How to prepare a trap for odding in Skyrim. Walkthrough of the main story of The Elder Scrolls V: Skyrim. “Diplomatic immunity” – all about the Thalmor plans
Fallen | |
Job source | Paarthurnax |
Reward | Progress through the story |
Previous | Endless time |
Next | House of the World Eater |
Location | Dragon's Reach |
Complexity | Complex |
ID | MQ301 |
Brief walkthrough
- Talk to Paarthurnax or Arngeir or Esbern.
- Talk to the Earl of Whiterun.
- Get the Greybeards' help in conducting peace negotiations.
- Learn the shout to summon Odahviing.
- Prepare a trap for Odahviing.
- Summon Odahviing to Dragonsreach.
- Defeat and capture Odahviing.
- Interrogate Odahviing.
Detailed walkthrough
Now, after completing the quest “Endless Time”, you can begin completing the quest “Fallen”.During the previous quest, we learned that you can use shouts to summon dragons, since the words of power are the names of dragons. The Blades revealed the name of the dragon Odahviing, who had recently been awakened by Alduin. We will automatically learn the cry to summon Odahviing, you can also learn it from Paarthurnax.
We go to Dragon's Reach, where Jarl Balgruuf has already prepared a trap to capture the dragon. It is located behind the throne room, on a huge terrace. When we are ready, we tell the jarl to begin and use the shout to summon Odahviing. The dragon will begin to attack us, we fight it by moving closer to the doors, and finally a trap will be triggered that will press it to the ground, after which it will begin to speak.
Now we can interrogate the dragon about where Alduin is hiding, it turns out he fled east to the abandoned temple of the dragon cult Skuldafn. After talking with Odahviing a little more, we learn that it is impossible to get into this temple without wings, but he can help us and become our wings for a while if we let him go. Before you go with Odahviing to Skuldafn, make sure that you have everything you need for a long mission, since it will be possible to return back only after completing the task.
First, a short introduction to the basics of completing tasks. There is a compass at the top of the interface, and an inverted triangle icon indicates the direction in which you need to move on the current task:
If the same icon “hangs” over an NPC you need to move towards it (or behind it):
By opening the map (M), the same icon will appear on the map to indicate the point where you need to go. And by opening the journal (J), read the description of the tasks, and select (if there are several of them) the one you want to complete at the moment (at the current moment in time, only one task is marked on the map and compass).
This basic knowledge will help you complete missions in Skyrim.
Walkthrough
According to tradition, The Elder Scrolls we start the game as a prisoner. And now, having just appeared in the game, you see yourself among the prisoners who are being taken to execution.
To freedom!
While we are being transported in a cart, we hear a conversation between other prisoners, from which it becomes clear that Skyrim is now in the midst of an uprising led by the Stormcloaks. The Imperials mistakenly considered us one of them, and are taking us to Helgen for execution.
Upon arrival, the character editor will be available - it is quite advanced, and you can make the appearance of your character exactly the way you want.
Important: 1) the field for entering a name will appear after confirmation 2) we recommend entering the name in Latin, in order to avoid problems in dialogues with the Cyrillic alphabet.
You see how one of those caught is executed, and the next ones are you. But already under the executioner’s ax, a dragon flies in, and panic begins in the city. At this moment, control of the character becomes available to you.
Even though everything around you will crash and burn, there is nothing complicated, the main thing is not to fuss and watch the compass and signs above the NPC. Almost immediately you will be given the choice to follow the Nord who checked you against the list, or your neighbor on the cart. There is practically no further difference in the choice. It’s just that if you go with a rebel, then along the way all the people you meet will be your enemies. And if you choose the side of the Imperials, then you will meet allies along numerous corridors and rooms - be careful, don’t hit them. But if you do hit them several times (on the first hit, they say “Who are you for anyway?”), and they start attacking you, remove the weapon, they will stop.
Following your new partner, you will find chests with uniforms, learn how to pick locks, shoot from stealth, etc. In essence, the task “Freedom!” is educational. It ends with you leaving the cave. From this moment on, the whole world of Skyrim is open to you. And where to go, what to do – it’s up to you to choose!
Before the storm
As soon as you leave the cave, a new task will begin “Before the Storm”, the most difficult moment in this task is related to the fact that your partner will say “Now we have to split up”, but in fact there is no need to split up follow him. On the way, he will show stones of power (or whatever they are called) by activating one of them (mage, thief, warrior), the skills of the corresponding direction will be pumped up 20% faster.
Continuing to follow your partner you will come to Riverwood a small village. Your partner will take you to his family, where you will be offered food and accommodation for the night. As the conversation progresses, we will be told that we need to go to Whiterun and report what happened in Helgen. But don’t rush to leave, the head of the family, Alvor, is a blacksmith with his own forge. He has side quests that will help you learn blacksmithing.
You can also find other side quests in the village. And to continue the main task, go to Whiterun (follow the sign on the compass, and you can also open the map and estimate the distance to the city).
In Whiterun, a guard will approach you; tell him that you are from Riverwood; they will let you through to the Jarl. In the city you need bigger building at the very top Dragon redistribution. And the Jarl sits in the main hall, on the throne. Talk to him.
Windy Peak
During your conversation with the Jarl, after you tell him about the dragon attack, he will take you to Farengar. This magician and alchemist has been working with dragons for a long time, and he will undoubtedly be interested in the incident you tell. You can also find tables for Alchemy and Enchantment here.
Farengar will give you a new task - go to Windy Peak and find the Dragonstone there.
Windy Peak temple high on the cliff (still use the map and compass to find it). On the way you will meet two groups of bandits. Having found the temple on the top of the rock, go inside (large semicircular doors), from its grandeur and interior it becomes clear that dragons were once worshiped there. At the beginning there will be several bandits, but the deeper you go, the more dangerous opponents you will encounter.
Windy Peak has two puzzles. The first is that you need to place stone figures that can be rotated. The correct location, after which pulling the lever will open the door:
Go further, kill the draugs and spiders. You will encounter a web; to get through it, you first need to knock it down with a weapon (just attack on the web). In the room with the big spider there will be a bandit in a web. He has the item we are interested in, the dragon claw. You can kill him, and if he ran away, then not far; after going a little further you will find his corpse. Be sure to search him, taking the Dragon Claw.
The second puzzle is similar to the first, here you need to place three circles in the correct position:
The hint is on the back of the dragon's claw (items in the inventory can be rotated with the mouse).
Go further and further until you eventually come out to large room, in the center of which there will be a semicircle with text in the language of dragons. Approaching this wall you will read one passage. At this time, the Lord of the Draugr will come out of one of the graves behind you - you will have a difficult battle. Having dealt with him, take the Dragon Stone from his corpse, now find the passage to the exit (no need to go back, you will find a second exit from the dungeon ahead).
Once in Skyrim, open the map and fast travel to the Dragon Reach. Head to Farengar and give him the stone.
We discuss all questions with this task on the Golden Claw page.
Dragon in the sky
Do not rush to leave Farengar, and even moreover, follow him. You will hear an interesting conversation, at the end of which a guard will come running and tell you that a dragon attacked the western watchtower. Now you need to follow the Ariylet woman. She will take several soldiers with her and head to the western watchtower. There you will have your first fight with the dragon.
- Shoot the dragon with your bow while it is flying;
- When he sits down, try to approach him from the side or behind to hit him;
- Take advantage of moments when the dragon is distracted by other guards.
After winning, you will absorb the dragon's soul, and the first dragon cry Relentless Force will be available to you.
Return to the Jarl and tell him what happened.
Reward: Title of Thane, the opportunity to buy a personal house in Whiterun, personal mercenary Lydia.
The Way of the Voice
Now you need to get to the Graybeards, who are located high, high on a cliff east of Whiterun.
Important: Getting there directly using a compass is almost impossible. Follow the road to the east, which will go around the mountain and lead you to their temple. On the way, I met two trolls (a very strong opponent, he ran away with a sprint Alt key) and a saber-toothed tiger (a strong opponent, but he managed). And also a dragon attacked (scripted event, or chance meeting xs). In general, you won’t be bored along the way; save often.
In the temple itself, you will first need to prove that you can use your voice use the cry Ruthless Force, and also teach you a new one Swift Dash, with which you can instantly move a short distance.
At the end of the training, you will be given the next test.
Horn of Jurgen
The Greybeards send you to the final test - to obtain the horn of Jurgen Call the Wind, from his tomb in Ustengrev, in the swamps of Hjaalmarch.
We look at the map and go to the tomb, which is essentially another, large dungeon, with more riddles. I'll go straight to them:
Riddle No. 1
You run into a passage that is closed by three sections of gratings, and in front of them are three magic stones, approaching which, one of the gratings rises, but as soon as you move away, the grate lowers. You can't run normally, so what should you do?
Stand exactly opposite the passage, in front of the stones, set the active shout to “Rapid dash”, hold down the left Alt and start running towards the passage as soon as you are next to the third stone, and it activates press Z make a quick dash, after which you only have to run a little and that’s it. I got it right the first time.
I didn’t check how painfully they fry, in general this stage is also passed with the help of the “Rapid Dash” Shout.
And at the end, an unexpected plot twist awaits you: it turns out that someone had already taken the horn before you (a message will appear that the quest has failed), but they left a note on a large chest:
The search for the horn will be marked as failed, this is normal.
We go to Riverwood, find a tavern, and rent a room in the attic from Delphine. She will say that there is no room in the attic, but “you should go there.” Having entered the room that she will tell you (I followed the sign), Delphine will come in after you, and will say that she left you a note, and will offer to follow her. He will take you to his secret room and tell you that she needs you.
At this stage, we are faced with a crooked dialogue, I won’t go into details... in general, ask Delphine without leaving her room until there is a phrase like “I’m ready, let’s go,” after which the additional task begins.
Blade in the Dark
Delphine is the last of the blades, and just like you, she unravels the reason for the appearance of dragons in Skyrim. Her belief is that dragons do not return, they are “resurrected.” And to make sure of this, and possibly prevent the resurrection, you go to the Kin Grove.
You can go with her, or get there yourself. I chose the first option because... I didn’t want to think about what and where to go. And so just run after Delphine and that’s it.
At the arrival point, you will see how one dragon brings another to life, and the battle begins.
After killing the dragon, Delphine will be convinced that you are a Dovahkiin and will tell you about a new task. But before moving on to him, I went to complete the test of the greybeards.
Horn of Jurgen (end)
We make a quick transition to High Hrothgar. We find the “main” graybeard (this can cause problems, because the compass sometimes turns off when pointing at a person, in general, run around their temple until you find it). And we give him the horn. He will say that now you need to be officially recognized as a Dovahkiin, and at the same time teach you a new word.
We go through the recognition procedure, at the same time studying the third word in the cry “Ruthless Force”. Now you can return to the Dolphins task.
Diplomatic immunity
One of the most incomprehensible tasks on the first playthrough. But, I assure you, with repeated playthroughs you will get pure pleasure from it.
Returning to Riverwood, we speak with Delphine. She will tell you that you need to get into the Thalmor embassy and find out from them about the dragon. And in fact, you don’t have to make your way – she will organize everything for you. Your task is to go to Solitude and meet Malborn there.
To ensure your survival, Malborn can carry a few items for you while you enter through the "front door" without weapons or armor. When talking with him, it is important to know one thing: in Skyrim, you can transfer items to companions by pressing the R key when the corresponding window appears. It is enough to hand over the weapon to Malborn.
We passed it on now we are going to Delphine, she is already nearby, outside the city in the stable (we watch the compass and no problems). She will give you formal clothes, and will ask you to hand over all weapons and armor to her for safekeeping. You can give it to her, or you can throw it away somewhere nearby. We give away our things, put on formal clothes, say that we are ready and... you are already “at the holiday party.”
We approach the guard, convey the invitation, and go through. So that Malborn can take you to the kitchen, you need something to distract the vacationers. To do this, we take a drink from him (in the dialogue “I want to drink”), after which we start a conversation with this friend:
You give him a drink, and then ask him for one favor -> make some noise.
After which we approach Malborn. It is not necessary to start a dialogue. When Razelan starts to rage, he himself will open the door to the kitchen and lead you to the chest, where the things you gave him will lie. There's a door next to the chest that takes you there. From now on, you can chop everyone in a row.
You will need to clear one building, then go out into the courtyard, kill everyone there, go into the torture building, kill everyone there too and empty 2 chests, after which the signs disappear (which again leads to a stop), but you just need to talk to the person who was tortured (the key to the camera is removed from the magician), free him, and then offer to get out. He will approach the hatch, ask him why he was tortured and you will find out what you need according to the assignment. Now all that remains is to get out, but the hatch is closed, what should I do? Around this time, or maybe you will need to wait a little; security will enter the house with the words “surrender, we have taken your accomplice”; kill them (the elf who helped you will die quickly... there is apparently no way to save him), and from one of the new arrivals guards, remove the key to the hatch you’re done, all that’s left is to go out through the dungeon (be careful, there’s a troll there) and meet with Dolphin.
As a result, having come to the “tough guys” in only a shirt, you will leave with pockets full of armor, weapons, potions, and other junk. And also you will pump up well!
Rat cornered
We return to Riverwood and tell Delphine everything we have learned about dragons. The next task is to find Esbern. To do this, we go to Riften (the city of thieves and robbers), and find Brynjolf there (in my case he was in the Bee and Sting inn), who, by the way, is the head of the thieves guild. I don’t know why the main storyline was connected with thieves, but you will have to complete one thieves’ task in order to advance in the search.
For a detailed walkthrough of this task, see the Thieves Guild page. A little advice if pickpocketing is not leveled up save just before the theft so that if you fail, immediately load and try again.
Having completed Brynjolf's task, we go down into the dungeons under Riften (we go to the water, find a staircase down, and there is a door), the dungeons are deep, consisting of several sublevels:
- Level 1 – robbers, kill everyone boldly;
- Level 2 – headquarters of the thieves guild (if you wish, you can continue to complete their tasks);
- Level 3 – Thalmor agents, kill everyone;
- Level 4 is the level where you will finally find the room with Esbern.
Talk to him, tell him who you are from and who you are - he will open the door. And he will tell you interesting things. This ends this task, and a new one begins immediately.
What to do if Esbern doesn't say:
1. Open the console (~), enter the tcl command, go through the door and talk to Esbern
2. He will start clicking the door wait
3. If it clicked and fell silent, but the door did not open, we speak again. And so on until the door opens.
Alduin's Wall
The old man will collect his things, and it’s time to get out of this hole... but that’s not the case, Thalmor agents break into the room and the battle begins. The old man turns out to be an excellent magician, and gives a good rebuff to his enemies.
There is nothing difficult about the passage to it, except that it is very far to go, plus three dragons attacked along the way. And I won’t tell you about the Alduin Wall itself, so as not to spoil the first impression, I’ll only tell you about the next riddles (this time not difficult):
Riddle No. 1
To complete one stage, you will need to lower the bridge, for which you need to deploy the stone figures as shown in the screenshot.
Riddle No. 2
A room with a fire trap (frying is very painful), and stoves that react to attack. Solution go only along the slabs that indicate Dovahkiin (see screenshot), you will reach the fiery installation, pull the lever, and the trap will turn off.
At the end, you will be given an excursion into history, then a dialogue, from which it becomes clear that nothing is clear. And we need to go to the graybeards again.
I would like to say a special thank you to the developers for the behavior of their partners in this task. How real people comment, examine the environment, discuss puzzles, etc.
Throat of the World
In this task, be prepared for excruciatingly long dialogues.
Let's return to the greybeards. Look for their main one again and start a dialogue. You need to strive for the theme “Paarthurnax” -> “I want to meet him.” After which you will be taught a new cry and shown the way.
The entire road to Paarthurnax is in some kind of strange fog, which somehow has a bad effect on the character (I didn’t experiment with what would happen if you stood in it), but with the new Scream this fog is accelerated a long distance forward, both with the help of a scream and you move to the top, to the most important “graybeard”.
At the top you will find an interesting plot twist, a new cry, and a choice of further path: greybeards or blades.
Ancient knowledge
According to the task, you have a choice: turn to the graybeards, or to Esbern (blades). I chose the option with Esbern (although judging by the comments, there is not much difference between this choice) we return to the wall (he will be at the “back” exit) and tell him about the ancient scroll.
He will say that you need to turn to the magicians, because... They have a large library and centuries of knowledge. And he will direct you to the College of Winterhold, which is also the guild of magicians (marked on the map), it is located... at the end of the world. We get there, at the entrance they will tell you that you can’t just enter - you need to join the guild. And what to introduce to show that you can use magic. You will be asked to demonstrate one of the spells; if you do not have it, the NPC will offer to sell it to you. We buy, demonstrate magical skills done, you are even escorted into the building. We are looking for the main thing in it Urag gro-Shuba. We talk to him about the scroll, knock information out of him until he gives the additional task “The Works of Shalidor.”
Shalidor's works
Note: This quest may be completed in different locations.
We need to find the records of one scientist we go to the marked dungeon. In the dungeon there will be one, already familiar riddle - a lever, rotating statues and a trap triggered if selected incorrectly. For a clue as to which statue to turn which way, look on the opposite side. Two statues will show which figure needs to be deployed.
Next there will be another unexpected moment - you will meet a strong dead man, after being killed he is reborn to life again. But in fact there is no mystery in this case - kill him several times and he will stop resurrecting. Take the scientist's notes and return to the College of Winterhold.
We meet with Urag gro-Shuba and give him the notes we found. He will say that it takes time to decipher. Scroll two days and talk again. The manuscripts have been deciphered, and a book will appear on the table that needs to be read:
After which we speak again with Urag gro-Shuba, and another additional task begins.
Beyond the ordinary
The conversation will be about the fact that there was one scientist who was very interested in the Dremers, and then went north and disappeared. You need to look for it. A point will be marked a little to the north let's go there.
We find a scientist there, and after a long dialogue, we get two items - a Dremer cube and a ball, and a new marked point on the map. Huge Dremer dungeons await us there. By the way, in them you can find an amulet with a 15% bonus to alchemy.
The dungeons are large, but there are no special mysteries. Of course, you can’t do without traps and locked doors, and you can’t do without a lever “you’ll find nowhere”, here is one of the most difficult searches for a lever:
The grate is at the bottom, and the lever that opens it is at the top.
As a result, we will get to a room with an interesting device. Find the “control panel” there and install the cube:
After which the task “Ancient Knowledge” will be completed, but we still need to record our “game” on the ball. To do this, simply remove the cube that you installed on the panel and return it to the delusional scientist.
We discuss this task separately on the Dwemer mechanism page.
Alduin's Curse
There will be a fight with the main dragon Alduin, but before that the Dragon Slayer shout will become available. The main villain himself does not sit on the ground, you need to knock him down with a dragon slayer, then chop/fry/freeze him, using the dragon slayer scream on cooldown (if you don’t use “” he will fly away again and circle).
We defeat him, but he says that it is impossible to kill him and flies away.
Fallen
After the victory, talk to Paarthurnax. He will tell you his plan to finally defeat the villain. To do this, we will need the help of the Jarl, we go to him.
Endless time
The task itself is not difficult, but a lot of dialogue awaits you.
We talk with Jarl about the dragon and the end of the world. He will agree to help you, but only after the war in Skyrim is stopped. Now we need to do the impossible - reconcile two sides that are not going to reconcile, and each thinks only about its own victory. I did not join any side, so I acted as neutral. I don’t know how the dialogues unfold there if you took the side of the Empire or the Stormcloaks.
We go to the graybeards, talk to Arpgeir, ask him to announce a meeting to conclude peace.
We go to the imperials, talk to Tullius, convince him to negotiate.
We go to the rebels, talk to Ulfric, convince them to negotiate.
We return to the greybeards, a meeting is just beginning there, and our old familiar blades will also come without an invitation. And what happens at the negotiations (if you delve into it) is absolutely terrible. Everyone thinks only about their own things, but somehow (although I think there is no bad outcome, but the situation is tense) we persuade them to establish temporary peace.
After peace is concluded, the task will be completed, but Delphine will also put in her two cents - she says that Paarthurnax must die. Your conversation will open a new task "Paarthurnax".
Fallen (continued)
With temporary peace made, it's time to make a trap for Odahviing. To do this, we return to the Dragon Division and talk to the Jarl. He will say that everything is ready, everyone is waiting for your decision.
We say that we are starting, and we follow him. How to summon and catch Odahviing? Go out onto the balcony, use the “Call the Dragon” shout (don’t forget to hold it down so that the scream is full), a dragon flies in, shoot it down with the “Dragon Killer”, after which (no need to kill it!) We gradually retreat into the depths of the “balcony”, rollback using the dragon slayer so that it does not fly away. He will follow you into the depths, and then he will fall into a trap.
House of the World Eater
Talk to Odahviing. Now you will need to let him go. To do this, we go upstairs and talk to the guard.
Then we wait for him to come out to the edge of the balcony, talk to him again, and go on the dragon to Skuldafn.
We have to clear the territory and dungeons full of Draugs, and we also will not do without new riddles:
The first riddle is with moving plates, the first position opens the right grate (there is a chest with junk), the second one opens the left one, along which we continue to explore the dungeon:
And the third riddle, with a door with spinning rings, in front of it there will be a draugr; after killing him, remove the “Diamond Claw” from him, on the back of which a hint is given:
After which we go outside, to the portal, but don’t rush to teleport, somewhere nearby there will be a cool representative of the underworld Nakrin. After killing him, remove his mask (+50 to magic, destruction and restoration spells are consumed by 20% less magic) and staff. You will need the staff to launch the portal again (stand on the place indicated by the task and press E), then jump into it.
Sovngarde
Welcome to the abode of the dead. Very a nice place, but denigrated by Alduin. We follow the arrow, meet with Tsun, pass the test, and find ourselves in the hall of the ancients.
Dragonslayer
Congratulations, you have reached the very end.
After the victory, talk to Tsun to return to the mortal world.
P.S.
The storyline is great. It's been a long time since I've been so impressed by storylines in games. The main thing is to play on the highest possible difficulty for you, so that “victory” really feels like a victory.
Now, using the cry “Call of the Dragon” in an open area, the dragon Odahviing will fly to your aid.
Simple dragons will still be encountered as normal monsters.
To pass the main storyline, with only a little distraction on other things, it took 40 hours.
The description of the walkthrough was written after one playthrough, of course it may be incomplete or subjective somewhere. Ask questions, complement I will make amendments. With the exception of the plot itself, I tried to say as little as possible about it, so as not to spoil your first impression of your personal playthrough.
Walkthrough |
Now, after everything that happened, we need to talk with Paarthurnax, Esbern, and Arngeir.
These three will tell you a lot about the Dragon's Reach in Whiterun and will tell you that you can capture one of the dragons in this place, which was done long ago by the former ruler of those lands. The goal of all this is to lure the dragon to his side, after which he will be able to deliver our hero to the world of Alduin and we can finally kill him.
"Endless Time"
As quickly as possible, we go to Whiterun and talk with his jarl about everything that interests us. The jarl will tell you that there is now a war between the kingdom and the rebels and he cannot agree to our request at the moment. Next, the jarl says that it is better to use the help of the Greybeard council. They will invite representatives from each side and help resolve their differences. Only if this measure is successful will the jarl agree to capture the dragon. At this moment, the quest ends and the next one begins - “Endless Time”. We need to at least temporarily reconcile both sides in order to obtain consent to use the Dragon's Reach, without which we will not be able to get into the world of Alduin. The council will be very tense, so you need to be careful when choosing options for both answers.Capture and talk to the dragon Odahviing
By successful completion advice, our hero gets the opportunity to learn a new cry, the words of which can be learned from Esbern. Now we need to return back to Whiterun to talk with the jarl. He agrees to the event and now we need to go to the Dragon's Reach gallery and summon the dragon Odahviing. He is the only dragon you can talk to after he is captured. And only he can agree to a crazy request - to deliver our hero to the world of Alduin. As soon as he arrives, we need to drive him inside the gallery using the cry “Dragon Slayer”. To this end, you need to gradually move further and further inside, and in the end the dragon will be chained and you can start a conversation with him in order to obtain all the information of interestNow we will have the opportunity to resolve the issue regarding the Greybeard dragon - kill him by order of the blades or leave him alive. Choosing the second option will fail
It implies the development of an offensive against the forces of the dragon, which is weakened, in many respects morally, after its defeat from the new hero of Skyrim.. At first, determining the goal of The Fallen task is quite difficult, but the game itself comes to our aid and offers to talk with the smartest creatures , which we already know. There are three candidates to choose from: the elderly Esbern, the wise representative of the Graybeards Arngeir and the good dragon Paarthurnax.
Considering the fact that the recent battle with Alduin took place in the expanses of the Throat of The World location, we won’t go far and immediately talk to our new friend from the dragon race. From him we will receive new valuable instructions about our next task. The task ahead will be difficult, because the place where Alduin flew away is not really known to anyone, and numerous legends give too general directions, which is clearly not enough for the chase. So it is necessary to catch the tongue that will tell where its leader went. From Paarthurnax we learn that the dragon can be caught in Whiterun, or more precisely in the residence of the jarl of this glorious city, where, if you remember, we store all our things. As you may have guessed by reading the Skyrim walkthrough earlier, we are talking about Dragonsreach. But it is necessary to enlist the support of the Earl of Whiterun, who is unlikely to be happy at the prospect of participating in the hunt for the dragon.
The path to the already known, our first major city in Skyrim will be quick and easy, thanks to convenient system fast movements. Unfortunately, the conversation with our crowned friend, Jarl Balgruuf the Greater, will not be too smooth, because no one wants to put their city in danger. However, the ruler fundamentally likes the idea of destroying Alduin and agrees to help. Although his help will consist only of formal permission to use the Dragonsreach castle to capture the dragon. But we are provided with a big and inconvenient “BUT”. The Skyrim Civil War is also a concern for the wise mind of the ruler of Whiterun, so we need to resolve that issue as well. Previously, in articles on the site, I talked about the civil war that unfolded in the vast northern province of Tamriel. If you have already dealt with this issue and led one of the parties to the conflict to victory, there is no need to organize a truce. If the brave Dovahkiin has not yet gotten around to participating in the war, then you will have to complete the Season Unending task along the way. For more information about completing the additional but mandatory task Season Unending in the main Skyrim storyline, please read the corresponding article on the website. Its execution will coincide in time and will overlap with execution quests The Fallen, so I will reflect the main points in this material.
The Graybeards should act as a reconciling party, since, firstly, everyone respects the elders. Secondly, their neutral position and complete disinterest in worldly affairs is obvious. So first of all we go to Arngeir. He can be found either in the High Hrothgar temple or on the Throat of the World mountain. After a short conversation, Argneir agrees to help us. The Graybeards will take on the heavy burden of conducting peace negotiations, however, we will have to work hard too. It is necessary to gather delegations of the Imperial Legion and the Stormcloaks, which will be very simple to do.
Our next goal is in the capital of Skyrim - the city of Solitude. The path there will not take much time, because we have already beaten in this city, for example, when completing the task Diplomatic Immunity, which is also presented on the site. We go to General Tillius, whom we already met briefly in our first task called Unbound. The circumstances of our new meeting are much more conducive to communication than the executioner’s ax. The conversation with the elderly general will be short and constructive. He respects the Graybeards, so he will come to the truce council without any questions. Although he was not very convinced by the argument about the need to rein in the raging dragons. He motivated his position by the fact that the troops of Ulfric Stormcloak suffer not only no less from dragons, but sometimes even more than imperial forces. We also have a meeting with him as part of an attempt to establish peace in the lands of Skyrim.
The path to Windhelm, the heart of the resistance, will not take much time thanks to the use of the fast travel system. This location was discovered by us earlier when passing Skyrim to the site. In case you missed this episode a bit, the city can be quickly reached by cab, which waits on the outskirts of any major Skyrim city. The cost of his services is small and amounts to about 50-70 gold coins. We find Ulfric in the main hall and begin a conversation leading to the need for peace negotiations. The leader of the Stormcloaks is not very positive about this matter. But he can be easily convinced by frightening him with an invasion of dragons. The coming of Alduin seriously worries him, because he is a native Nord and the legends about the destruction of the world are well known to him. If necessary, in a conversation you can mention that General Tillius has already agreed to come to negotiate with the Graybeards.
Now it's time to arrive at important advice, taking place in the Graybeard Monastery. We return to High Hrothgar and turn to Argneir. He invites us to take our place on the council, we will have a rather boring conversation between the two warring parties and make some trivial decisions. Along the way, we notice that Esbern and Delphine came to the council insolently. It's true what they say, arrogance is the second happiness, computer games were no exception. We ourselves sit down on the offered chair and listen carefully to what is being said at the council. The idea is simple, for a truce to be successfully concluded, it is necessary to provide approximately equal concessions to both sides. At the very beginning of the council, I kicked out the Thalmora representative who came as part of the Empire delegation. The Margrave gave it to the Stormcloaks, Riften to the Empire, hushed up the events of some battle, giving preference to the Cloaks, and then allowed the Empire to take something. After an even count, the peace treaty is considered signed. Listening to the speeches of the delegates was more than boring, but the difficulty of completing tasks for one of the parties within the framework may depend on our decisions in the future. civil war. Read more about the Season Unending walkthrough on the website. The council is considered completed, but we are in no hurry to leave the gloomy hall of the monastery.
We approach Esbern for an important conversation. In it we recognize a new cry that will allow us to summon a dragon to capture. The fact is that all dragon names consist of words of power and, if pronounced correctly, the dragon hears its name at any distance from the speaker. So we study the word Odahviing in order to successfully catch the dragon as part of The Fallen quest. As if by chance, Esbern mentions Paarthurnax, the true leader of the Greybeards. In his youth, our dragon friend did a lot of damage, and his Blades have teeth. Esbern's task with the same name Paarthurnax is treacherous and selfish, because we are offered to kill our winged friend for the sins of the distant past. While for some reason they are silent about the attempt to kill our hero by the valiant forces of Tamriel. However, a separate article is devoted to the Paarthurnax quest within Skyrim walkthroughs. Now you can go further - catch the dragon.
We return to Whiterun and please the jarl of the city with the good news that the oppression of the civil war no longer threatens his beloved city. From the wise old man we receive blessings and permission to carry out a risky operation on the territory of his residence.
We go out into the open field to beat the dragons, but they are not visible on the horizon. Of course, the dragon needs to be called in the style of epic legends. We use a cry called Call Dragon (Odahviing), recently learned from Esbern, and summon a formidable dragon. Then there is a standard battle with the Odahviing dragon with a non-standard, by the way, goal. We don’t need to defeat the monster, but we need to lead it into a wide corridor. This is relatively easy to do; if necessary, use the Dragonrend cry to force the winged creature to land.
Finally, the Odahviing dragon is in a cage, or rather in a trap. We interrogate him with passion, but without assault, and we learn a lot of interesting things. Dragons are strong creatures, and they recognize strength. They obey Alduin for the reason that he is extremely strong. Now, after his defeat from our beloved ones, some of the dragons doubted his greatness. We also learn the approximate place where we can begin the search for Alduin himself, as well as the fact that we cannot get there on foot or by cab. So we have an exciting flight on the dragon ahead of us, but that’s for the next task. A quest The We mark Fallen in our journal as completed.
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