the Harstrad River, which flows in the northern part of the island. After that, Elenya will take two roots from you, and the third will advise you to plant in a damaged place in Neloth's house. Head to the tower of Neloth and plant a root in the damaged area. Return to Elenya, as a token of gratitude, she will give you several jars of elixirs.

Telvani exploration

Mage Neloth will ask you to collect the remains of the ash guards, who live in large numbers in the vicinity of Raven Rock and Tel Mithryn. Having met the ashen monster, destroy it and collect what is left of it. After completing the task, return to Neloth, in two days Talvas will have a new spell for sale.

Manager under duress

Neloth will complain to you that tea was not brought to him on time, and he will ask you to figure out why. It turns out that its ruler, Verona Nilis, has mysteriously disappeared. You have to find her. First, ask the pharmacist Elenya, who will say that Verona went to Raven Rock a few hours ago. Follow the path towards Raven Rock. Soon you will find the ashen creatures and the body of Verona. Report this sad news to Neloth. He will ask you to find him a new manager.

It's worth looking for someone in Raven Rock. Many are afraid to work with a mysterious magician. Only the innkeeper's assistant Relvi will agree to work for Neloth. As a reward, Nelota will allow you to enchant staves.

New debt

Soon you will learn the reason why Relvy agreed to work for the magician so quickly. It turns out that he owes a large sum of money to the local businessman Morgul, and this is a good reason to stay away from the moneylender.

Since with your help Relvi will escape from the reach of Morgul, he will hang Relvi's debt on you. If you have developed the skill of eloquence, you will be able to bring down the amount of debt to five hundred. If you refuse to pay, Morgula will periodically send collectors to you who are very unfriendly. It is impossible to get rid of Morgul himself, so it is better to pay and forget.

Core Stone for Neloth

Periodically, Neloth needs to bring heart stones for his research, for which he will pay you in gold. Heartstones can be mined in special veins that are found on the island, such as in the dungeons of Fort Frostmoth.

heather heart

Another ingredient that Neloth asks to find is heather heart. In order to get it, go to the Reach, to any outcast camp, kill the leader and tear out the heather heart from him, which you take to Neloth.

old friends

Neloth will complain about the increased number of ash monsters attacking Tel Mithryn and ask you to fix the problem. He will give you a ring that will help you find the source of the problem. Go to the cemetery, which is located east of Tel Mithrin, and search the Ildari's grave. Take the heart stone, which is located there, and tell Neloth about everything.

The magician will perform a ritual that will allow you to find the Ildari. The crazy necromancer lives in the Summit Tower. Go there. After going inside the tower, go down, at the first fork, go straight to the spider caves and collect gems, then return to the fork and go right. In the enchanter's room, which is full of stretch marks and magical traps, find the first part of the Ildari's diary. At the second fork, go right to the prison, save Niid and take the second part of the diary. Then go to the left passage. In the mine, deal with the ashen creatures and go upstairs. The alchemy laboratory contains the third part of Ildari's diary. Head up the stairs on the left to the second floor in the large hall. Here you will have to fight the Ildari and watch a video of how Dovahkin pulls out a heart stone from an sorceress.

In recognition of your merit, you will be accepted into the Telvani house, Neloth will allocate you a separate room in his tower and allow you to use all things.

Participant of the experiment

Neloth will ask you to be part of his experiment with a new spell. You need to understand what the effects of the spell that Neloth casts on you are and what they depend on. The spell causes a health increase of 25 on land and a decrease of 25 in water. To find out, go into the water or get caught in the rain. Tell Neloth about your observations.