The passage of the game Skyrim Dragonborne. Dragonborn. Passage of the storyline. Passage "Skyrim Dragonborne": preparation

The main plot of add-on DragonBorn is tied to the study of events taking place on the island of Saltheim and the opposition to the first dragonborn - Miraak (Miraak).


Dragonborn (DragonBorn)

To start this task, you just need to walk somewhere, and wait until the cultists come to you.

They approached me immediately upon arrival in Winterhold:

After talking with them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which will indicate the marker) Take and read the book by the Bulitians (Cultists' Orders):

After that, the task marker will be updated, and will indicate on the pier near Winterhold, go there:

In the place we find Gyalund Sea Wolf (Gjalund Salt-Sage), and we are talking about what we need to get to Saltheim:

Just so he does not want to swim there, it will have to pay or pay (500 gold), or convince or scare.

For one way or another, we go to the island, upon arrival, the task marker will indicate us at the next point (in parallel, communicate with everyone who will approach you):

Netot (Neloth) is suitable for us and start a conversation, after a conversation, the task marker will indicate to the center of the island, to the temple of Mirka (Temple of Miraak), go there:

Upon arrival, the task will be completed, and the following will begin.

Temple Miraak (The Temple Of Miraak)

Now you need to talk to Freya (if it does not appear - click "E" on the stone in the center):

You need to go down and explore the Temple of Miraak (Temple of Miraak). The entrance is immediately, on the stairs leading down (at first glance, the descent may seem invisible). Frey will accompany you.

There are no special mysteries in the dungeon. A few traps, some levers that need to be used (but they are all in prominent places). From the opponents, you will have cultors, trefs and skeletons.

The only moment that I had a difficulty, it is this door, next to which you study a new dragon cry:

The key from the door is located at one of the trecras that you will kill nearby.

We go deep into the Temple of Miraak Sanctrum, until we find a rack with a black book:

We read it, and we transfer to another plan, where we meet with the first designer:

We will be completely in his power, and we can not even move. If you have already completed the main storyline of Skyrima, and killed Aldune, Miraak will appreciate it, and add that he would have done the same thing, if he had such a goal.

Staying fixed, we see how Mirac flies on the dragon, and we return to the usual reality plan.

We speak Frea, the task is completed.

Fate of Scalov (The Fate of the Skaal)

This task starts automatically.

Follow Freya, she will bring you out of the dungeon, and will cast to his father Shaman Storn Skalolaz to his father (Storn Crag-Strider) in Skal Village.

Talk to him:

He will say that in order to free up the creation of people from the influence of Miraak, it is necessary to clean the aloint stones (All-Maker Stones), and this can be done only with the help of a Dragon Creek Submission of Will (Bend Will).

We go to Word of Power and we study there a new dragon cry:

If you ended the souls of dragons will have to return to Skyrim, because Miraak will steal all the souls of the dead dragons.

Having studied the word Go to Wind Stone marked on the map:

And we use a new cry on the stone:

He will destroy, and immediately will appear Lurker who will attack people. Kill him:

After that, we go to Skaal Village, find there Storn Crag-Strider and inform him that people are free:

We speak with him until the task of The Fate of The Skaal will be completed, and two new ones will begin: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones (Cleansing the Stones)

Task Simple - you need to clean four alive stones (All-Maker Stones) marked on the map:

Come, we use the subordination of the will on the stone Creek (Bend Will), kill the Lurker and go to the following:

As soon as you clean all 4 stones, the job will end automatically.

Knowledge path (The Path of Knowledge)

Go to Tel Mithryn and talk there with Neloth'om:

After a conversation, alone, or with Neloth'om, go to the Dvuber Ruins Nchardak:

Important moment - Open the door can only Neloth, for this, if you, like me, traveled to the ruins alone, just scroll down one hour near the entrance - and Neloth will appear next to you. It uses the rack next to the entrance and the door will open:

But inside you are waiting for a big puzzle.

What is the essence: At the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 dormant cubes at the lowest levels in the desired racks. And to pass to these racks, you will need to be pregnant:

We go for Neloth, to a lever that teleports you to the lower level:

The principle here is the following - install the cube on the rack - the water level falls. Clean - the water level rises. But remember that 4 cubes will be needed at the very end.

Every step is impossible to describe, because there will be mass there. The main thing to understand the meaning, turn on the smelling and try.

One of the memorable moments: in one of the rooms omit water to the bottom of the Niza, then at the very bottom, with the help of the rack, raise the stairs, after which they raise water again, and swim:

In another big room more interesting ... There are 3 activated racks, and 3 bridges:

To keep all the bridges, you first need to activate the first rack, then the third.

When you get to the room with 4 racks, the finish is already close (but you will need to go into another room, and then go back):

We set up all the racks of the dwelling cubes and go on. We find a lever that teleports you upstairs, and come back to the beginning. It will only remain to activate the last rack, and the black book will be available:

This task ends.

Gardener of Men (The Gardener Of Men)

In this task, the puzzles will be slightly smaller than in the previous one, but the thrill is guaranteed.

Read the black book, and you will transfer to the Hermaeus Mora plan:

We are talking to Hermaeus Mora and proceed to solving the local puzzles. Their decision is reduced to two principles:

The first - scrye (similar to flowers) activate some kind of environment, for example a bridge appears, or something like that:

The second is the "live corridors" go there. In which you can jump in one place, and go away in another (or go through them):

We read, talk to Hermaeus Mora and he will educate us to the second word in the dragon cry Bend Will:

We return, go to Skaal Village and we speak Storn Crag-Strider. After that, we are waiting for a small scene, the essence of which I will not disclose, so that you do not spoil your personal impressions, after which the task ends and starts the latter.

At the summit of apocrypha (AT The Summit of Apocrypha)

The last task of the main plot line Dragonborn began.

Open (using dragon souls) the last two words in the Creek Submission of the Will (Bend Will):

And read the book Black Book: Waking Dreams, she will transfer us to Hermaeus Mora:

A little ahead will be a rack with the book Chapter I - read and us will teleport to a new location:

In general, we investigate the location, we take the found books, activate SCRYE, teleported to new zones through Chapter, etc.

In general, after passing the two previous tasks, there should be no difficulties in this.

I will describe in detail only one moment (of many), as the door opens in the room with the Lurker:

In the corner there is SCRYE, activate it, after the left side there is a passage, go into the corridor, we activate another SCRYE, after which the door opens:

It is practically impossible to understand here himself. At certain racks you need to install certain books. At each of the racks, some symbol is depicted, and this is how to place the books:

"Eye" - Curious areas (Prying ORBS)
"Flys" - crossed blades (Gnashing blades)
"Tentacles" - Boneless Limbs (Boneless Limbs)
The remaining rack - delving pins

After the correct location of all 4 books, the rack will be lit by green:

We approach Central and read:

We are transferred to another new location. We study a new cry, after which the dragon will appear, it is not necessary to fight with which you need to use Bend Will Creek on it. Thus, we will force him to obey us:

Click "E" to climb on it, and go to the flight. During the flight, the dragon will take into battle with Lurker and Seekers. So how to fight them will be very long, just click "E", and he will leave them.

And takes you to Miraak. Ahead - the final battle!

In the very battle, as it turned out, there are no tricks - taking himself to health to low values, it will disappear, and "go out" from black clad in the center is already healthy. You just need to "knock down" a health several times to him, and at some point Hermaeus Mora is getting tired, and he will kill him himself:

It will be left to listen to the final speech of the main villain before death, collect all his little things from the corpse, if desired, and reading the Black Book: Waking Dreams Back to Saltheim:

Important! The ability to reset talent

After the victory over the Miracle, after the first reading of the book in the center, there will be green icons of abilities around you - with the help of them you can reset the abilities of a branch, and spend them again. For reset requires one Dragon Soul.


When returning nearby there will be FREA. Talk to her, and tell me that Miraak is dead. She will thank you.

P.S.

In conclusion, about difficulty. Passed a character with the following characteristics:
75 Health Level 1062, 628 damage, 1500 armor, 30% spell absorption. On the complexity master.

In general, it was easy, only some supreme cultists and Miraak were forced to drink health banks.

But if your characteristics are significantly lower, and they also decided on the complexity of the Master - be prepared for difficult battles.

The plot is in the usual form (not in the vampire and not in a root), without satellites.

The main plot of add-on DragonBorn is tied to the study of events taking place on the island of Saltheim and the opposition to the first dragonborn - Miraak (Miraak).

Dragonborn (DragonBorn)

To start this task, you just need to walk somewhere, and wait until the cultists come to you.

They approached me immediately upon arrival in Winterhold:

After talking with them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which will indicate the marker) Take and read the book by the Bulitians (Cultists' Orders):

After that, the task marker will be updated, and will indicate on the pier near Winterhold, go there:

In the place we find Gyalund Sea Wolf (Gjalund Salt-Sage), and we are talking about what we need to get to Saltheim:

Just so he does not want to swim there, it will have to pay or pay (500 gold), or convince or scare.

For one way or another, we go to the island, upon arrival, the task marker will indicate us at the next point (in parallel, communicate with everyone who will approach you):

Netot (Neloth) is suitable for us and start a conversation, after a conversation, the task marker will indicate to the center of the island, to the temple of Mirka (Temple of Miraak), go there:

Upon arrival, the task will be completed, and the following will begin.

Temple Miraak (The Temple Of Miraak)

Now you need to talk to Freya (if it does not appear - click "E" on the stone in the center):

You need to go down and explore the Temple of Miraak (Temple of Miraak). The entrance is immediately, on the stairs leading down (at first glance, the descent may seem invisible). Frey will accompany you.

There are no special mysteries in the dungeon. A few traps, some levers that need to be used (but they are all in prominent places). From the opponents, you will have cultors, trefs and skeletons.

The only moment that I had a difficulty, it is this door, next to which you study a new dragon cry:



The key from the door is located at one of the trecras that you will kill nearby.

We go deep into the Temple of Miraak Sanctrum, until we find a rack with a black book:

We read it, and we transfer to another plan, where we meet with the first designer:

We will be completely in his power, and we can not even move. If you have already completed the main storyline of Skyrima, and killed Aldune, Miraak will appreciate it, and add that he would have done the same thing, if he had such a goal.

Staying fixed, we see how Mirac flies on the dragon, and we return to the usual reality plan.

We speak Frea, the task is completed.

Fate of Scalov (The Fate of the Skaal)

This task starts automatically.

Follow Freya, she will bring you out of the dungeon, and will cast to his father Shaman Storn Skalolaz to his father (Storn Crag-Strider) in Skal Village.

Talk to him:

He will say that in order to free up the creation of people from the influence of Miraak, it is necessary to clean the aloint stones (All-Maker Stones), and this can be done only with the help of a Dragon Creek Submission of Will (Bend Will).

We go to Word of Power and we study there a new dragon cry:



If you ended the souls of dragons will have to return to Skyrim, because Miraak will steal all the souls of the dead dragons.

Having studied the word Go to Wind Stone marked on the map:

And we use a new cry on the stone:

He will destroy, and immediately will appear Lurker who will attack people. Kill him:

After that, we go to Skaal Village, find there Storn Crag-Strider and inform him that people are free:

We speak with him until the task of The Fate of The Skaal will be completed, and two new ones will begin: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones (Cleansing the Stones)

Task Simple - you need to clean four alive stones (All-Maker Stones) marked on the map:




Come, we use the subordination of the will on the stone Creek (Bend Will), kill the Lurker and go to the following:



As soon as you clean all 4 stones, the job will end automatically.

Knowledge path (The Path of Knowledge)

Go to Tel Mithryn and talk there with Neloth'om:


After a conversation, alone, or with Neloth'om, go to the Dvuber Ruins Nchardak:

Important moment - Open the door can only Neloth, for this, if you, like me, traveled to the ruins alone, just scroll down one hour near the entrance - and Neloth will appear next to you. It uses the rack next to the entrance and the door will open:

But inside you are waiting for a big puzzle.

What is the essence: At the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 dormant cubes at the lowest levels in the desired racks. And to pass to these racks, you will need to be pregnant:

We go for Neloth, to a lever that teleports you to the lower level:

The principle here is the following - install the cube on the rack - the water level falls. Clean - the water level rises. But remember that 4 cubes will be needed at the very end.

Every step is impossible to describe, because there will be mass there. The main thing to understand the meaning, turn on the smelling and try.

One of the memorable moments: in one of the rooms omit water to the bottom of the Niza, then at the very bottom, with the help of the rack, raise the stairs, after which they raise water again, and swim:



In another big room more interesting ... There are 3 activated racks, and 3 bridges:

To keep all the bridges, you first need to activate the first rack, then the third.

When you get to the room with 4 racks, the finish is already close (but you will need to go into another room, and then go back):

We set up all the racks of the dwelling cubes and go on. We find a lever that teleports you upstairs, and come back to the beginning. It will only remain to activate the last rack, and the black book will be available:

This task ends.

Gardener of Men (The Gardener Of Men)

In this task, the puzzles will be slightly smaller than in the previous one, but the thrill is guaranteed.

Read the black book, and you will transfer to the Hermaeus Mora plan:

We are talking to Hermaeus Mora and proceed to solving the local puzzles. Their decision is reduced to two principles:

The first - scrye (similar to flowers) activate some kind of environment, for example a bridge appears, or something like that:

The second is the "live corridors" go there. In which you can jump in one place, and go away in another (or go through them):



We read, talk to Hermaeus Mora and he will educate us to the second word in the dragon cry Bend Will:

We return, go to Skaal Village and we speak Storn Crag-Strider. After that, we are waiting for a small scene, the essence of which I will not disclose, so that you do not spoil your personal impressions, after which the task ends and starts the latter.

At the summit of apocrypha (AT The Summit of Apocrypha)

The last task of the main plot line Dragonborn began.

Open (using dragon souls) the last two words in the Creek Submission of the Will (Bend Will):

And read the book Black Book: Waking Dreams, she will transfer us to Hermaeus Mora:


A little ahead will be a rack with the book Chapter I - read and us will teleport to a new location:

In general, we investigate the location, we take the found books, activate SCRYE, teleported to new zones through Chapter, etc.

In general, after passing the two previous tasks, there should be no difficulties in this.

I will describe in detail only one moment (of many), as the door opens in the room with the Lurker:

In the corner there is SCRYE, activate it, after the left side there is a passage, go into the corridor, we activate another SCRYE, after which the door opens:



It is practically impossible to understand here himself. At certain racks you need to install certain books. At each of the racks, some symbol is depicted, and this is how to place the books:

"Eye" - Curious areas (Prying ORBS)
"Flys" - crossed blades (Gnashing blades)
"Tentacles" - Boneless Limbs (Boneless Limbs)
The remaining rack - delving pins

After the correct location of all 4 books, the rack will be lit by green:

We approach Central and read:

We are transferred to another new location. We study a new cry, after which the dragon will appear, it is not necessary to fight with which you need to use Bend Will Creek on it. Thus, we will force him to obey us:



Click "E" to climb on it, and go to the flight. During the flight, the dragon will take into battle with Lurker and Seekers. So how to fight them will be very long, just click "E", and he will leave them.

And takes you to Miraak. Ahead - the final battle!

In the very battle, as it turned out, there are no tricks - taking himself to health to low values, it will disappear, and "go out" from black clad in the center is already healthy. You just need to "knock down" a health several times to him, and at some point Hermaeus Mora is getting tired, and he will kill him himself:

It will be left to listen to the final speech of the main villain before death, collect all his little things from the corpse, if desired, and reading the Black Book: Waking Dreams Back to Saltheim:

Important! The ability to reset talent

After the victory over the Miracle, after the first reading of the book in the center, there will be green icons of abilities around you - with the help of them you can reset the abilities of a branch, and spend them again. For reset requires one Dragon Soul.

When returning nearby there will be FREA. Talk to her, and tell me that Miraak is dead. She will thank you.

P.S.

In conclusion, about difficulty. Passed a character with the following characteristics:
75 Health Level 1062, 628 damage, 1500 armor, 30% spell absorption. On the complexity master.

In general, it was easy, only some supreme cultists and Miraak were forced to drink health banks.

But if your characteristics are significantly lower, and they also decided on the complexity of the Master - be prepared for difficult battles.

The plot is in the usual form (not in the vampire and not in a root), without satellites.

In May 2013, Russian-speaking lovers of the TES series saw the addition to the fifth part of the game - Skyrim Dragonborn. It offers developers to visit the island of salns, to get acquainted with the new flora and fauna, explore many dungeons, and, of course, to get involved in a dangerous and fascinating adventure, the outcome of which will determine the fate of this place.

First acquaintance with the addition of Skyrim Dragonborne. How to start a quest?

Launcing the game launcher, you need to make sure that in front of the names of the addition in a small window there is a tick. Without her "Dragonborne" will not work. The further rate of development of events depends on how far the passage of the game "Skyrim" has come. If the gray-robes recognized the character with a dragonborn, he can safely continue to run, solving his problems and performing tasks. In the near settlement, it will be attacked from which the quest ruler will begin. If the task "The Path of Voice" is not completed, the hero can also get to the island, but the central plot of additions will not capture the character in a vice, as long as he will not receive the title of crushing "officially".

Passage "Skyrim Dragonborne": preparation

When going to plunge into the investigation of the crimes of Miracle, you need to think about things that the hero will fill the inventory before sending to the island. Solsty, of course, has its own shops and artisans, but the choice of the goods they provide is quite poor, if compared with the mainland. The flora is not diverse enough, so the potions should be purchased in advance, because the passage of the game "Skyrim Dragonborne" is not easy. It is advisable to take with you the best equipment from the currently available and several stones of the souls, if the character uses enchanted weapons. The main thing is not to take anything superfluous, the Hero's own house will be received on the island not soon.

Dragonborn

The passage of "Skyrim Dragonborne" begins with an unexpected attack on the character of a group of mercenaries in strange masks throwing him the accusation that he is false Dovakin. After beating the attack and the search of the body, you can find a note on one of them, which says that the hero ordered an unknown, signed by Miracle, and mercenaries fell on the mainland from the island of salns.

In the port of Windhelma there is a ship under the control of Gyalund. The hero must convince him to go to the island. Immediately after arrival, Arano, who was interested in the goals of the visit of a dragonborn in Solstimi will be sent to the Row. If you ask him about Mirake, the adviser will not be able to give a clear answer, but will only direct the character to the land of the Earth. In the specified place, a handful of locals immersed in work and do not notice anything around. Evening of Dovakin will be released by Elf Nefot, who will send him to the Temple of Miracle. There, the hero will find even more enchanted inhabitants.

Temple Mirak

From this point on, the passage of Skyrim Dragonborne begins to gain momentum. In the courtyard of the temple of Mirka among the zombied workers there is a woman, Freya. She takes vain attempts to convince friends to stop the construction site. Freya avoided the influence of Char Miracy thanks to the magic amulet, and her father, part-time Shaman Scalov, protects the remaining tribesmen by maintaining the magic barrier. Together with a new acquaintance, the hero goes inside the temple.

This is not the only dungeon in the game "Skyrim Dragonborne". Quests will repent more than once to immerse themselves in the charming atmosphere of unexplored ruins. In the temple, full fanatics Miracle, who came to life and invited previously opponents - seekers. The location itself is rather big size, but in general is perceived and easily easily.

Sanctuary Mirak

Searing the first part of the temple, the heroes find the sanctuary of Miracle. Downstairs there is a wall of words, allowing Dovakin to study the word "embodiment of the dragon". It is used according to the same rules as talent, that is, no more than once a day. It is important in the add-on "Dragonborne", the passage of the line of quests is impossible without it. Using the ability, the hero receives increased strengths, durable armor and powerful cries. As soon as he learns the Word, the sarcophages will open behind his back, of which several draurgs of various complexity will come out, among others it will be especially strong - the keeper of the key. They can open a secret door hidden in the keeper sarcophag.

Further passage of location is no different from the usual dungeon exactly until the heroes fall into a round room, in the middle of which is located a pedestal with a huge and strange "black book". As soon as Dovakin reads it, he will force it to another dimension called apocrypha, or differently, the kingdom of the ancient Daederic Prince Hermeus Beat. There will be a mirac. No matter how much the character wanted to fight him, now he will be pressed to the floor with a powerful force, devoid of ability to move. The enemy will pronounce a long speech, at the end of which it kindly demonstrates all three words studied earlier than the scream, will call the dragon and will fly away to him, leaving his minions to finish Dovakin. Having survived terrible flour, the hero will return to the room with a book, where it will be waiting for an excited Freya.

She will tell that the character at the same time was in the hall and was not, it was possible to look at him and through the hero. The completion of the quest will be sent to the village of Scalov, to the Father of the woman.

Fate rocks

Only more interesting becomes playing "Skyrim Dragonborne". "The Black Book: Awakening Dreams", the passage of which hardly did not kill the hero, causes interest in string. He makes an assumption that the Miracle can be defeated only with the help of the knowledge that the first dragonborn is possessed. The character needs to go to the examination of Sirring and study the cry of "subordination of will", with which you can free the wind stone.

Before removing the curse, it is necessary to prepare for the battle. After using a screaming on the stone of the wind, a new and very vague opponent, nameable by Lurker, will appear. The enslaved scales get rid of the spell and disperse at home, and the elder of the settlement will tell you how to find and defeat Miracle.

Cleansing stones

Further passage of Skyrim Dragonborne is impossible without completing this simple, but a very annoying quest. The essence of the task is to purify other existing sacred stones on the island: land, water, sun and beast. The algorithm of actions is the same as in the case of wind stone.

Path of Knowledge

The only way to defeat the first discharge - to get secret knowledge hidden on the pages of black books. One wizard from the village of Telvani, Nuth, was just interested in them. This time, the game "Skyrim" will survive. The passage of this quest promises a fascinating adventure in the sunken city of the dwarmers.

Reaching Tel-Mitrina, one of the settlements of the island, the hero should go to the most important tower where Nehll lives. He will tell you what he knows where the "Black Book" is interested in Dovakin, in which he has already been earlier, but did not have the opportunity to explore completely.

Together with the wizard, the hero will go to the ruins of the city of Nachirdak. It was built by ancient and, unfortunately, extinct civilization of the game Skyrim. The passage of location begins with the attacks of the robbers who chose the surface of the ruins. Dovakin's satellite, fortunately, is very good fighting. After completing the battle, go to the building with the dome. The entrance to it is impossible without a special cube, but Nuth has already visited the city earlier, so he grabbed with him alone. By placing the artifact on the pedestal, you can continue the adventure. The first room in which satellites will fall, will be the reading room, in the middle of which the desired book is located under the glass. But it is impossible to get it at this stage of the game. The wizard assures that getting the artifact will be able to actuate steam boilers.

To do this, Dovakin, along with Nt Thunder to solve many puzzles.

Gardening people

Supplement is almost passed. How to start the quest "Dragonborne: a gardener of people"? To do this, you need to cope with the puzzles of the Nachardak and read the black book. In Apokrif, Dovakin will meet the Daederic Prince himself, he will suggest him to quench the thirst for knowledge and take advantage of the huge library. Daedra was tired of the desire of Miracle to break out from under his control, so he decided to help the hero cope with the first designer.

Similar locations have never met in the game Skyrim. The passage of the "black book" is carried out with the help of a transition from one chapter to another, the process itself is simple puzzles and a battle with local inhabitants, despite the resolution of the Hermeus, the maiden belonging to the character is extremely hostile.

Reaching the last book, Dovakin again meets the prince of cunning and knowledge again, he forces him to make a deal - the second word scream "subordination of will", without which it is impossible to defeat Miracle, in exchange for secret knowledge of Scalov. Storn agrees to help, only if the hero has completed the task "Cleansing stones". The shaman will take a black book from the hands and reads it, before throwing the phrase that there is nothing special in these knowledge, but the ancestors carefully transferred them from one generation to another, and the curious Hermes Mora, who devoted life to gathering various information, could not It suffer. The daederic prince will kill the string in the process of acquisition of knowledge, but in return will open Dovakin the last word scream, giving him the opportunity to subjugate dragons.

At the top of the apocrypha

This is the last task in addition to the game "Skyrim". The passage of the quest begins after reading the black book "Awakening Dreams". As in the past assignment, the hero will be advanced on the location, solving puzzles and fighting with lurkers and seekers.

The first head of the book does not cause questions, but in the second everything is much confusing. It is necessary to climb the steps and take the book "endless limbs" from the pedestal, and only after that go to the third chapter. After missing this small detail, you can stand for a long time in the passage of the chapter. The environment is increasingly reminiscent of the labyrinth. Passing at the level, it is important not to miss the books: "immersed claws" and "peeping spheres".

Going to the fourth chapter, the hero should go down the steps. In one of the corridors, he is waiting for an unexpected meeting with local inhabitants, after their death another corridor will appear. Exploring it, you need not to miss the latest book "Tobster blades". Now you can safely go to the fifth chapter, without fear of not picking important items.

In the huge hall, Dovakin will meet four pedestals decorated with drawings. On them, you need to place the books selected earlier. "Immersion claws" on the appropriate caricature. "Peeping spheres" on the picture of the eye, the "blades" to the image opened in the mouth of the mouth, and the latter on the symbol of the supreet. The center will appear a book, sending a hero in the sixth chapter.

Dovakina remains only to subjugate with the help and immediately learn to go on the monster winner. In the game, the lesson will show only once, so it is worth carefully remembering the dragon control buttons. The hero has a battle with several crawlers, it can be riding on reptiles. After that, the Sarotar will take a dragonborn to Miracy prepared for the battle. The enemy enlisted the support of two dragons, but in battle they will have a very mediocre participation.

Every time the enemy is close to the defeat, he gains invulnerability, during which he has been restored by the absorption of the souls of reptiles, first those called himself, after and the Sarattor. When to sacrifice it will be some kind of, it is safe to strengthen the pressure. This time, after a decrease in the health of Miracle to a critical mark, Hermeus Mora himself will appear, who wished to personally dwell with the former subordinate. Before death, the first designer wishes the hero of repeating his fate.

This episode puts the point in the Supplement "Skyrim Dragonborne". The passage of quests of the central story branch is completed. However, these are not all island surprises. Walking in a saltma, you can find many interesting tasks, as well as black books, which will bring a lot of useful abilities to Dovakin. The Crime Investigation of the crime can be launched in the crime. At first glance, an innocent and fast quest turns around a series of confusing incidents, with whom the hero will have to face. In a reward, he will receive a house on the island and a quarrel with the Dark Brotherhood of Morrowind. Many dungeons will delight generous treasures and new cries.

To start the main quest DragonBorn (Dragonborn) in Skyrim, you need to perform a key condition - the gray-row should be recognized by Dovakin dragonborn.

This condition is performed only when passing the main storyline of the original game without supplement to get such recognition.

By completing this condition, in one of the major settlements of Skyrima (in the case of our passage it was the city of Waitran) to Dovakin will suit a group of cultists, closed in strange clothing.

Those will ask about the protagonist, whether he is dragonborn, responding to them positively, they will say that there is only one true dragonborn, after which they will attack on you. Beating them, with their bodies, you can collect new clothes and a note.

After reading the latter, you will get a new task - you will need to go to Saltheim, in order to find out who wanted your death. The mission marker will point to the pier not far from Windhelm, there and keep the way.

In place, find the ship that will deliver you to Saltheim. True, it will be necessary to also convince the captain who loys to swim there - he says that some strange things happen there. For belief, the pumped skill of eloquence is very useful if it does not have enough developed - the captain can be simply bribed.

Before departure in Salstheim, it is better to take care that you have in reserve at least several dragon souls, because it will be a very useful resource in our further adventures.

So you will arrive in the village of Vorona Rock, right in his port you will be met by the character named Andril Arano. He should find out about Miracle and about how in general the situation on the island.

It is also better to rinse immediately and to the local blacksmith Glover Mulletri - on his house there will be a label of the guild of thieves. If you have already managed to take the line of quests of the latter, then you will receive an additional dialogue at your disposal, during which you can find out that the Blacksmith is a brother of Delvina.

He can also take the quest for the ancient Nordic Kirk, with which it is possible to extract the Stalgrim, useful in the miscarriage of armor and armor. Also, some passages are fallen in this largest stagnime, because it is impossible to go without Kirk, because its prey should become one of your priorities.

After talking with Andril Arano and asking him about Miracle, you will get a quest mark that will withdraw you for the city and lead to the land of the Earth. Make yourself with Dunmer named Nuth. The latter will learn that Mirac died a few years ago, but the ruins of his temple remained on the island.

The next goal is the very temple of Miracle, near which they will meet Frea, the daughter of the elder of the village of Scal. She will try to find a reason for which a kind half of the local people disturbed.

While you will communicate with it, the cultists will jump out from the temple and try to catch you by surprise. Frea will help to repel the attack, after which you will go to explore the temple. He is quite large and goes far deep into the ground.

Inside, he will again have to fight with the cultists, and even with drarars. There will also discover the new word of the dragon cry. Your ultimate goal will be a black book, after the opening of which will take you to another dimension where you will meet Miracle.

The latter will delight the curse that all the souls of the dragons you killed are sent to him, after which return back to your measurement. In general, the quest for DragonBorn in Skyrim looks like this.

After the release of the official add-on DragonBorn to the incredibly popular game Skyrim, some players could not notice the difference in the game, there were no new tasks and items. So there is in DragonBorn, and how can you start a new task chain.

The first thing you need to understand gamers - DragonBorn is not part of the official game! This is a special addition released to this game. And even if you bought a licensed version of the game Skyrim, this does not mean that you will also have an addition. Skyrima version with additions is called "Legendary Edition". If you just have "Skyrim" - this means that supplements need to be purchased separately. For attacked pirates, the situation is even slightly simple: on torrents

Skyrim almost always goes with additions. This can be checked before entering the game.

Launcing game launcher, you can view in the penultimate menu item, which supplements you have installed.

Official additions are displayed there, and all sorts of fashion. It is necessary to make sure that you have installed

Skyrim Dragonborn How to start a quest - a stupid question if you even have this games. Install the mod simple enough. It needs to download it, and then just open the installation file. The installation program will do everything itself. Just run the game you need from the old label. Supplement will not make you a new startup file.

What opportunities will DragonBorn give us after it is installed? New opportunities, honestly, just capture the spirit! The most interesting for the gamer, no doubt, will be the addition of a whole new island of Saltheim, which is in size as Paul Skyrima.

Agree, this is quite a big map and there is where. There is another incredible new opportunity. Now you can fly on the dragon! Probably, each player in this wonderful game dreamed about to settle the mighty lizard and with its help to roast a couple of enemies. Now this opportunity appeared. Although, unfortunately, flights are still lacking: it is impossible to fly in the dragon somewhere. It will be forever just to circle over that location where you saddled it.

Of course, a huge number of new items have also been added, you can make four new types of armor and weapons. It is bone, Stalnimova, carved Nordic and chitinova armor and weapons. A huge number of new spells and screams.

Another very important innovation - the quest Hermeus, performing which the hero can change the skills and highly raise the level.

Saltheim is available quite a large number of tasks. Including the most basic - dragonborn. The essence of this task is to overcome the very first person with the blood of the dragon in the veins - Miracle.

The main question for those who still installed Skyrim Dragonborn How to start a quest? But this task is not even needed.

After performing the mission "Path of Voice" of the main plot, you will find followers of Miracle and try to kill. In seven cases out of ten they have it, as they are very strong. If someone does not remember the names of the missions, then the "way of voices" is the mission where you need to climb on the throat of the world and talk to the Sedoboroch. They will teach you a few cries and go for Yurgen's horn. So after receiving the task on the horn of Yurgen, you can attack Miracle followers.

If you overpower them, then on the body of one of them there will be a note. It is listed on it, how to get to Saltheim. Well, then you just need to follow the quest chain. It is worth mentioning that everything on this island is very strong, and to climb there with a low level and bad equipment is not very reasonable. Moreover, if you decide to immediately pass the main branch - turn off the addition. Otherwise, you will not be able to overcome the minions, and they will be great for you to interfere.