How to Defeat Odoving. What if Esbern doesn't speak

Fallen
Job sourcePaarthurnax
RewardStory advancement
PreviousEndless time
FollowingHouse of the World Eater
LocationDragon's Reach
ComplexityComplex
IDMQ301
We catch the dragon Odaving to find out where Alduin disappeared.

Short walkthrough

  • Talk to Paarthurnax or Arngeir or Esbern.
  • Speak with the Jarl of Whiterun.
  • Seek help from the Greybeards in conducting peace negotiations.
  • Learn the cry to summon Odawing.
  • Prepare a trap for Odawing.
  • Summon Odawing to Dragon's Reach.
  • Defeat and capture Odawinga.
  • Interrogate Odawing.

Detailed walkthrough

Now, after completing the "Endless Time" quest, you can proceed to the "Fallen" quest.

During the previous quest, we learned that shouts can be used to summon dragons, since the words sili are the names of dragons. The blades revealed the name of the dragon Odawing, who had recently been awakened by Alduin. We will automatically learn the shout to summon Odawing, and you can also learn it from Paarthurnax.

We leave for Dragon's Reach, where Jarl Balgruf has already prepared a trap to catch the dragon. It is located behind the throne room, on a huge terrace. When we are ready, tell the Jarl to start and use the shout to summon Odawing. The dragon will start attacking us, we fight with him, moving closer to the doors, and finally a trap will work, which will press him to the ground, after which he will start talking.

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

First, a little introduction to the basics of completing tasks. There is a compass at the top of the interface, and an inverted triangle icon indicates the direction in which you need to go for the current assignment:

If the same icon "hangs" over the NPC - you need to move towards him (or behind him):

Opening the map (M) the same icon on the map will indicate the point where you need to go. And by opening the journal (J), read the description of the tasks, and select (if there are several of them) the one that you want to go through at the moment (at the current time, only one task is marked on the map and compass).

This basic knowledge will help you complete missions in the Skyrim game.

Passing

In The Elder Scrolls tradition, we start the game as a prisoner. And now, just having appeared in the game, you see yourself among the prisoners who are being taken to execution.

To freedom!

While we are being driven in the cart, we hear the conversation of other prisoners, from which it becomes clear that Skyrim is now undergoing an uprising led by the Stormcloaks. The Imperials mistakenly consider us one of them, and are taking us to Helgen for execution.

Upon arrival, the character editor will be available - it is quite advanced, and you can make the appearance of your character exactly what you want.

Important: 1) a field for entering a name will appear after confirmation 2) we recommend that you specify the name in Latin, in order to avoid problems in dialogues with Cyrillic.

You see how one of those caught is executed, and the next - you. But already under the executioner's ax, a dragon flies in, and panic begins in the city. At this moment, character control becomes available to you.

Although everything around will collapse and burn, there is nothing difficult, the main thing is not to fuss and watch the compass and pointers over the NPC. Almost immediately, a choice will be given - to follow Nord who checked you on the list, or to follow his neighbor in the cart. There is practically no further difference in choice. It's just that if you go with a rebel, then along the way, all the people you meet will be your enemies. And if you choose the side of the Imperial, then along the numerous corridors and rooms you will meet allies - be careful, do not hit them. And if, nevertheless, you hit them several times (at the first hit, they say “Who are you for?”), And they start attacking you - remove the weapon, they will stop.

Following your new partner, you will find chests with uniforms, learn how to pick locks, shoot from stealth, etc. In fact, the task "To freedom!" is educational. It ends with the way you leave the cave. From this moment on, the whole world of Skyrim is open to you. And where to go, what to do - it's up to you!

Before the storm

As soon as you left the cave, a new task will begin - "Before the Storm", the most difficult moment in this task is connected with the fact that your partner will say "Now we must split up", but in fact there is no need to separate - follow him. On the way, he will show the stones of power (or whatever they are called there) - by activating one of them (magician, thief, warrior), the skills of the corresponding direction will be pumped 20% faster.

Continuing to follow your partner, you will come to Riverwood - a small village. Your partner will take you to his family where you will be offered food and accommodation. In the course of the conversation, we will be told that we need to go to Whiterun and report on what happened in Helgen. But do not rush to leave, the head of the family - Alvor, is a blacksmith, with his forge. He has side quests to help you learn blacksmithing.

You can also find other side quests in the village. And to continue the main task - go to Whiterun (follow the sign on the compass, and you can also open the map and estimate the distance to the city).

In Whiterun, a guard will approach you - tell him that you are from Riverwood, to Jarl - they will let you through. In the city, you need a larger building at the very top - Dragon Redistribution. And the Jarl is sitting in the main hall, on the throne. Talk to him.

Windy peak

During the conversation with the Jarl, after you tell him about the dragon's attack, he will take you to Farengar. This magician and alchemist has long been engaged in dragons, and he will undoubtedly be interested in the case you have told. He also has tables for Alchemy and Enchantment.

Farengar will give you a new task - go to Windy Peak and find the Dragonstone there.

Windy Peak - a temple high on a rock (to search, still use the map and compass). On the way, you will meet two groups of bandits. Having found a temple on the top of a cliff, go inside (large semicircular doors), according to its grandeur, and the inner interior becomes clear that once dragons were worshiped in it. In the beginning there will be several bandits, but the deeper, the more dangerous opponents you will meet.

Windy Peak has two puzzles. The first is that you need to position the stone figures that you can rotate. The correct location, after which, by pulling the lever, the door will open:

Move on, kill draugs and spiders. You will come across a web - to get through it, you first need to knock it down with a weapon (just attack along the web). In the room with a large spider there will be a bandit in a web. He has a dragon claw of interest to us. You can kill him, and if he ran away - then not far, after going a little further you will find his corpse. Be sure to search him by taking the Dragon Claw.

The second puzzle is similar to the first, here you need to place three circles in the correct position:

The clue is on the back of the dragon's claw (items in the inventory can be rotated with the mouse).

Go on and on until you end up in a large room, in the center of which there will be a semicircle, with text in the language of dragons. When you come to this wall, you will read one passage. At this time, the Lord of Draugrov will emerge from one grave behind your back - you will have a hard battle. Having dealt with him, take the Dragonstone from his corpse, now find the passage to the exit (you do not need to return, in front you will find the second exit from the dungeon).

After leaving Skyrim, open the map and make a fast travel to the Draconic redistribution. Head towards Farengar and give him the stone.

We discuss all questions with this task on the golden claw page.

Dragon in the sky

Do not rush to leave Farengar, and even more - follow him. You will hear an interesting conversation, at the end of which a guard will come running and tell you that a dragon attacked the western watchtower. Now you need to follow the woman of Arijlet. She will take several soldiers with her and head towards the western watchtower. There you will have your first battle with a dragon.

  • Shoot the dragon with a bow while it is flying;
  • When he sits down, try to approach him from the side or from behind to hit;
  • Take advantage of the moments when the dragon will be distracted by other guards.

After the victory, you will absorb the dragon's soul, and the first dragon's cry will be available to you - Ruthless Force.

Return to the Jarl and tell us what happened.

Reward: Title of Thane, opportunity to buy a private house in Whiterun, personal mercenary - Lydia.

The way of the voice

Now you need to get to the Greybeards, which are high, high on a cliff east of Whiterun.

Important: It's almost impossible to get there by a compass. Follow the road to the east, which, after going around the mountain, will take you to their temple. On the way, I met two trolls (a very strong opponent, ran away by sprint - Alt key) and a saber-toothed tiger (a strong opponent, but managed). And also the dragon attacked (a scripted event, or a random meeting of xs). In general, you won't be bored on the road, save more often.

In the temple itself, you will first need to prove that you can use your voice - use the shout Relentless Force, and also teach you a new thing - the Swift Dash, with which you can instantly move a short distance.

At the end of the training, you will be given the next test.

Horn of Jurgen

The Greybeards send you to the final test - to get the horn of Jurgen Summon the Wind, from his tomb in Ustengrev, in the swamps of Hjalmarch.

We look at the map and go to the tomb, which in fact is another large dungeon with the next riddles. I'll go straight to them:

Riddle number 1

You run into the passage, which is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you step back, the grate goes down. You can't run with a regular run, what should you do?

Stand exactly opposite the aisle, in front of the stones, put "Rapid Dash" on the active cry, hold down the left Alt and start running towards the passage, as soon as you are next to the third stone, and it activates - press Z - make a quick dash, after which it will remain a little to run and that's it. I did it the first time.

I did not check how much they hurt to fry; in general, this stage is also passed with the help of the "Rapid Dash" Shout.

And at the end you will have an unexpected plot twist, it turns out that someone has already taken the horn before you (a message will appear that the quest has failed), but left a note on a large chest:

The search for the horn will be marked as failed, this is normal.

We leave for Riverwood, find a tavern, and we rent a room in the attic from Dolphin. She will say that there is no room in the attic, but "you go there." Entering the room that she will say (I was guided by the sign), Dolphin will follow you, and will say that it was she who left you a note, and will offer to follow her. He will take you to his secret room and tell you that she needs you.

At this stage, we are faced with a crooked dialogue, I will not bother with details ... in general, ask Dolphin without leaving her room until there is a phrase like "I'm ready, let's go", after which an additional task begins.

A blade in the dark

Dolphin is the last of the blades, and just like you, she is solving the reason for the appearance of dragons in Skyrim. Her belief is that dragons do not return, they "resurrect". And to make sure of this, and possibly to prevent the resurrection, you go to the Grove kin.

You can go with her, or get there yourself. I chose the first option. I didn't want to think what and where to go. And so - just run after Dolphin and that's it.

At the point of arrival, you will see how one dragon brings another to life, and the fight begins.

After killing the dragon, Dolphin will make sure that you are a dragonborn and will tell you about a new task. But before proceeding to him, I went to complete the test of the gray beards.

Jurgen's Horn (end)

We make a quick transition to High Hrothgar. We find the "main" gray-bearded (this can cause problems, because the compass sometimes turns on when pointing at a person, in general, run around their temple until you find it). And we give him the horn. He will say that now you need to officially recognize you as a dragon, and at the same time teach you a new word.

We go through the recognition procedure, at the same time studying the third word in the cry "Ruthless Force". Now you can return to the Dolphins quest.

Diplomatic immunity

One of the most confusing tasks on the first playthrough. But, I assure you, with repeated passes, you will get pleasure from it.

Returning to Riverwood, we speak with Delphine. She will tell you that you need to get into the Thalmor embassy and find out about the dragon from them. And in fact, you don't have to make your way - she will organize everything for you. Your task is to go to Solitude and meet Malbourne there.

To help you survive, Malbourne can carry a few items for you as you enter through the "front door" without weapons or armor. In a conversation with him, it is important to know one point - in Skyrim you can transfer items to companions by pressing R when the corresponding window appears. It is enough to hand over the weapon to Malbourne.

We told you - now we are going to Dolphin, she is already nearby, outside the city in the stable (we look at the compass and no problems). She will give you ceremonial clothes, and she will ask you to hand over all weapons and armor to her for safety. You can give it to her, or you can throw it out somewhere nearby. We give away things, put on ceremonial clothes, say that we are ready and ... you are already "at a festive party."

We approach the guard, pass the invitation, we pass. In order for Malbourne to lead you to the kitchen, you need to distract the vacationers with something. To do this, we take a drink from him (in the dialogue “I want to drink), after which we start a conversation with this friend:

Give him a drink, then ask for one favor -\u003e make some noise.

Then we approach Malbourne. It is not necessary to start a dialogue. When Razelan starts to brawl, he himself will open the door to the kitchen, and will lead to the chest, where the things that you gave him will be. There is a door next to the chest - you go there. From now on, you can chop everyone in a row.

You will need to clear one building, then go out into the courtyard, kill everyone there, go into the torture building, kill everyone there too and clean out 2 chests, after which the pointers disappear (which again introduces into the stopper), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), release him, then offer to get out. He will come to the hatch, ask him why he was tortured - and you will find out what you need on the assignment. Now all that remains is to get out, and the hatch is closed, what to do? Around this time, or maybe it will be necessary to wait a little - security will enter the house with the words "surrender, we took your accomplice" - kill them (the elf who helped you will die quickly ... there is apparently no way to save him), and from one of the new arrivals You remove the key to the hatch from the guards - it’s ready, you just have to go out through the dungeon (be careful, there’s a troll) and meet with Dolphin.

As a result, having come to "tough guys" in one shirt, you will come out with full pockets of armor, weapons, potions, and other junk. And you will also level up well!

A rat cornered

We return to Riverwood, and tell the Dolphin everything we have learned about dragons. The next task is to find Esbern. To do this, we go to Riften (the city of thieves and robbers), and find Brynjolf there (in my case, he was in the "Bee and the sting" tavern), who, by the way, is the head of the thieves' guild. I don't know why the main storyline was associated with thieves, but you will have to complete one thieves' mission to advance in your search.

For a detailed walkthrough of this task, see the Thieves Guild page. A little advice - if pickpocketing is not pumped - save right before the theft itself - so that in case of failure, immediately boot up and try again.

After completing the task of Brignolf, we go down into the dungeons under Riften (we go to the water, we find the stairs down, and there is a door), the dungeons are deep, they consist of several sublevels:

  • Level 1 - robbers, kill everyone bravely;
  • Level 2 - the headquarters of the thieves guild (if you wish, you can continue to carry out their tasks);
  • 3rd level - agents of Thalmor, kill everyone;
  • Level 4 - the level where you will finally find the room with Esbern.

Talk to him, tell him who you are from, and who you are - he will open the door. And he will tell interesting things. This completes this task, and immediately begins a new one.

What if Esbern doesn't say:

1. Open the console (~), enter the tcl command, go through the door and talk to esbern
2. He will start clicking the door - we are waiting
3. If he clicked and fell silent, but the door did not open, we speak again. And so on until the door opens.

Alduin's Wall

The old man will collect his things, and it's time to get out of this hole ... but it was not there, agents of the Thalmor burst into the room and the battle begins. The old man turns out to be an excellent magician, and gives his enemies a good rebuff.

There is nothing difficult to the passage to it, except that it is very far to go, plus three dragons attacked along the road. And I will not talk about the wall of Alduin itself, so as not to spoil the first impression, I will tell only about the next riddles (this time not difficult):

Riddle number 1

To go through one stage, you will need to lower the bridge, for which you need to unfold the stone figures as shown in the screenshot.

Riddle number 2

A room with a fire trap (it fries very painfully), and plates that react to the attack. The solution is to go only along the slabs that represent the dovakin (see screenshot), reach the fire installation, pull the lever, and the trap will turn off.

At the end, you will be given an excursion into history, then a dialogue, from which it becomes clear that nothing is clear. And you need to go back to the gray beards.

I would like to say a special thank you to the developers for the behavior of partners in this task. Like real people - commenting, examining the environment, discussing puzzles, etc.

Throat of the World

In this task, get ready for excruciatingly long dialogues.

We return to the gray-bearded ones. Look for their main one again, and start a dialogue. You need to strive for the topic "Paarthurnax" -\u003e "I want to meet him." After that you will be taught a new cry and show the way.

The whole road to Paarthurnax is in some kind of strange fog, which somehow does not have a good effect on the character (did not begin to experiment what would happen if you stood in it), but with a new Shout this fog is accelerated a long distance ahead, so with the help of a cry you move to the top, to the most important "gray-bearded".

At the top you will find an interesting plot reversal, a new cry, and a choice of the next path - gray beards or blades.

Ancient knowledge

On assignment, there is a choice - to turn to the gray-bearded, or to Esbern (blades). I chose the option with Esbern (although judging by the comments, there is not much difference between this choice) - we return to the wall (he will be at the "back" exit) and tell him about the ancient scroll.

He will say that you need to contact the magicians, because they have a large library and centuries of knowledge. And he will send to the College of Winterhold, she is the guild of magicians (marked on the map), she is ... at the end of the world. We get there, at the entrance they will tell you that you can't just enter - you need to join the guild. And to enter - to show that you can use magic. You will be asked to demonstrate one of the spells, if you do not have it, the NPC will offer to sell it to you. We buy, demonstrate magical skills - it's done, you will even be escorted into the building. We are looking for the main thing in it - Urag gro-Shuba. We talk to him about the scroll, knock information out of it, until he gives an additional task - "The Works of Shalidor".

Shalidor's works

Note: This quest may take place in different locations.

We need to find the records of one scientist - we go to the marked dungeon. In the dungeon there will be one, already familiar riddle - a lever, rotating statues and triggering a trap if selected incorrectly. For a hint as to which statue to turn which side - look on the opposite side. The two statues will show which figure to unfold.

Then there will be another unexpected moment - you will meet a strong dead man, after the murder he is revived again. But in fact, there is no mystery in this case - kill him several times, and he will stop resurrecting. Take the scientist's notes and return to the College of Winterhold.

We meet with Urag gro-Shuba and give him the found notes. He will say that it takes time to decipher. Scroll for two days and talk again. The manuscripts have been deciphered, and a book will appear on the table to be read:

After that, we again talk with Urag gro-Shuba, and another additional task begins.

Beyond the ordinary

The conversation will go about the fact that there was one scientist who was very interested in the Dremer, and then went north and disappeared. You need to look for it. A point to the north will be marked - we go there.

We find a scientist there, and after a long dialogue, we get two objects - a Dremere cube and a ball, and a new marked point on the map. There we are waiting for huge ooooh Dremere dungeons. By the way, in them, you can find an amulet with a bonus to alchemy of 15%.

The dungeons are large, but there are no special mysteries. Of course, you can't do without traps and locked doors, you can't do with a "fuckin 'anywhere" lever, here is one of the most difficult searches for a lever:

The grill is at the bottom, and the opening lever at the top.

As a result, we will get to a room with an interesting device. Find the "control panel" there and place the cube:

After that the task "Ancient knowledge" will be completed, but we still need to record our "game" on the ball. To do this, simply remove the cube that you installed on the panel, and return it to the scientist who lost it.

We discuss this task separately on the Dwemer mechanism page.

Alduin's curse

There is a fight with the main dragon - Alduin, but before that the Dragon Slayer shout will become available. The main villain himself does not sit on the ground, you need to knock him down with a dragon-slayer, then chop / fry / freeze, using the dragon-slayer shout on the rollback (if you do not use it - "he will fly away again and will circle).

We defeat him, but he says that it is impossible to kill him, and flies away.

Fallen

After winning, talk to your parturnax. He will tell you his plan on how to finally defeat the villain. For this we need the help of the Jarl, we go to him.

Endless time

The task itself is not difficult, but a lot of dialogue awaits you.

We speak with the Jarl about the dragon and the end of the world. He will agree to help you, but only after the war in Skyrim is stopped. Now we need to do the impossible - to reconcile the two sides that are not going to reconcile, and each thinks only of its own victory. I did not join any side, so I was neutral. I don't know how the dialogs unfold there in case you sided with the Empire or the Stormcloaks.

We go to the gray-bearded, we speak with Arpgeir, we ask him to announce the meeting about the conclusion of peace.

We go to the Imperials, talk to Tullius, we persuade him to negotiate.

We go to the rebels, we speak with Ulfric, we persuade to negotiate.

We return to the gray-bearded ones, the meeting is just beginning there, and our old familiar blades will also come without an invitation. And what is going on in the negotiations (if you delve into it) is generally awful. Everyone thinks only about their own, but we somehow (although, I think that there is no bad outcome, but the situation is tense) persuade them to establish a temporary peace.

After the conclusion of peace, the task will be completed, but Dolphin will also insert her five kopecks - she says that parturnax must die. Your conversation will open a new task "Paarthurnax".

Fallen (continued)

With the temporary peace concluded, it's time to make a trap for Odawing. To do this, we return to the Dragon Redistribution, and speak with the Jarl. He will say that everything is ready, everyone is waiting for your decision.

We say that we are starting, and we follow him. How to summon and capture Odawing? Go out to the balcony, use the call "Dragon Call" (do not forget to hold down so that the cry is full), a dragon flies in, knocks him down with "Dragon Slayer", after which (no need to kill him!) - gradually retreat into the depths of the "balcony", rollback using the dragon slayer so that he does not fly away. He will follow you into the depths, and then he will fall into a trap.

House of the World Eater

Talk to Odaving. Now you will need to release him. To do this, go upstairs and talk to the guard.

After that, we wait for him to come out to the edge of the balcony, talk to him again, and go on a dragon to Skuldafn.

We have to clear the territory and dungeons full of Draugs, as well as new mysteries:

The first puzzle with movable plates, the first position opens the right grate (there is a chest with junk), the second - the left one, along which we continue to explore the dungeon:


And the third riddle, with a door with revolving rings, in front of it there will be a draug, after killing him we remove the "Diamond Claw" from him, on the back of which a hint is given:

Then we go outside, to the portal, but do not rush to teleport, somewhere nearby there will be a cool representative of the afterlife - Nakrin. After killing him, we remove the mask from him (+50 to magic, the spells of destruction and restoration consume 20% less magic) and the staff. The staff will be needed to start the portal again (get up to the location indicated by the assignment and press E), then jump into it.

Sovngarde

Welcome to the abode of the dead. A very beautiful place, but blackened by Alduin. We go along the arrow, we meet with Tsun, we pass the test, and we find ourselves in the hall of the ancients.

Dragon fighter

Congratulations, you've reached the very end.

After the victory, talk to Tsun to return to the mortal world.

P.S.

The storyline is great. The storylines in games haven't been so impressive for a long time. The main thing is to play on the highest possible difficulty for you, so that "victory" really feels like a victory.

Now, using the "Call of the Dragon" shout in the open area, the dragon Odawing will fly to your aid.

Simple dragons will still come across as simple monsters.

It took 40 hours to complete the main storyline, just a little distracted by another.

The description of the passage was written after one passage, of course, it may be incomplete or subjective somewhere. Ask questions, complete - I will make amendments. Except for the plot itself - I tried to talk about it as little as possible so as not to spoil your first impression of your personal passage.

Passage |

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

"Endless time"

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

Capture and Talk the Dragon Odawing

Upon successful completion of the council, our hero gets the opportunity to study a new shout, the words of which can be learned from Esbern. Now we need to return back to Whiterun to talk with the Jarl. He agrees to the event and now we need to go to the Dragon's Reach Gallery and summon the dragon Odawinga. He is the only dragon you can talk to after being captured. And only he will be able to agree to the crazy request - to deliver our hero to the world of Alduin. As soon as he arrives, we need to drive him into the gallery with the help of a shout "Dragon Slayer". To this end, you need to gradually move further and further inside, and as a result, the dragon will be chained up and you can start a conversation with him, in order to get all the information of interest
Now we will have the opportunity to resolve the issue of the Greybeards dragon - to kill him at the behest of the blades, or to keep him alive. Choosing the second option will fail

It implies the development of an offensive against the forces of the dragon, which is weakened, in many respects morally, after its defeat by the new hero of Skyrim .. At first, it is quite difficult to determine the purpose of the mission The Fallen, but the game itself comes to our aid and offers to talk with the smartest creatures that we already know. There are three candidates to choose from: the aged Esbern, the wise representative of the Greybeards Arngeir and the good dragon Paarthurnax.


Considering the fact that the recent battle with Alduin took place in the vastness of the Throat of The World location, let's not go far and immediately talk to our new friend from the dragon race. From him we will receive new and valuable instructions on our next assignment. The matter is not easy, because the place where Alduin flew away is not really known to anyone, and numerous legends give too general directions, which is clearly not enough for the pursuit. So it is necessary to catch the tongue, which will tell you where his leader went. From Paarthurnax we learn that a dragon can be caught in Whiterun, or more precisely, in the residence of the jarl of this glorious city, where, if you remember, we store all our things. As you may have guessed, reading the Skyrim walkthrough earlier, we are talking about Dragonsreach. But it is necessary to enlist the support of Jarl Whiterun, who is unlikely to be happy about the prospect of participating in the hunt for the dragon.

The way to the already well-known, our first large city Skyrim will be fast and easy, thanks to the convenient system of fast travel. Unfortunately, the conversation with our crowned friend, Jarl Balgruuf the Greater will not be too smooth, for no one wants to put their city in danger. However, the ruler essentially likes the idea of \u200b\u200bdestroying Alduin and he agrees to help. Although his help will only consist in formal permission to use the Dragonsreach castle to catch the dragon. But a big and inconvenient "BUT" is provided to us. The Skyrim civil war also concerns the wise mind of the ruler of Whiterun, so we need to address this issue as well. Earlier, in articles on the site, I talked about the civil war that unfolded in the vast northern province of Tamriel. If you have already figured out this issue and led one of the parties to the conflict to victory, you will not have to organize a truce. If the brave Dovahkiin has not yet reached the hands of the brave Dovahkiin to participate in the war, then you will have to simultaneously complete the Season Unending task. For more information about the passage of the additional, but mandatory Season Unending mission of the main storyline of Skyrim, please read the website in the corresponding article. Its implementation will coincide in time and overlap with the task The Fallen, so I will reflect the main points in this material.

The Greybeards should act as a reconciling party, since, first of all, everyone respects the elders. Secondly, they are obviously neutral and completely disinterested in worldly affairs. So the first thing we do is go to Arngeir. He can be found either in the High Hrothgar temple or on the Throat of the World mountain. After a short conversation, Argneir agrees to help us, the Greybeards will take on the heavy burden of peace negotiations, however, and we will have to work hard. We need to assemble a delegation of the Imperial Legion and the Stormcloaks, which will be quite simple.

Our next destination is in the capital of Skyrim - the city of Solitude. The way there will not take long, because in this city we have already beaten, for example, when passing the Diplomatic Immunity task, which is also presented on the site. We go to General Tillius (General Tillius), with whom we have already met briefly in our first assignment called Unbound. The circumstances of our new meeting are conducive to communication much more than the executioner's ax. A conversation with an elderly general will be short and constructive. He respects the gray-bearded, so he will come to the armistice council without any questions. Although the argument about the need to rein in the raging dragons did not convince him too. He motivated his position by the fact that the troops of Ulfric Stormcloak suffer not only no less from dragons, but sometimes more imperial forces. We will also meet with him as part of an attempt to establish peace in the lands of Skyrim.


The path to Windhelm, the heart of the resistance will not take long thanks to the fast travel system. This location was discovered by us earlier when passing Skyrim to the site. If you missed this episode a bit, the city can be quickly reached by the cabby that awaits on the outskirts of any major Skyrim city. The cost of his services is low and amounts to about 50-70 gold coins. We find Ulfric in the main hall and start a conversation leading to the need for peace negotiations. The leader of the Stormcloaks is not very positive about this matter. But he is easily convinced by intimidating the invasion of dragons. The coming of Alduin worries him seriously, because he is a native Nord and the legends about the death of the world are well known to him. If necessary, it can be mentioned in the conversation that General Tillius has already agreed to come to the Greybeards for negotiations.

Now it is time for us to come to the important council held at the Greybeards monastery. We return to High Hrothgar and turn to Argneir. He invites us to take our place on the council, we have a rather boring conversation between the two warring parties and the adoption of some trivial decisions. Along the way, we notice that Esbern and Dolphin insolently came to the council. They say it is true that impudence is the second happiness, computer games are no exception. We ourselves sit down on the proposed chair and listen carefully to what they say at the council. The idea is simple, in order for a truce to be successfully concluded, it is necessary to provide approximately equal concessions to both sides. At the very beginning of the council, I kicked out the representative of the Thalmor who came as part of the delegation of the Empire. The Margrave gave the Stormcloaks, Riften to the Empire, hushed up the events at some battle, giving preference to the Cloaks, and then let the Empire take something. After even counting, the peace treaty is considered signed. Listening to the delegates' speeches was more than boring, but the complexity of completing assignments for one of the parties in the civil war may depend on our decisions in the future. Read more about the Season Unending walkthrough on the website. The advice is considered complete, but we are in no hurry to leave the gloomy hall of the monastery.

We approach Esbern for an important conversation. In it we learn a new cry, which will allow us to summon a dragon to capture. The fact is that all the names of dragons consist of words of power and, with the correct pronunciation, the dragon hears his name at any distance from the speaker. So we learn the word Odahviing in order to successfully catch the dragon as part of the quest The Fallen. As if by chance, Esbern mentions Paarthurnax, the true leader of the Greybeards. In his youth, our dragon friend broke a lot of firewood and the Blades have a grudge against him. Esbern's assignment with the same name Paarthurnax is treacherous and selfish, because we are offered to kill our winged friend for the sins of the distant past. At the same time, for some reason, they are silent about the attempt to kill our hero by the valiant forces of Tamriel. However, a separate article is devoted to the Paarthurnax quest as part of the passage of Skyrim. Now you can go further - to catch the dragon.

We return to Whiterun and delight the jarl of the city with the pleasant news that the oppression of the civil war no longer threatens his beloved city. From the wise old man we receive a blessing and permission to carry out a risky operation on the territory of his residence.

We go out into the open field to beat dragons, but they are not visible on the horizon. Still, the dragon needs to be called in the style of epic legends. We apply a cry called Call Dragon (Odahviing), recently learned from Esbern, and summon a formidable dragon. Then there is a standard battle with the dragon Odahviing with a non-standard, by the way, purpose. We do not need to defeat the monster, but we need to lead him into a wide corridor. It is relatively easy to do this, if necessary, we use the Dragonrend cry to force the winged creature to land.

Finally, the dragon Odahviing is in a cage, or rather trapped. We interrogate him with passion, but without assault, and we learn a lot of interesting things. Dragons are strong creatures, they also recognize strength. They obey Alduin for the reason that he is extremely strong. Now, after his defeat from us loved ones, some of the dragons doubted his greatness. We also learn about the approximate place where you can start looking for Alduin himself, as well as the fact that you can't get there on foot, you can't get there by cab. So we have an exciting flight on a dragon, but that's the case for the next task. We mark the quest The Fallen in our journal as completed.

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

THIS BAG: thanks to the disappearing voice acting of Esbern himself, the quest "The Rat Cornered" is one big bug, one might say. In case something goes awry, here's a magic command to skip the entire quest: "Setstage MQ203 5".

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

Esbern is hiding in the sewers in an area called the Anthill. He sits behind a locked door, surrounded by completely demented neighbors. On your way to the old man's hideout, you will encounter several Thalmor soldiers. Esbern will not want to open the door at first. Just for this case, you were given a passphrase.

THIS BAG: if you do not hear Esbern's words, but after turning on the subtitles, you see them appear for a split second, congratulations - you have stumbled upon an extremely common bug. But Esbern's "silence" is very little cause for concern compared to the stuck door-opening script obscuring the plot. To try to sneak a bug, often press "use" while hovering over the stubborn NPC. You can try to do the same by becoming ethereal (the "tcl" console command) and flying into his room. It may work (or not) go to another location and return. If everything is really bad, skip the entire quest according to the above recipe. You won't lose anything.

Alduin's Wall

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

When you do make Esbern open the door, talk to him about dragons and take him out of the dungeon. A couple more Thalmor will warmly greet you along the way. The old man must be brought to the Blades headquarters in Riverwood. But literally leading him through half of Skyrim is not necessary - you can use fast travel.

Our next stop is the Sky Haven Temple, the old fortress of the Blades. The hero, along with Delphine and Esbern, is looking for Alduin's wall, where the prophecy is inscribed. Go to Kartspire Cave. On the way, you will have to fight a dragon and a crowd of Outcasts.

THIS BAG: if you have already been to those places, in no case use fast travel - Esbern may not arrive there, and the quest will get stuck. And if you touched the bridge in the cave, the quest will stick for sure, and only the console command will save you "Setstage MQ203 280"skipping the entire quest.

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

Remember to jerk the chain to disarm the trap. And try not to perish on the way to it from the stupidity of your own companions - explain to them that “don't go there, go here,” so that they do not unknowingly step where they should not step.

After a short scene, we will find ourselves in the temple itself and easily find the wall of Alduin. Explore it and do not forget to loot the temple - you will find a branded Akaviri katana, "sharpened" for the fight with dragons.

Throat of the world

The troll wanders among the magical wind and feels great. Nothing, we'll fix it quickly.

The quest is pretty simple. We need to go to High Hrothgar and, having climbed to the top of the Throat of the World Mountain, talk to their main - a dragon named Paarthurnax. In order for the hero to pass through a magical blizzard, the aksakals will teach him how to shout "Clear sky", which disperses the clouds. Shouting at the blizzard, we can easily walk along the path to the very top.

NOTE: on the way to the top you will have to fight. It turns out that the magic wind does not bother not only ice ghosts, but also more mundane creatures - wolves and ice trolls.

There we will be met by Paarthurnax himself. The conversation will be relaxed. The dragon will teach you a fire cry, and then ask you to use this cry in order to make sure that "The Force is strong in you, young Dragonborn."

The dragon will tell us about the return of Alduin and send us on a campaign for the Elder Scroll.

NOTE: from now on, we can return to Paarthurnax to amplify one of three screams: Merciless Force, Ethereal, or Fire Breath.

Ancient knowledge

Dwemer worker spiders are the weakest of the mechanical guardians.

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

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

The Orc Librarian will lay out all the Elder Scrolls books. Read them.

THIS BAG: if the orc does not want to give books, this is most likely due to the fact that we are already doing quests of the college of mages. There are two options: either finish the quest line and only then return to the orc, or enter " setstage MQ205 80"(But then the guiding signs on the map will probably disappear and you will have to go further" by touch ").

As we study both books, the Orc will give you directions on where to find the main local expert on these matters, Septimius Segonia. His cave is far out in the sea, where ice floes float. Septimy will give out the quest "Beyond the Ordinary", provide quest items (dictionary, guiding ball) and tell you that you need to start your search from the Dwemer ruins of Alftand.

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

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

Falmer will start to come across here. Let's not forget to look under the pipes in the very first hall, where the stone is sprinkled with blood behind the fence. There you will find the remains of a less fortunate treasure hunter and his note.

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

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

TIP: enter the elevator marked "Alftand - Ice Ruins" to open the grate that previously blocked the path. Now, if you decide to return to Alftand, you can take a shortcut almost all the way using this elevator.

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

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

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

The Dwemer Gear at the top of the stairs has a path to the Black Reach. This place is vast, beautiful, and you can talk about it for a long time. If you want, explore it completely or, after searching the field laboratory of Sinderion, follow the sign straight to the observatory - to the tower of Mzark. Of course, if you are not confident in your abilities, bypass all the centurions seen by the tenth road.

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

It is done! Return with the Scroll to Paarthurnax.

Alduin's curse

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

Paarthurnax sends us to the past so that we overheard the "anti-dragon anti-aircraft" cry from the heroes of antiquity. You just need to stand in the right place, unfold the scroll and watch how the Nords in the distant past defeat Alduin.

THIS BAG: a scene from the past may stall. Will save the team's situation " Setstage mq206 70"And" Setstage mq206 100"- enter them one by one, and the scene will be skipped, and the hero will get the required shout. Do not take companions on a mission - they can get stuck in the past, turning Skyrim into Back to the Future.

By the way, Alduin himself is already in the present. He is winged and invulnerable in flight, but we know the cry of the Dragon Slayer, with which you can knock him out of the sky.

After taking aim, shout at Alduin (do not confuse the dragons - Paarthurnax will also fly back and forth), lower him to the ground and gradually take away his health.

Try not to let Alduin take off again - tie him up with Dragon Breaker in time. In the end, the dragon will chicken out and fly away.

Endless time

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

This quest is unique in its kind. It looks like an ordinary conversational quest, in which you don't even need to make decisions - anyone will do. But the bugs here are so bold that they cannot be said in a fairy tale or described with a pen. But we will try.

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

What is required of us? Talk to Arngeir, offer to arrange negotiations in High Hrothgar. Go to Ulfric and General Tullius, convince them to sit down at the table. In the monastery, the parties will decide whether to stop the war in order to fight the dragons, and if so, on what conditions? Our hero acts as a referee. Whatever decisions the player makes, the truce will take place, so you can play along with the side that we like best.

Now for the bad:

If the hero is already completing quests for one of the parties, the task may become firmly stuck - we simply won't be able to tell one of the parties about future negotiations. It is highly discouraged to start civil war quests before the "Endless Time" - and if you have already started, bring the war to the end in order to skip the entire quest.

When Esbern takes the floor during negotiations, the dialogue may stop because of his "vow of silence." In this case, the hero is glued to the chair and can no longer go up to the old man and kick him so that he comes to his senses. To try to cure it, save and boot immediately.

Sometimes the negotiators don't sit down at the table. You can also try saving and loading here.

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

Paarthurnax

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

This is a small optional quest that we will receive either at the beginning of the "Fallen" quest, or before, if we talk to Esbern or Dolphin. The Blades have learned that Paarthurnax is a dragon, and, like the old enemies of dragons, they want to kill him. And the Blades do not care that without Paarthurnax we could not have defeated Alduin, that he is one of a kind and that killing him would mean a complete quarrel with High Hrothgar. These guys didn't even have a sensible reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that they are almost gone.

The choice is small - either kill Paarthurnax, or spit on the quest (it cannot be canceled). If you complete the task, you will no longer be able to strengthen the cry, and the elders will stop talking to you. But the Blades will love you, but there's no point in it.

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

Fallen

The dragon Odaving, who arrived at the call, immediately began to row.

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

Talk to Jarl Balgruf and begin. Going out to the balcony of the large "hangar", call on Odawing, "plant" him with a Dragon-Slayer shout and carefully take down his health, luring the dragon into the depths of the hall, to the door.

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

House of the World Eater

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

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

The second puzzle will occur after the spider corridors. The column in the left niche should be a "whale", in the right - a "bird". The column in the center of the hall is a "snake". Pulling the lever, you will pass through another large hall, climb the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, after defeating a particularly large draugr, open the door with a diamond claw and the combination "wolf, butterfly, dragon".

It remains only to study the word of Power and defeat several draugrs, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Do not forget to take the mask from the fallen priest.

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

Sovngarde

"Stop! Face control!"

Then everything is simple. We walk through the fields and hills, shouting at the surrounding landscape with a clear sky, in order to disperse the fog. On the bone bridge, measure your strength against Guardian Tsun and enter the Hall of Valor. Listen to Ysgramor and speak with three ancient heroes - Hakon One-Eyed, Feldir the Old, and Gormleyte the Golden Hand.

Dragon fighter

The final fight is not difficult. Alduin is easily picked up with pieces of iron by our three hero-assistants.

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

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

NOTE: the world's dragons continue to emerge as a valuable source of bones, skins, and souls for the study of screams.