Skyrim main quest. Story line

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

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

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

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

Preferred race in the passage of Skyrim

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

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

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

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

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

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

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

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

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

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

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

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

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

To freedom!

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

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

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

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

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

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

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

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

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

Before the storm

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

dragon in the sky

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

Cheat codes

The Elder Scrolls V: Skyrim begins with a cutscene that begins with a wagon ride that takes you to your execution. Several people ride in the wagon with the main character. Arriving in a small village called Helgen, the hero learns that he is not on the list of those condemned to execution, but the guards want to execute all criminals. No matter what. The first criminal was executed, and the turn of the protagonist is coming. During the execution of the hero, a dragon flies into the village and began to pour fire on everyone. This video ends and the main character begins the passage of the mission. Without wasting time, avoiding pillars of flame, we penetrate the destroyed tower and through the hole in the wall we jump down and follow forward, then we move after Ralof (who goes to the right), or, choosing another option, we follow the soldier of the Empire. Having penetrated into the room, where we remove all items and weapons from the killed villager. Then, having received the weapon, you need to fight with two imperials. Following Ralof, who opens the door, we follow him further, we go down, we fight with two imperial soldiers. We search the corpses and then follow the allies. We go through the cave, killing the Imperials, poisonous spiders and other creatures along the way. At the end of the cave is a sleeping bear, which you can either kill or slip past him unnoticed, at the player's discretion, then go outside.

Video walkthrough of the quest: "To freedom!"

Passage of the quest: "Before the storm."

Ralof further tells the hero that he has a sister named Gerdur living in the village of Riverwood, who can help the hero. We follow the city, guided by the compass located at the top of the screen or by the map (key "M"). Having met Ralof's sister, we tell her about the dragon, after which Gerdur asks the hero to proceed to Whiterun to the Jarl of Whiterun, with a request to send soldiers to defend Riverwood. We follow to Whiterun, finding the way on the map, along the way we deal with the imperial soldiers escorting prisoners. Near the gate to Whiterun, the guards will stop the hero, we talk about the purpose of the visit, they let us through and explain how to get to the jarl. We cross the city and go through the steps to the Dragon's Reach. We pass to the limit and talk with the jarl about the dragon that has appeared and the danger threatening Riverwood.

Video passage of the quest: "Before the storm"

Passage of the quest: "Wind Peak".

Together with the jarl, we go to the court magician, talk to him, then we get the task from him to bring the dragon stone from Windy Peak. Reaching the Windy Peak and destroying the opponents at the gate to the temple. We pass into the temple and follow forward, killing everyone who meets on the way. Next, there will be a locked gate, on the left side of them there are three obelisks with images of animals. To open the gate, you need to turn the obelisks in the following order - snake, snake, fish. (In the Skyrim game, there are many caves with similar locks, the unlocking order of which is determined in the tips. Images on the walls or nearby there is a book with the lock unlocking order, or we use the selection method, which is long and not interesting, there are many gates to open which are used in in the form of claws to open the gate, the drawings of animals depicted on them must be set in in due course, which are depicted on the inner surface of the claw). We open the gate and follow further. We kill malevolent, we go down the stairs, having reached the web, we cut it and follow further forward. Then we fight with a giant frosty spider, rummage through its corpse and meet with Arvelius, who is entangled in the web. When we rescue Arvelius, he immediately runs away from us, we overtake him and kill him or the skeletons will kill him, then we search his body and find a golden claw. We pass forward, bypassing the traps, and through the corridor with pendulums in the form of axes. We go into the sanctuary and destroy everyone there, go upstairs and go into the iron door. Next, the next puzzle castle awaits the player, we set the sequence of images in the following order: a large circle is a bear, a middle one is a moth and a small circle is an owl. We press the button in the center, insert the golden claw, the gate opens. Having passed further, we go into the room where the statue is located, and we fight with the leader of the Daugr. After searching his corpse, we find a dragon stone. In addition, in this room you can learn one of the shouts. Having taken all the items, we follow to the Dragon's Reach and pass the stone to the court magician.

Video walkthrough of the quest: "Wind Peak"

Passage of the quest: "Dragon in the sky."

Airileth approaches and says that there is a dragon near the city. With Ayrileth we pass to the jarl and prepare a plan of action. Then, with Airileth and a few soldiers, we advance to the western watchtower. When a dragon appears, we kill it with a bow or magic, you can also destroy the dragon with a sword. After the death of the dragon, the hero absorbs the soul of the dragon, which can only be absorbed by Dovakin - the dragonborn, with the help of which the hero can learn screams, these screams can be applied by pressing the "Z" key. After searching the corpse of the dragon, we take the loot and go to the jarl and tell him about the victory over the dragon.

Video walkthrough of the quest: "Dragon in the sky"

Passage of the quest: "The Way of the Voice".

When word spreads that you can use your voice and are a Dragonborn, they call you to High Hrothgar. We rise to them to the top of the mountain, which is called the Throat of the World. Climbing the mountain, we go into the fortress and speak with Arngeir, use a shout at him, and then talk with Einart, he teaches us to shout, or rather increases the power of the Ruthless Force shout. At the end of learning this cry using the "Z" key, you need to destroy 3 images created by the gray beards. Then we go out into the courtyard and talk to Borri, who will teach the shout "Swift Rush". Then we pass the test. It is necessary, using the shout "Rapid dash", pressing "Z", go through the gate, open for a few moments.

Video walkthrough of the quest: "The Way of the Voice".

Passage of the quest: "Horn of Jurgen".

After these trials of the cry, the greybeards are tasked with obtaining Jurgen Windcaller's horn. We head to the swamps of Hjaalmark, determining the direction of movement on the map, we go out to the tomb map of Ustengrav. After destroying the opponents at the gate, we go inside and move forward, destroying the skeletons and various bandits. After passing another door, we descend even deeper. Having reached the three closed gates, we use the shout "Rapid dash" and quickly go through all three doors at once with a jerk. Moving further, you can hear the sound of metal, this is the sound of a fire trap. We try to walk on stones that you can step on and wait until the spiders die in the fire. We destroy the web, open the door to the cave, for which we take the ring on the chain. Passing over the bridge, we pick up things, and do not forget to pick up a note located in the middle of the room. We pass through the next door and find the chest, examine it. Reading the note, we understand that the horn has already been taken before us, and it is kept by a person who is waiting in the Sleeping Giant tavern in Riverwood. We leave the cave and follow to Riverwood. We rent a room in a tavern in the attic. From the room we go with Delphine and reach the basement, where we pick up the horn of Jurgen Windcaller. With a horn, we are transferred to the elders, we teach them a cry until the end of the "Ruthless Force".

Video passage of the quest: "Horn of Jurgen".

Passage of the quest: "A blade in the darkness."

To continue the task, we move with Delphine to the Keen Groves. Talking with local residents, we find out that they are frightened by the appearance of a dragon. Going with Delphine, we are looking for a dragon named Salonir and destroy him and absorb his soul. We talk with Delphine, asking all the questions on the list.

Video passage of the quest: "A blade in the dark."

Passage of the quest: "Diplomatic Immunity".

Over the course of the game, we learn that the dragons came from the Thalmor, and that the dragons not only returned to Skyrim (and this is not enough), but in addition to this, they revive dead relatives. Delphine undertakes to assist in the penetration of the Talmar embassy. In Riverwood we meet with Delphine, and for a meeting with a liaison we follow to Solitude. Having arrived in Solitude, we head to the Laughing Rat tavern, talk with the contact Malborn, tell that we are following from a mutual friend, transfer to the contact all the items that may later be useful in the embassy, ​​since the weapon itself cannot be dragged there. Near the Katla farm, taking an elegant costume from Delphine, we put it on, before that we remove the armor, even gloves and a helmet. We take away the invitation to the embassy from Delphine, give her the weapon that we want to leave. At the embassy, ​​at the invitation, presenting it to the guard standing near the entrance, we go inside the building. Inside, we meet with Elenwen, introduce ourselves and speak with Malborn, then, taking a glass, we follow Razelan, treat him and ask him to make some noise, diverting attention. We approach Malborn, who opens the door to the kitchen. We go there and take our things, which were previously handed over to him. Then he leaves the room, and we kill the enemies and follow to the courtyard, where we kill a few more opponents. Then we get into Elenven's room, kill the guards, in the chest we find a note and several books. After reading them, we follow to the basement where the prisoner is located, kill the soldiers there, read the book found there and then go to the aid of Malborn. Having found the key from the guard, we follow into the smoking cave, after freeing Etienne Rarnis. Leaving, we deal with the ice troll inside the cave or, running away from it, we follow to Riverwood, where we report to Delfina all the information we have obtained.

Video passage of the quest: "Diplomatic Immunity".

Passage of the quest: "A rat driven into a corner."

Next, you will have a task to find the connoisseur of the manners of the "blade" dragons, whose name is Esbern. The search begins with the city of Riften. We persuade the guards to run into the city, we find the "Bee and Sting" tavern there. We meet with Brynjolf, we try to find out from him information about Esbern, if it doesn’t work out, then you do it side quests, if you do not want to go through them, then go to the hostess in the tavern and take information from her. Next, we follow into the slums called "Rat Hole". There, on the way, we deal with all the opponents, we reach the traps, here are the options to go through them or bypass the traps, unlocking the gate with a lock of "expert" difficulty. Then we get to the "Rampant Flask" tavern, try to get him to give the necessary information, if it doesn't work, then we bribe him. Further through the storage we pass into the "anthill", where a meeting takes place with the Thalmorians. We are looking for the room in which Esberna is located, we say a conditional phrase from Delphine, the old man will open the door, you explain the situation to him, say that you are Dovakin and need his help. The old man is getting ready and you are going to Riverwood.

Video passage of the quest: "A rat cornered."

Passage of the quest: "Alduin's Wall".

Arriving with Esbern in Riverwood, we follow the tavern and go into the secret room. There we listen to Esbern, pick up the book on the table. We read it and follow the Sky Haven Temple together with Delphine and Esbern. We go outside, where the dragon attacks you, deal with the dragon and move on. On the way you will repeatedly come across dragons. Having reached the vicinity of the Kartsspire cave, we destroy the robbers. Then we follow into the cave, destroy the opponents, go further, rest against the raised bridge, to lower it, set the symbols with arrows so that the arrows point down. Then we are looking for the safest path, for which we follow in accordance with the pointers in the form of arrows. We put the chain into action, follow further and thus go to the temple. In order to get into the temple, we stand in a circle in front of the big head and activate the circle by spilling blood on it. We go forward up the stairs, follow to the left, and look at Alduin's Wall, trying to understand the method of destroying the dragons, then we talk with Delphine about the new cry that Esbern learned about by looking at the wall. During the passage of the mission, we inspect the chests and take things from them.

Video walkthrough of the quest: "Alduin's Wall".

Passage of the quest: "The Throat of the World."

Next, we follow the elders, leaving Esbern and Delphine in the temple to find out from the elders about the scream that knocks down the dragon, which is in the air. Arriving with a gray-beard, we speak with Arngeir, we ask you to teach you the "Dragonbane" cry. Arngeir does not agree, we wait a bit, as a result he agrees (but he himself is not trained in this cry). Arngeir agrees to provide information about who owns the "Dragonbane" cry and can teach it. The Elder is called Paarthurnax, and he lives on the top of the mountain, and it is possible to reach him only by using the cry "Clear Sky". Arngeir will teach you the "Clear Sky" cry. We follow in the indicated direction, dispersing the wind on the top of the mountain with the help of the cry "Clear Sky". Having reached the top, we find a huge dragon there (but don't be afraid of it), which turned out to be Paarthurnax. But it turns out that he is not trained in the cry of "dragonslayer". Instead of this cry, he will teach you the "Fire Breath" cry and explain that the Nords were able to send Alduin to the future a long time ago. We arrive in Upper Hrothgar and speak with Arngeir, then we follow to Winterhall to the college of magicians. We follow the bridge to the college, we run into closed doors and in order to go through them, you need to take the key to them from Faralda, but she will not give it to you until you demonstrate the Ruthless Force skill to her. Entering the college of magicians, on the left we will see the doors to the Arcaneum and we enter there. In the Arcaneum, we talk with the librarian Urag gro-Shubom and are interested in his ancient scrolls, introducing ourselves as Dovakin. He will give you two books, after reading which you will learn about the notes of a madman, we talk about him with the librarian. He tells you about Septimius Segonius and where to look for him. We go out to look for housing Septimius, which is located in an ice cave. In order to get into the cave we go down the bridge, then turn left and go down. Septimius is in an inadequate state, but you will still complete the task that he asks. Septimius gives you a quest item, an orb to copy. To complete this task, follow to Alftand, enter the icy ruins and, killing opponents, go further and deeper. Having descended to the end, we follow the Alftand Cathedral. We kill the Falmer and activate the lever, then follow the stairs up. We destroy the Dwemer machine (centurion), we find in it the key to the lifting device. Moving on, we destroy Sullui Trebatia and Umana. We turn on the mechanism and find ourselves in the Black Limit. From the crossbow-type device on the right, you can break the Dwemer sphere. Having strayed along the Black Limit, we find the Mzark tower, which is located near the Dwemer pumping station. Entering the tower, we enter the door and follow up, go up the spiral path and approach the device with buttons. We put the sphere of Septimius on the stand. Then we turn on the two right buttons until the left button is activated, click on it twice, then another button on the left is activated, click on the button. The mechanism opens. We take the ancient scroll and the sphere for copying and get out of the tower. We follow to the Throat of the World, we are looking for a special place where we use the scroll that we found in the Black Limit. Under its influence, we are transported to the past and see how someone destroys the dragon, and Alduin is kicked out.

Video walkthrough of the quest: "The Throat of the World".

Passage of the quest: "The Curse of Alduin."

Returning to your time, you must personally destroy Alduin. To do this, by shouting "Dragonbreaker" we knock him down and then finish him off on the ground. Before that, stock up on a healing potion. We use the "Dragonbreaker" carefully so as not to damage Paarthurnax.

Video passage of the quest: "The Curse of Alduin".

Passage of the quest: "Fallen".

After the fight, Alduin runs away, you talk to Paarthurnax, then proceed to Dragonreach. Having reached the limit, we meet with Jarl Balgruuf, whom we ask to assist in the search and capture of Alduin by luring him to the Dragon's Reach. Balgruuf agrees to this on the condition that the Elders arrange a truce between the Stormcloaks and the Imperials. We follow the gray-bearded and participate in the negotiations. We talk with Arngeir, who instructs you to meet with General Tullius and Jarl Ulfric. We follow General Tullius in Solitude and Jarl Ulfric in Windhelm, urging them to come to the elders in High Hrothgar to participate in the negotiations. After that, we return to High Hrothgar, and participate in negotiations, after which we meet with Esbern. Esbern reveals that Paarthurnax was once an ally of Alduin, and stipulates that if you want him and Delphine to help you, you must kill Paarthurnax. We follow to the Dragon's Reach, we speak with Balgruuf, we call the dragon Odavin from the gallery using the cry "Dragon Call". We start the battle with Odavin, and when the level of his health is half, we catch him in a trap. We talk with the dragon, who tells where Alduin is hiding. At the end of the conversation, you can release the dragon by telling the guards to loosen the belts, Odavin will assist on the way to Skuldafn.

Video passage of the quest: "Fallen".

Passage of the quest: "The House of the Eater of the World."

Arriving in Skuldafn, we follow forward, destroying daugrs and dragons along the way. We go into the temple, destroying enemies along the way, and proceeding further, we will stand in front of three columns with drawings of animals applied to them, we type the cipher in the following order bird-snake-bird, looking at the lever, from left to right. We pass through the gate, follow further and pass into the cave, cracking down on frosty spiders and daugrs. We rest against the following columns in the amount of three pieces, the combination for opening is on the lower column of the snake, and on the upper columns from left to right the fish-bird. We open the gate, we follow forward and, having passed through the gate, we fight with the daugr - the lord, then we take from the corpse diamond claw, which unlocks other gates, the cipher is on the inner surface of the claw (from the outer circle to the inner: wolf - moth - dragon.). We follow through the gate and go upstairs and follow through the portal and find ourselves in Sovngarde.

Video passage of the quest: "The House of the Eater of the World."

Passage of the quest: "Sovngarde".

We follow the road through the fog, clearing the way using the cry "Clear Sky". We meet with Tsun, talk to him and then the battle starts. The enemy is serious, we must take down the health to half the level (we should not kill him). Then we follow to the Hall of Valor and speak with Ysgramor, who introduces you to Hakon One-Eye, Felldir the Old and Gormlith Goldenhandle, who are his most experienced warriors. Together with them, you have to disperse the fog and face off against the main enemy, Alduin.

Video passage of the quest: "Sovngarde".

Passage of the quest: "Dragon Slayer".

We head to the bridge, use the cry "Clear Sky", after the application of which, Alduin appears. We fight with Alduin, as with an ordinary dragon, the cry "Dragonbreaker" will slow down the dragon, and the allied warriors will help to kill the enemy. Defeating him ends the passage of the main storyline of The Elder Scrolls V: Skyrim. After that, if you want, follow to Skyrim and start passing side quests. There are a lot of such quests in the game.

Video passage of the quest: "Dragon Slayer".

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tBTBVPFUYL: Bethesda Game Studios
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dBFB CHCHIPDB: 11 OPSMTS 2011 ZPDB
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The Elder Scrolls 5, Skyrim. rTPIPTSDEOYE

How to get through Skyrim?

Let's start talking about a fairly popular role-playing Skyrim game, the fifth part of The Elder Scrolls series, and in our opinion - The Elder Scrolls 5: Skyrim. How to complete the quest, what adventures await you, what heroes and places you will meet. Let's talk about this, let's plunge into the mysterious Skyrim.

How to get through Skyrim: missions

To make it easier for you to understand how to complete a mission in Skyrim, we will build our narrative as a phased review of game episodes. This is especially important if you are new to this RPG.

Episode "Freedom"

We named our first episode quite optimistically, although it would seem that the beginning promises to be different. Well, first of all, we are criminals. Secondly, we ride in some kind of seedy cart, surrounded by the same criminals and guards, and listen to the completely unkind events in Skyrim. Thirdly, as it turned out, we are also suicide bombers, and in the fortress of Helgen, where our convoy is heading, an uncle executioner is waiting for us.

All criminals are being checked by name. So the turn has come to you, which means that the moment has come to create your hero. Here is only your imagination and taste, and we will continue the conversation on how to complete the Skyrim game.

They tried, they created a hero, and he goes and bows his head before the executioner ... But, as in good fairy tale Oh, miracle! A fire-breathing dragon sits on the tower. There is panic, turmoil, screams around, everyone is running around, and we get the opportunity to join the game.

In the company of Ralof and Ulfric, you need to hide in the tower. On the way you will come across a hole broken by a dragon, and you need to jump there. Well, on the street, the imperial Hadvar is already waiting for us, who will accompany us to the main fortress tower. Here you will have a choice for whom you will fight next: decide to go against the rebels - keep company with Hadwar; decided to destroy the Imperials - go with Ralof.

In the building, your partner will cut the fetters. We take armor, weapons and keys from one of the corpses (for release from shackles).

Long corridors - that's your way. Spiders and other enemies are the ones worth fighting. Upon completion, you get the task to head to Riverwood, where you will need to find Ralof's sister (if he is your companion) or Hadvar's uncle (similarly).

Episode: "Before the Storm"

In Riverwood we find a woman who will provide you with the keys to the house. There you can spend the night. In gratitude, go to Vitarn and tell about the dragon's invasion so that he can prepare for the defense of Riverwood. Here you also get the task to help Faringar.

Episode: "Wind Peak"

We continue to figure out how to get through Skyrim.

For a more detailed study of reptiles, Faringar needs a dragon stone, and that is what you have to find.

Let's go shopping. We're interested in the one with the name Riverwood Trader. Here you can also get a new task. You will hear a couple talking about stealing a golden claw from them. If you agree to help in finding him, then Valery Lukan's wife (a man in a couple) will take you to the bridge, telling you about what happened.

The search for the golden fire will take place at Windy Peak. By the way, prepare a bow, you will meet a couple of bandits that you need to deal with. We go along the corridors and see a treasure hunter, who, unfortunately or fortunately, is hit by trap arrows. In order not to die, you need to get past the trap by solving a puzzle. Before you will be three stones with different images. Make a combination of them: Snake_Snake_Fish. Pulls the lever and get into the room with the spider. To facilitate the fight against him, stand a little in the passage from where you entered and shoot him with a bow or with the help of magic.

The spider is killed, and in front of you is a claw thief. Release it, but don't relax. The thief will run. And you follow him. We catch up and pick up the claw.

In the hall of the Nords, you will again meet with a puzzle. We study the golden claw and build a combination, from top to bottom: bear_moth_owl. And again the battle with the Dragurs. Next, examine the language of the dragons on the wall. Here we have to meet with an unknown enemy, which depends on your level. We grab the dragon plate and return to Valery Lukan and get 400 gold for our labors.

Episode: "The Way of the Voice"

We head to the city of Ivarsted, from where the procession to the monastery of Great Hotgar will begin. Let it be boring enough. In the temple we meet Arngeir and demonstrate to him (at his request) "Ruthless Force". Next, a certain Einart will teach you a new word of power.

Another character, Borri, teaches you the "Rapid Charge" shout. Let's put it into practice.

And here again we get the task - the extraction of Jurgen's horn.

Episode: "Rod of Jurgen"

This horn lies in Ustengrav, in the swamp of Hjaalmarch in a certain tomb. In the same tomb we are fighting with dragurs and skeletons (not so difficult). We reach the bottom, we come across a passage with three bars, near which we see 3 magic stones. When we approach the stone, the grate will open, as soon as we move away, it will close. This is where we remember our "Rapid Rush", well, we use it.

Further, descending plates with fire, spiders and cobwebs, through which we pass in search of a door behind which ... there is no horn. But you will find a note. She will direct you to Riverwood, where you need to rent a room in the attic.

In the city, we ask Delfina for the necessary room, which she does not have, but there is another one. Go there with Delphine, where she confesses that the note was left by her. After that, she will lead you into the wardrobe, or rather into the room hidden in it. There, Delphine will tell you why you surrendered to her. Listen carefully.

Delphine will give you the horn of Jurgen, which we return to the Greybeards. Well, you will be rewarded with the third word of the "Ruthless Force" shout.

Episode: "A Blade in the Dark"

With or without Delphine, you need to go to Keene Grove. Here we meet Alduin, he revives a dragon named Saloknir. There is a fight with the dragon. We kill, swallow his power, enjoy the trust of Delphine (if you are with her).

Episode: "Diplomatic Immunity"

We continue to learn how to complete the game Skyrim. For a long time? But how exciting.

We are looking for information that compromises the Thalmor, the alleged culprit of the dragon invasion. Delphine will give us the keys to her secret hideout in Riverwood.

Further in Solitude, in the Laughing Rat tavern, we meet with Malborn (a friend of Dolphins). He will give us the necessary invitation to a reception at the embassy. And then we head to the stable, where Delphine will give us clothes suitable for the reception.

At the party, we take brandy from the maid and head to Razelan, who, as they say, is "already ready", but agrees to make a commotion for drinking. While everyone is distracted by a heavily drunk Razelan, you, along with Malborn, head to the kitchen. We kill all the guards or bypass them with the help of the stealth skill.

We leave to the house, where we are looking for documents. By the way, you need a room on the 2nd floor.

In the basement, we kill the enemy and free Etienne Rornis. He will share with us the available information.

Security appears, we interrupt it, pick up the keys, unlock the hatch and dive into it.

By the way, the Thalmor has nothing to do with the awakening of dragons. He himself is looking for the culprits. We learn a clue: Esbern is a member of the Order of Blades, hiding in the city of Riften. So, how to complete this mission in Skyrim? Of course, find Esbern.

Episode: "Haunted Rat"

To help you, you need Brynjolf, who can be found in the Buoyant Flask or in the market square.

Vekel the Warrior will tell you about an old man, similar to Esbern, who lives in the Anthill. That's where we'll find him. Do not forget that you will have to fight with competitors. Convince Esbern that you are not a messenger of the Thalmor, just say Delphine's phrase: "Remember the thirties, the beginning of frost." Esbern will let you in.

Episode: "Alduin's Wall"

After the battle with the people of the Thalmor, we go with Esbern to the "Sleeping Giant". We go to the chambers of Delphine, where we listen to the tale of the old man about the wall of Alduin.

Through the Kartspire camp, seething with enemies, we head to the Sky Haven Temple. In the temple, we expose the signs of Dovakin to face us in order to lower the bridge. With the help of the sign of the Dragonborn, we go along the plates.

Meet the press. I'll have to leave my blood on her. We get to the Heavenly Harbor, where we reach the wall of Alduin.

Episode: "The Throat of the World"

We go to High Hortgar, look for Arngeir, talk to him.

Another character on the path of passing the game Skyrim is Paarthurnax, who has the "Dragonbreaker" cry. It is located on the highest point of Skyrim - the Throat of the World.

At this stage, we get the cry "Fiery breath".

Episode: "Ancient Knowledge"

We need Esbern (he's in Sky Haven Temple).

You also need to go to the College of Winterhold. We speak with Ugar gro-Shab (keeper of the scrolls). We get a book, the author of which - Septimus Signus - lives in the far north.

We have talked quite a lot about how to complete the game Skyrim. For intrigue, let's skip some episodes, you have to go through them on your own. By the way, if the previous descriptions were not entirely clear, there are other ways to find out how to get through Skyrim: the video will help you. Find it on the Internet. In the meantime, we will list the episodes that await you.

  • "Beyond the Ordinary"
  • "Curse of Alduin"
  • "Fallen",
  • "Endless Time"
  • "House of the World Eater". Let's stop here for a bit and give a couple of hints. Here you will be in the temple, where you will once again encounter puzzle doors. To open the right door, the answer is: bird_bird_bird. For the left: bird_snake_bird. Then enemies and spiders. And, we turn the stones: fish_snake_bird - after that the bridge descends. And the door, with a clue: fox_moth_dragon.
  • "Sovngarde",
  • "Dragon Slayer" - here it is, the final episode of the exciting Skyrim game. You are on target! We are sure that you will easily cope with the passage of the missions of this game.

Epic hangover stories, murder investigations, dungeon crawls and Lovecraftian villages. Here are some of the best quests in Elder Scrolls history.

The Elder Scrolls series has given us a lot of great quests, which are deservedly considered the best in the RPG genre. Of course, we love Fallout, Knights of the Old Republic, The Witcher and many other games of the genre, but Elder Scrolls quests have their own unique charm.

Years ago, the creative team at Bethesda decided it was time to get rid of the tired “go there, find it, and come back” formula that RPG quests used to build, and start using all the possibilities of the open world for something ... new.

Since then, every new game in the Elder Scrolls franchise has featured at least one quest that was so inventive that it almost felt like the entire game was created solely for that quest. And this thought did not let go until you stumbled upon an even more impressive quest.

But which of them can be called the best? What missions have allowed us to immerse ourselves in the open world RPG and enjoy a lot of little things in it, along the way, admiring the convincingly delivered story?

The best quests in Elder Scrolls history need to be more than just epic, inventive, and memorable. They have to be near perfect to justify the dozens of hours you put into this gaming universe.

We will talk about Arena and Daggerfall some other time, but for now we present to your attention the best quests in the history of the Elders Scrolls.

25. Cleansing - Oblivion

Lucien Lachance, representative of the Dark Brotherhood, has decided to ask you for a favor. As it turned out, members of the Brotherhood suspect that a spy was among them. And since you joined the ranks of the faction after the first evidence of a spy appeared, you remain above suspicion. What's more, you're tasked with eliminating all assassins to make sure the spy doesn't get away alive.

To be honest, this entire list could have consisted entirely of Dark Brotherhood quests from Oblivion. However, this particular quest stands out from the rest, not only because you have to kill characters with whom you have worked side by side throughout many tasks, but also because there are countless ways to kill them.

Eliminate them with your bare hands, use poisoned apples, summon darkspawn and methodically cross off targets from your list - this quest contains the variety for which we love the Dark Brotherhood quests so much, and a very unexpected twist in this excellent storyline.

24. Decapitate the Thieves Guild/Kill the Master Thief - Morrowind

All in all, Morrowind quests aren't the best Elder Scrolls has to offer, but there are plenty of hidden gems in this classic RPG. One of them is a quest that begins with the request of the head of the Fighters Guild to kill the leaders of the Thieves Guild.

The task is interesting primarily because you can get it even if you are already a member of the Thieves Guild. In addition, we very rarely see direct faction conflicts in the Elder Scrolls series, and therefore the quest can be confusing at first. However, this is one of those missions that makes the game worlds more compelling and forces the player to make some serious decisions while getting into the role of their character.

The quest itself, as well as various ways to complete it, depending on your connections and preferences, is simply bound to appear in one form or another in future games in the Elder Scrolls series.

23. Ushnar's Nightmare - Shivering Isles

Ushnar gro-Shadborgob is an orc with a bit of a problem. He is terribly afraid of cats, and it just so happens that a Khajiit named Bisha follows him around. Ushnar asks you to make sure Bisha doesn't follow him anymore. And Bisha... Bisha, it turns out, just really loves the dogs that Ushnar got to scare away the cats.

The Shivering Isles expansion is known for its creative quests, and this simple side mission is a prime example. You can easily "fix" the problem by killing a rogue Khajiit, but if you take the time to dig deeper, you'll find that there are several ways to help both characters (or help neither) get what they want.

The best sidequests in the Elder Scrolls draw us in with their unorthodox plots and surprising climaxes. And in this regard, this quest justifies all expectations.

22. Innocence Lost - Skyrim

A little boy is trying to perform a Dark Sacrament to summon members of the Dark Brotherhood and ask them to kill someone. What initially looks like a simple childish misunderstanding of the essence of the ritual turns out to be something much more disturbing.

Innocence Lost is a fairly simple quest with the usual turn-based system, but its genius lies in the moral side of your actions. After the mission leads you to a rather violent orphanage owner, and you start to understand what the main conflict of the quest is, you can start to wonder what role the Dark Brotherhood plays in this world.

Are you really a righteous arbiter of fate, or just an assassin who periodically stumbles upon targets that pose a more serious threat than you think?

21. Shrine of Sheogorath - Oblivion

Present a piece of yarn, lettuce and a small soul stone to the statue of Sheogorath, Prince of Madness, and he will ask you to convince the inhabitants of a small town that the doomsday prophecy is about to be fulfilled? What for? Yes, because it will be fun, that's why!

Sheogorath has long been one of the best characters in the Elder Scrolls mythology, and this quest cemented him as the source of the most fun quests in the history of the franchise. Here we have to attract rats with a piece of rare cheese, monitor the population of local sheep and eventually become an unwitting harbinger of a real apocalypse.

And be sure to wait for the explosive finale.

20. Unexpected Journey - Oblivion

The Floating Inn is a hotel ship located in the Imperial City's Waterfront District. At first it seems that this is an interesting, but far from the most essential element of the decor of the largest location in the game. However, if you decide to spend the night on the ship, then the next morning you will find that the tavern has been stolen by pirates.

By itself, the plot already looks pretty good, but the mission has become famous precisely because of the unexpected depth of study. If you decide to kill the pirates, you'll miss out on their entertaining backstory that reveals who they are and why they chose to go to the high seas.

By the way, after this quest, you will probably begin to look suspiciously at other taverns in the Elder Scrolls world.

19. Diplomatic Immunity - Skyrim

After learning that the Thalmor faction may be responsible for the return of dragons to the world of Skyrim, you are given the task of infiltrating the Thalmor ambassador's house and finding the necessary evidence. Under normal circumstances, this would be impossible, however, fortunately for you, the ambassador has just decided to organize a reception, and therefore you have a chance to slip through unnoticed ...

To begin with, it is worth noting the excellent implementation of stealth, as well as a well-staged scene, during which you need to convince one of the guests to distract the owner of the house. Interestingly, depending on your character, the chosen faction and the decisions made earlier, you can convince almost any guest, if, of course, you thoroughly prepare for the task.

The quest itself was done very well, and the episode with the guests is a brilliant example of how you can solve problems using role-playing elements.

18. Ultimate Peace - Shivering Isles

Hirrus Clutumnus is an incredibly annoying NPS that roams the Crucible in New Sheoth. If you decide to attack him, he confesses that he dreams of death. However, he wants to die in a rather extraordinary way.

Before us, perhaps, one of the best examples of black humor in the Elder Scrolls series. The various ways in which Clutumnus' request is granted are surprising to say the least, but the main star of the quest is Hirrus himself and his dark jokes about how badly he wants to die.

He is worth keeping alive just to listen to all the lines in which he lists the various events that occurred during the main storyline of Shivering Isles, and laments that none of them led to his death.

Yes, and the epitaph on Clutumnus's tombstone will read the following: “Hirrus Clutumnus could not fit into this world in any way. But now he fits perfectly into the coffin.

17. Blood on the Snow - Skyrim

The city of Windhelm lives in fear of serial killer who managed to hide from justice for a long time. After another murder, the inhabitants of the city ask you to find a maniac and make him answer for all the crimes committed.

And although at first this investigation is more like a plot for the CSI: Tamriel series, it eventually turns out to be one of the longest side quests in Skyrim. In order to find the killer, it will be necessary not only to fulfill a number of predetermined conditions. It is likely that you will end up calling an innocent resident a murderer.

And the worst thing is that the consequences of a wrong decision in this quest will sooner or later make you regret your mistakes...

16. Dangerous Arts - Oblivion

An artist has disappeared in Cheydinhal, and his wife is in sincere bewilderment. She says that he had no secrets, no secret mistresses, and spent all his time in his room with his paintings. A cursory examination of the paintings reveals that one of them looks suspiciously... addictive.

Apparently, the Dangerous Arts quest was created only so that the artists of Oblivion could show their creativity in a hand-drawn world. And it is very difficult not to admire the beauty of the surroundings in this quest, saving the artist from his addictions along the way.

On the other hand, many will surely hate this task because of the most difficult opponents in Oblivion: painted trolls.

15. East Empire Company Colony - Bloodmoon

This is not quite a standard quest, but rather a storyline consisting of a number of small tasks, but we just could not help but include this amazing adventure in this collection.

In Morrowind's Bloodmoon expansion, you have the opportunity to help the East Empire Company build a colony around a resource-rich mine. To do this, you will need to negotiate with suppliers, calm down an old man who loves to fight in pubs, choose political factions that will become part of the colony, and eventually build your own mansion.

Unlike Fallout 4's build mode, which didn't fit into the general RPG gameplay at all, here you have to complete a series of exciting quests to build a colony, and as a reward you can admire the result of your labors.

14. Order of the Virtuous Blood - Oblivion

In the Imperial City, we meet a citizen who tells us about a vampire that roams the world of Cyrodiil. We also learn that the headquarters of the Vampire Hunters Guild is located nearby, and they clearly could use our help. However, after meeting with them, it becomes obvious that far from the most gifted hunters are being recruited into this guild. Moreover, the game unequivocally hints to us that these guys are clearly not hunting for vampires.

This quest is full of literate references to the legendary stories about vampires, and the main emphasis here is on the ambiguity of the actions of vampire hunters. As you complete the task, you gradually wonder if the game is even worth the candle.
This, by the way, is also the first quest to warn Oblivion players that they themselves can become vampires.

13. Call of the Moon - Skyrim

Despite Falkreath being known as the location with the largest graveyard in Skyrim, the recent death has shaken hardened residents to the core. A worker named Sinding literally tore a little girl apart, and a grieving father wants to know what motivated the killer. In an attempt to find the answer to this question, you will find that this story has a second bottom.

Call of the Moon will require Skyrim players to rely less on quest markers and more on their own moral compass. And although the mission will eventually come down to one solution, choosing the “right” option (if there is one at all) is incredibly difficult.
As a reward for completing the quest, you can get one of two unique items, each of which can significantly affect the further gameplay.

12. Death of an Empire - Skyrim

The missions of the Dark Brotherhood from Skyrim are hard to compare with the much more creative missions from Oblivion. In the end, the line from Oblivion is one of the best that Bethesda has created. However, some quests dark brotherhood from Skyrim deserve a mention on our list.

And it’s worth starting with the Death of an Empire quest, as well as a preparatory task, during which we need to infiltrate the emperor’s castle, pretending to be his cook. Next up is one of the funniest poisoning scenes ever, featuring a cook ready to add even the most ridiculous ingredients to a dish.

But as fun as it is to watch the poisoned dish being prepared, the best part of the mission is its final twist, which reveals the true nature of the Dark Brotherhood.

11. Where Spirits Dwell - Oblivion

In Oblivion, you can buy several houses at once, but the prices for them are clearly too high. That's why most players will purchase the Benirus Mansion, which sells for as little as 5,000 gold, with no questions asked. But bargaining for a new home will result in you having to live under the same roof with hostile ghosts.

Next, you will try to clear the house of ghosts and a complex rite of exorcism, during which you will find out where these ghosts came from. It will soon become clear that the Benirus mansion has a rather creepy and long history, from which the blood naturally freezes in the veins.

Here is a gorgeous ghost story, perfectly woven into the world of Oblivion, which turned out to be both funny and scary.

10. Silent Pilgrimage - Morrowind

Two high-ranking representatives of the Canton Temple in Vivec want you to show your wisdom and patience by making a pilgrimage to the Sanctus Temple. And before that, they force you to take a vow of silence. If you talk to anyone during your pilgrimage - including asking for fast travel, talking to merchants, or any of the characters you meet - the mission will fail.

And although the idea of ​​the quest can be destroyed using numerous in-game exploits, those who choose to play the "Silent Pilgrimage" as intended by the developers will be able to appreciate the genius of the quest's design. By depriving you of the ability to rely on the help of others - which is an important part of moving through the world of Morrowind - Bethesda forces players to use completely unfamiliar skills to complete a simple task.

Thus, traveling in complete silence is as rewarding as slaying a dragon or a Daedric lord.

9. Shadow over Hackdirt - Oblivion

A young Argonian named Dar-Ma has gone missing. She was last seen delivering a package to the small town of Hackdirt. Having reached the city, we find that it is on the verge of ruin, and it is inhabited by very unfriendly inhabitants. After talking to some of them, we begin to doubt that Dar-Ma even showed up here.

Even though the quest follows the classic structure of H.F. Lovecraft, which the developers pay tribute to, it contains enough twists that even those who know the story by heart cannot predict, and therefore the intrigue remains until the last moment.

This is arguably the best horror quest in Elder Scrolls history.

8. Rogue Conspiracy - Skyrim

A woman is brutally attacked on the streets of Markarth. A little later, it turns out that members of the Outcast faction were behind the assassination attempt. No one is particularly surprised by this incident, but a mysterious man at the scene of the attack claims that this is all part of a larger conspiracy.

Investigative quests in the Elder Scrolls series are always particularly exciting, and this mission in particular is good because it draws the player into action with a simple incident, which turns out to be just a thread that really leads to a massive conspiracy.

A normal attack as a result sets off a chain of events that will forever change not only Markarth, but the entire world presented in Skyrim.

7. Corprus Healing - Morrowind

In many parts of the Elder Scrolls, we are faced with terrible diseases that are very difficult to cure, but none of the quests to find a cure compares to what happens after we become infected with corprus in Morrowind.

Corprus is an incredibly deadly disease, considered incurable, that all Morrowind players will have to deal with during the main quest. After the announcement of the diagnosis, you learn about an ancient wizard who, according to rumors, managed to find a cure for the disease. Unfortunately, getting to it is quite difficult. And even if you manage to find it, then an even more difficult task awaits you.

Interestingly, The Corprus Cure is the only Elder Scrolls quest that allows you to interact with a living Dwemer. However, the main advantages of the mission are dungeons full of details, mini-puzzles and the impact of the quest events on the subsequent passage.

6. Paranoia - Oblivion

On the streets of Skingrad, you meet an elf named Glarthir, who asks you to return to the same place at midnight. If you fulfill his request, you will find Glarthir's monologue, who is sure that he is at the center of a major conspiracy. He asks you to watch the suspects on his personal list. And although Glarthir looks like a madman at first, you will soon realize that everything is not so simple.

"Paranoia" can be called a kind of social experiment sewn into Oblivion. This quest generously rewards gold to those players who decide to use Glarthir's doubts to their advantage, up to a certain time, without showing them the consequences of their choices. However, players will have to decide how far they are willing to go for the maximum benefit.

Unfortunately, even the one who ends up making the right decision ends up realizing how terrible his actions were...

5. Ghosts of Vitharn - Shivering Isles

The inhabitants of New Sheoth speak with horror of a cursed settlement called Vitharn. Arriving in this village, we find that most of its inhabitants died due to the attack. Sheogorath condemned them to eternal torment in the form of ghosts due to the fact that they could not protect their settlement, and now the spirits of Vitharn ask you for help.

This quest could well become a separate game. The complexity of the tasks and the variety of problem-solving options lead us to a stunning series of puzzles that are inextricably linked to the city's tragic backstory.
"Ghosts of Vitharn" is a prime example of how much a good script affects the final quality of an RPG.

4. Trap in action - Shivering Isles

A dungeon master named Kiliban Nirandil, who has a bad habit of laughing out loud, is worried that three adventurers are in his dungeon. Nirandil asks you to help decide their fate and temporarily take over the role of master of the dungeon.

This quest is an ingenious reference to the board game era. role playing Dungeons and Dragons, only here all the mechanics of the Elder Scrolls are used. While there aren't many options for you to choose from in each of the presented rooms, it's extremely interesting to see the consequences of your decisions, which are reflected in the physical and mental state of the adventurers.

But whatever your decisions, you won't forget this creative torture maze. This is one of those missions whose saves can be launched at any time and replayed situations again.

3. An unforgettable night - Skyrim

A guy named Sam invites you to drink as much alcohol as possible at a local pub. After a few glasses, he declares you the winner and adds that the fun can continue "where the wine flows like water." And after a while you lose consciousness and wake up in the temple, not understanding at all how you ended up in it. What happened and where is Sam?

This obvious reference to The Hangover is, ironically, the most memorable quest in Skyrim. It is impossible to suppress a smile, gradually restoring the picture of the events of last night and being horrified by their wild adventures. And by the time you find out what happened to Sam, you will probably already be laughing out loud.

2. Daring robbery - Oblivion

For your last mission in the Thieves Guild, the enigmatic Gray Fox prepared a task that seems impossible. He asks you to break into the Imperial Palace and steal one of the Elder Scrolls.

This quest is the culmination of a series of excellent Thieves Guild missions, during which we collected a number of mystical items. All of these items will come in handy for the final quest, during which you'll have to use the utmost caution and stealth to get into the most secure room in Tamriel.

Not only does this quest show us just how awesome Thief could be under the direction of the Elder Scrolls writers, it also ends on the high note that the Guild storyline deserves.

1. Detective - Oblivion

The Dark Brotherhood has given you a quest to visit the prestigious Summitmist mansion in Skingrad. There you will be met by an accomplice pretending to be a porter who will inform you that five members of the Brotherhood have also arrived at the reception. One of the guests is a killer... and that killer is you. If you manage to kill all the guests without arousing any suspicion, you will receive the most solid skill bonus in the entire game.

However, even without this incentive, the mission is incredibly interesting to complete. The open structure of the quest allows you to endlessly experiment with ways to kill guests, over and over again diverting suspicion from yourself. You can kill them one at a time, like in some slasher movie, you can set up an accident, or you can find out how they feel about each other and make them do all the dirty work for you by playing on their fears and hatred. The main thing is to eliminate guests in time who begin to look askance at you.

It is impossible not to note the classic setting for such stories (after the start of the quest, the weather automatically deteriorates, and it rains outside the window), but this quest is notable for the huge number of options for action, which makes it the best in the Elder Scrolls series. The perfect mission to play your chosen role.