Skyrim quest endless time. On the side of the Empire or neutrality

Difficult choice Anxious and empty. One step before the decision, One moment before the start of business. Fear is creeping up on me.

A blizzard is a manifestation of natural forces. She can be calm and peaceful. But it can also be harsh, angry and merciless. And today is just such a case. The white sky and pale clouds overhead create a heavy roof that looks like thick fog. You can feel the continuous gusts of wind in the realm of snow. The cold wind pierces my body to the bone. Perhaps I can shout "Lok Ba Kor" so that the darkness dissipates and the weather becomes clear, but am I allowed to change anything in this truly sacred place? Especially in such a situation, this weather is even appropriate. A short whinny from Queen Alfsigra brought me back to reality. I stand at the entrance to High Hrothgar. Soon there, albeit temporarily, the fate of Skyrim will be decided. Empire or Stormcloaks? I have been asking this question for a long time, namely from the very moment I was almost executed. The dragon saved me. It is to him that I owe my life. And now everyone has gathered at the Throat of the World to decide how to get rid of the winged intelligent reptiles. I have a lot of decisions to make today. I must not yet take sides, for there may not be peace between the two warring parties. Maybe many Nords will condemn me, since I should be on the side of Ulfric, but I cannot participate in a civil war. The snow is still falling in big flakes. I so hate to enter Hrothgar, but I understand that this must be done. Finally, I made up my mind. I go up the stone stairs, slowly open the door and go inside. It's not so cold here anymore. Arngeir is already waiting for me in the middle of the hall. - So, it happened. The people of battle have gathered here in these halls. It was impossible to agree to gather this council here. The Greybeards should not have interfered in such matters - I can see that he does not really approve of this, but he understands that this is the only chance to get rid of the dragons once and for all. - Do not worry. I will force them to agree to peace - other than that, I can not say anything. I have to convince him that I'm doing everything right. - World? I doubt. They agreed to lay down their arms for a while, but only in order to gain strength for new bloodshed, - Arngeir tells the truth. Everything is just like that. They are driven by the lust for profit. - They are not yet tired of the war. Do you know what the Nords called war in ancient times? "Endless Time" So it goes. It's too late to repent. We are already here. Take your seat at the council table and we'll see how wise these warriors of Skyrim are. As soon as Arngeir finished speaking, the front door opened. It blew cold. Blades enter the hall. But what are they doing here? Delphine donned the armor of blades. - So. Arngeir, isn't it? You know why we came. Will you let us in or not? Delphine was persistent. Apparently she really wanted to know what would happen at the meeting. Arngeir was taken aback by their arrival, as was I. - You were not invited here. You are not welcome here - his voice was always quiet, but now it seemed very loud in the empty room of the castle. His face changed. He no longer had that indifferent look with which he saw me off. He scrunched up his face, his eyes filled with anger. “We have as much right to be on this council as you do. No. Even more than yours, because it was we who set the dragonkin on the true path. Delphine was persistent. - Yah? Truly, the pride of blades knows no bounds. - Arngeir spoke already calmly, pacifying anger. - Delphine, we did not come here to remember old grievances. For the first time today, I heard Esbern. This old man is very wise. He had a hard life. He did not just spend his last days in gray, gloomy tunnels. He is the archivist of the Order of Blades, which was almost completely destroyed immediately after the end of the Great War. According to the White-Gold Concordat, the Thalmor outlawed blades. It was from the agents of the Thalmor that Esbern was hiding in gloomy institutions such as the Rat Hole, so for such a long time he managed to read a lot of books about dragons. Therefore, I trust him and believe that he is telling the truth. - Time does not wait. Alduin must be stopped. You would not have gathered this council, Arngeir, if you had thought otherwise. We know a lot about dragons, about Alduin and how you can defeat him. So you can't do without us. Yes, Arngeir, it's true. And even you won't dare deny it. - Good. Come in. - Arngeir reconciled already. Moreover, they are really useful. They leave leaving me alone. The torch will burn out in this room, so it will be dark here soon. I walk forward down a short, narrow corridor. The walls are all the same. Stone, mute. But I can already hear the arguments behind the wall. How I don't want to go there. Everyone will demand something from me. What about me? I'm just an ordinary Nord who was lucky enough to be born a Dovahkiin. The corridor is dark. The torches here will soon burn out. I pass by the chambers of the gray-beards and stop. One turn. You just need to turn the corner. But it is so hard. It's always been hard for me to choose something. So now, probably, one of the most important moments in my life. If I survive this day, I will rejoice and remember it for the rest of my life. And may the gods forgive me if I do something wrong today. The fear fades away, leaving a pitiful void inside of me. The conversations behind the wall quickened. And that means it's time for me. May the gods help me! In the middle of a fairly large room is a huge oval table. Inside the table, in the middle, there is a fire that fills the whole room with warmth. The walls are the same stone, gray, empty. They heard only the screams of the grey-beards. And today they will hear something new, something that has never happened here before. I already feel anger and hatred from them. Apparently, they have already managed to soak up all the negative feelings of the audience. On High Hrothgar, two warring parties gathered. Empire and rebels. Legionnaires and the Stormcloaks. Those who are bedding for the Altmer, and those who are against the tyranny of the Thalmor. The one who wants to bring peace to Skyrim, and the one who raised people to revolt. Two completely different sides. The negotiations, I feel, will be very emotional and lively. May the gods help me. - Now that everyone has gathered, please take your seats, and we will begin, - said Arngeir, coming up to the table and sitting opposite me, - I hope that you all came here with a desire ... - No! Are you insulting us by inviting her to these negotiations, the chief persecutor of Talos? Ulfric didn't let him finish. Stormcloak's voice tore through the air and echoed through the room. "It didn't last long," said the legate to Rikke, who was seated to my left. - Diplomatically, as always! Balgruuf said with regret, but no one seems to hear him except me. And they are right. We didn't come here to insult each other, but to seek a solution to a more important problem. Why doesn't anyone understand this? - Listen, listen! said Galmar, who was sitting to my right. He has the same loud and displeased voice as Ulfric, so everyone heard him - let's listen to what she has to say. - I have every right to be here. I need to make sure that the decisions you make do not contradict the White-Gold Concordat - on the one hand, Elenwen is right. But was it worth inviting her here to worsen her relationship with Ulfric? - She is part of the imperial delegation. And it's not up to you to decide who I bring to the council - after all, Tullius was the main one from the side of the empire, and he really could invite anyone here, especially the first emissary of the Thalmor in Skyrim. - Please. If you argue about the terms of the negotiations, we will not agree on anything. I think it's worth listening to what the dragonfly has to say. - Well, these imperials are arrogant, aren't they? To think that I'll be sitting at the table with this Thalmor stuff. Either she leaves, or I! Ulfric got up from the table and waited for my answer. Everyone looked at me. And I seem to have swallowed my tongue. I do not know what to say. Is Ulfric really going to leave if I leave the Altmer on the council, or does he really want to test me? Lots of questions, but no answers. Seconds pass one after another and I already need to say something. - What's bad about it? These are the formalities that must be followed. Moreover, probably not only you are unhappy that she is here, - I said the last sentence, as quietly as possible, so that only Petrel could hear me. “Perhaps, but bringing her here is a provocation. Tullius must learn not to tease me. - Let it be as Tullius wants, - I continue to convince him to leave Elenwen on the council, - Later he will have to make concessions. - I think it's a big mistake, but I'll rely on your decision in this matter. I am glad that this issue was resolved and I probably made the right decision. But she will only watch. I won't negotiate with her, is that clear? – now he turned to the elf. - Ulfric, why so much hatred? It's not the Thalmor who are burning your farms and killing your sons,” she said so kindly, looking at Stormcloak. The ends of her lips curved into a wicked smile. - You know very well that it isn't. Not this time - it seems that Ulfric had to give in and now you need to watch him so that he does not find dirty tricks. - And now that the issue is resolved, can we return to the negotiations? “Arngeir is the only person not interested in these negotiations. He only needs the result - to defeat Alduin, and he is not interested in civil war, disagreements and a split in the country. - First I need to say something - how I hope that Ulfric does not again start arguments with Elenwen or with Tullius. I do not want to interfere in the politics of the two sides now - I agreed to take part in this council only to get rid of the dragons. I have nothing more to say, unless the Empire is ready to give up trying to subdue the free people of Skyrim. We are here to discuss a temporary truce and give the Dragonborn the opportunity to deal with the dragons. No more. I believe that the very fact of negotiations with the empires is already a grand gesture. - Are you done? Did you come here to practice your rhetoric? Or let's get down to business? Tullius raised his voice. “Yes, let’s get down to business,” Ulfric shouted just as loudly. - Are we ready to continue? Arngeir, Jarl Ulfric, began again. General Tullius. This is unprecedented advice. We have gathered here at the request of the Dovakin. I ask everyone present to respect the spirit of High Hrothgor and do everything possible to achieve lasting peace in Skyrim. Who wants to open negotiations? Arngeir looked at the representatives from each side. Now they will divide the cities. Why can't I just disappear from here? - To business - said Ulfric - we need Markarth. This is our price for a truce. "So that's why you're here, Ulfric?" – for the first time I hear Elisif. “You dare insult the Greybeards by trying to use this advice to your advantage?” - Jarl Elisif, leave it to me - it was clear that Tullius wants to take everything into his own hands and prevent Elisif from negotiating. - General, this is outrageous! You cannot accept his demands! I thought we were here to discuss a truce! She was persistent and unshakable in her position. - Elisif! I said leave it to me! - Tullius was clearly unhappy with this position of the jarl, but he could not allow the young and inexperienced Elisif to conduct negotiations. “Ulfric, do you seriously expect us to present Markarth at the negotiating table just like that?” Do you hope to get on the council what you could not get on the battlefield? - It is unlikely that Jarl Ulfric expected to get something just like that. What will the empire want in return? Arngeir turned to Tullius. - Wait. General, you're not just going to hand over Markarth to this traitor, are you? – Elisif clearly did not understand why it was necessary to give such important possessions to the enemies. - Enough, - Tullius silenced everyone present, - I want to clarify one thing. I did not call this council. Personally, I think it's a waste of time. You are a traitor, Ulfric, and you will die a traitor. But at least I will negotiate honestly. Since we are here at the request of the Dovahkiin, I want to know what she thinks Markarth is. Again a question for me. I don't know what to answer. Cities and their position immediately pop up in memory. Again, everyone is waiting for my answer. What city is equivalent to Markarth? Maybe Riften. Yes, and they are approximately the same in relation to the two capitals. - Riften. I think it will be a fair deal - did I answer correctly? What will the general say to this? Support me or not? - I like. It is well fortified, easily supplied by Lake Khonrik, and there is more than enough honey there. I am glad that our opinions coincide, - oh, how glad I am that the general thinks the same way, - You heard her Ulfric. We made a fair offer. Are you ready for serious negotiations? “I expected more from you, dragonborn,” Ulfric seemed to ignore the general’s words. He looks into my eyes and continues to say - I came here with the best of intentions, but you support the Empire at every turn. As for you, General Tullius, Galmar was right. It is still useless to talk to the Empire, - he turned to shout, getting up from the table, - if you think that you can keep Markarth, then you are mistaken, just like your Emperor when he gave our freedom and worship to the Thalmor. Skyrim will never again bow under the false Empire, which worries only about itself, forcing the Nords to forget the most important God and become bedding for the Thalmor, - he involuntarily looked at Elenwen, - let's go, Galmar. Should have listened to you from the start. Our stay here is useless. We won't solve anything. “You have always been a fool, Ulfric. You are just as weak in diplomacy as you are on the battlefield, - Tullius decided to insult him in the end, because Ulfric will leave now anyway, and we will not agree on peace. - Enough! Are you so blind that you do not see the real danger? - at least someone understands me on this advice. Thank you Esbern for your support. - You sit here and argue, and it's all for nothing. And the fate of, probably, the whole of Tamriel hangs in the balance and depends only on you! - Is he with you, Delphine? Jarl Ulfric looked at her with displeasure. “If so, I advise you to tell him to shut his mouth.” - He's with me. And I advise you both to listen to what he has to say before making hasty decisions. - You do not see the danger? Esbern continued. "Don't you understand what the return of the dragons means?" – he began to walk around the table, looking around everyone present. Alduin is back! World Eater! Already in Sovngarde, he is devouring the souls of your dead comrades! He grows stronger with every soldier who dies in your senseless war! Can't you forget about hatred even in the face of mortal danger? Silence hung in the air. Everyone began to think about the words that the wise old man had just said. Elenwen broke the moment's silence. - A wonderful speech, but what does it have to do with ... - she did not have time to finish. - Shut up! shouted Ulfric. “If this is really about Alduin, we both have something to lose, Tullius, don't forget. Let's get back to business, - Ulfrik sat back at the table, - no need to sell me bullshit. I will not agree to such terms. - Surely you have thoughts on this, eh, Ulfric? asked Tullius. - Yes, as it is. You will give us Falkreath. "How many more demands do you have, Ulfric?" Do you want me to give you all of Skyrim? Tullius was displeased. - I'm afraid I have no choice. Let the Dragonborn decide. Although I'm starting to doubt your honesty. Again a question for me. Why can't they decide everything without me? Well then. Ulfric, it seems to me, already wants a lot, but if I refuse, he will leave, immediately leave. Apparently it won't last long. Everyone is looking at me so intently. I have to say what I think about this. The Empire must give up Falkreath, otherwise there will definitely be no peace. “The Empire will give up Falkreath,” I say softly. “You speak like a true daughter of Skyrim,” said the Jarl of Windhelm, smiling. - I think it's the best we could hope for. “I think we have an agreement,” says Arngeir, which means that the council is coming to an end. - Jarl Ulfric, General Tullius, we have now reached the next agreement. Markarth will be handed over to the Stormcloaks, Ulfric's forces will leave Riften and allow the Empire's troops to enter there, Falkreath will be given to Ulfric. Do you both agree to these terms? "The Sons of Skyrim keep their word as long as the Empire keeps its own," Ulfric said in the end. What do you say, Elisif? Do you agree to these conditions? "I have nothing to say to this murderer," the Jarl of Solitude replied. - General, you have shown yourself to be a worthy friend, so I am sure that you will protect our interests. Thank you, Jarl Elisif. Thank you for your loyalty. The Empire can accept such conditions. But the term of the temporary truce will be valid until the dragons cease to be a threat to us. Then, Ulfric, wait for the hour of reckoning. He will definitely come. - Let's go, Galmar, we have a lot of things to do, - said the Petrel in the end and quickly left the room. “The loss of Markarth is a high price to pay for a truce,” Balgruuf said as I walked past him. - Jarl Balgruuf, I hope you are familiar with the Dovahkiin's plan, - Arngeir addressed him. - Yes. I'm ready to play my part in it, - he turned to me. - Say the word, and my people will do everything to help you close the trap. Then everyone started talking about how to catch the dragon. But I can no longer be in this place. I leave the room, run along the corridor and through the hall, open the door leading to the street, and am glad that this difficult test is over for me. Fluffy flakes of snow are still falling from the sky. Only now they began to fall smoothly and gently on the icy ground. Before there was a severe blizzard. Now everything is different. The sky that used to look gray is now clear. Now it seems so high. The Throat of the World is the highest and majestic mountain of Skyrim and all of Tamriel, the guardian of all glaciers and non-melting snows. Its peaks never take off their snow caps. It always snows here. In the mountains, a person is closest to the majestic sky. It does not look at time. It goes its own way. Clouds, lost in time and space, are in no hurry. Where are they in a hurry? The sky is endless. Compared to it, everything else seems so small and insignificant. Even the appearance of dragons is only a fraction of the time. But perhaps because of the dragons, the end of all time will come, and even this high, endless sky can disappear. So now I must go to Whiterun and catch the dragon there so that this endless, high sky will never disappear.

The main character will have to go to High Hrothgar and talk to Arngeir. Greybeard is not too happy about his role, but agrees to negotiate. Now you need to notify both sides about them: the Imperial Legion and the Stormcloaks. You will have to convince Tullius in Solitude and Ulfric in Windhelm, and then return to the Greybeards. Representatives of the Blades (Delphina and Esbern) and the Thalmor (Elenwen) will also attend the meeting. After talking with Arngeir, the main character must take a seat at the negotiating table.

At this point, you can choose between a large number of different scenarios, which depend on the political preferences of the protagonist and relations with various factions, as well as the fact whether Dovahkiin supports any side in the civil war or remains neutral. Some of the options below may not be available.

As soon as the protagonist sits down and the representatives of the Empire take their places at the table, Ulfric will begin to complain about the presence of Elenwen. He will demand its removal. It is possible to ask her to leave or allow her to stay, which will give a location unit from one of the parties. One way or another, Ulfric will finally calm down, and the negotiations will begin.

Despite the fact that the negotiations themselves have not actually begun yet, the choice to remove Elenwen or not will affect the further reaction of the participants to the decisions of the protagonist. For example, if Dovakin makes a choice in favor of one side twice and makes the same choice in the presence of a Thalmor emissary, a certain side will consider this unfair, which they would not do in the absence of an ambassador. Although to make sure that everyone is happy, perhaps, it is impossible.

Now you need to decide where the troops of the parties will be located. Ulfric demands Markarth and Morthal, while the Mists demand Dawnstar and Riften.

Conference table on High Hrothgar

If the protagonist is neutral or is a supporter of the Empire, then the first issue of negotiations will be the transfer of Markarth to the Stormcloaks. Ulfric longs to lay his hands on him. In exchange, you can give Tullia Riften or Winterhold.

The next item on the negotiating agenda is Ulfric's payment of material compensation for the massacre of his own people. Furious, Galmar will try to recall how the Imperials killed people in cold blood in some unknown place, but will be killed. Dovakin, in turn, can choose whether to pay Ulfric for the crime or not.

If the protagonist decides that Stormcloak should not pay back, General Tullius will turn his attention to Winterhold. He wants a supporter of the Empire to become Jarl. If it was decided to take Dunstar and compensation, then in case of agreement with the demand of Tullius, the negotiations will be completed. One of the parties will complain that Dovakin allows the other side too much, and will express doubts about the protagonist's impartiality, but will still agree to the terms of the contract.

Note: even if you do not agree with Ulfric's demand for retribution for Karthwasten and give Tullia Winterhold, the general may speak negatively about the main character.

During the negotiations, Ulfric and Galmar will be upset, saying that even these negotiations are a grand gesture. Tullius will say that he will at least negotiate honestly. Esbern will interrupt them and remind them that the dragons are attacking both sides, and that this pact is necessary to defeat Alduin. Ulfric will be offended and will ask Esbern to watch his tongue. If Elenwen stayed at the meeting, she will remind those present that she is only an observer.

When the truce is concluded, Arngeir will put the treaty on the table, Tullius and Ulfric will agree, and the meeting will end. The blades will remain and talk with the main character about the dragon, which must be lured to the Dragon's Reach, because the agreement with the Jarl of Whiterun has been fulfilled. Esbern will talk about Odahviing and teach the necessary Words of Power if they have not already been learned in conversation with Paarthurnax.

If the main character supports the Storm Brothers in the war, then the first issue in the negotiations will be the return of the Riften Empire. Tullius can be persuaded to accept Dawnstar instead of Riften.

To complete the negotiations so that each of the parties is satisfied, Elenwen should be left in the negotiations, give Tulia Dawnstar and compensate him for the damage.

The beginning of this quest mirrors the opening quest of the Imperial Legion, only now you will need to talk to the rebels.

You will get your first chance to join the Stormcloaks right after Helgen, when you leave the caves with Ralof. Otherwise, you will just need to find any rebel, a conversation with which will activate the task.

Having received the assignment of the same name, go to the city of Windhelm, where the residence of the usurper Ulfric Stormcloak is located. Talk to him, and then step into the next room to meet the ruler's faithful companion - Galmar. After the conversation, you will receive the first task, during which you will need to prove yourself and do the rebels a favor.

Joining the Stormcloaks

Your target is on an island with ice ghosts. You will have to go to the right side of the city and not far away. The name of this part of the land was given for a reason - one of the Stones of Power under the sign of the Serpent is located on it.

Apart from this creature, no one else will try to prevent you from completing the quest. If you have difficulties directly with the ghost, then stock up on the appropriate tinctures that increase frost resistance.

After killing the monster, all you have to do is visit back to Galmar. Speak the Pledge of Allegiance to become an official member of the Rebels.

3 jagged crown

When you deal with the ghost and return to the palace, you will find Ulfric and Galmar arguing, who cannot resolve the issue of some kind of crown.

The leader of the Stormcloaks doubts that the ancient Nord artifact still exists, but Galmar has a completely different opinion. According to him, the Jagged Crown still lies somewhere in the ruins of Korvanjund, so the rebels must get it in order to secure Ulfric's claims.

Finally, the Thunderbird gives the go-ahead to search for the artifact - go to the indicated point to start the task. On the spot, you will find that the legionnaires found out about your intentions and reached the ruins before, so get ready to fight.

Inside, the soldiers will not offer you much resistance, since you will be accompanied by Galmar. This NPC is invulnerable, so just follow him.

After the first and second halls, where you have to attack opponents head-on, Galmar will sense an ambush and ask you to explore the upper level.

Walk to the right and in a circle of the upper tier get to the next room. There on you will see enemies that can be quickly eliminated by knocking down a container of fire above a puddle of oil.

One way or another, but after the start of the battle, the rest of the comrades will come to your aid, so that the battle will become equal. Ultimately, bypassing the corpses of draugrs and legionnaires, you will reach the Hall of History with a locked door that can be opened with a claw key (it lies right next to the corpse near the obstacle).

Install the parts of the door in the specified order: wolf-insect-dragon, and then the path will open.

After that, you will run into another puzzle, only now it will be a hidden lever that opens the necessary door.

To find it, climb to the upper level and pass a small bridge - it is behind it that there is a lever. When the door is opened, Draugr will suddenly attack your comrades.

As a result, you will reach the final hall, where the regalia is located. The serrated crown is worn by a particularly strong draugr, which will immediately wake up as soon as you get close to it. Deal with them, search the bodies, explore the Dovakin's wall and go to Ulfric.

Keep in mind that at this stage you can still change your mind and take the crown to the opponents of the rebels - the imperials and their leader, General Tullius. After this task, it will be impossible to change sides.

With a message for Whiterun

When Ulfric Stormcloak receives the crown, he will praise you and offer you to start a new task. Its essence is as follows: it is necessary to deliver the ax to the Jarl of Whiterun, thereby deciding the fate of the city.

Whiterun is located in the center of the province of Skyrim and is the main trading artery, which makes it the tidbit in the civil war. That is why it needs to be taken over, but there is one thing - the local Jarl Balgruuf sympathizes with the Empire, so you will have to resort to cruel measures. If he refuses to accept the ax and asks for its return, then, as the ancient Nordic tradition says, there will be war.

When you deliver the package to its destination, in addition to Balgruuf, you will stumble upon his advisers. In your presence, they will arrange a meeting, after which the jarl will say the final word - he refuses your leader's proposal. Return the ax back to Ulfric to begin the next task - the conquest of Whiterun.

Battle of Whiterun

As soon as the quest appears in your journal, go to the outskirts of Whiterun and look for Galmar and the Stormcloak army there. Ulfric's adviser will make an exciting speech, after which he will order the attack to begin.

Together with your brothers in arms, head towards the walls that protect the city. It is necessary to break through the barricades and climb up, where there is a lever with which you can lower the suspension bridge and enter Whiterun.

Once in the city, you will find many legionnaires and defensive structures. The ultimate goal of the campaign is to get to the Jarl's palace and finish him off, so get ready to fight your way through. During the entire mission, you will not be able to interact with the local population and enter the houses, so move forward and do not get distracted.

After fighting your way through dozens of Imperials, you will finally reach the Dragon's Reach. In addition to Balgruuf, his advisor and the usual garrison will be inside, who will try to stop you. It is not necessary to kill everyone - it is enough to lower the Jarl's HP to a quarter, after which he will order everyone to lay down their weapons.

Whiterun has been conquered, and now a new jarl will rule in the city - Vignar Greymane, loyal to the Stormcloaks. When you inform Ulfric about the successful siege, he will promote you in rank, give you a unique cannon and offer you the next assignment.

About the liberation of Skyrim

This voluminous task is a set of conquest operations, during which you will finally subjugate the territory of Skyrim. Along the way, you can bring the main story campaign to the Endless Time quest, in which the parties will conclude a truce and exchange possessions.

That is why the goals of this task may differ for each player, since the negotiation process is quite dynamic and offers several options. What cities you will transfer to the Empire, such you will then have to win back during this mission.

The first region that you will have to reconquer after the capture of Whiterun is Falkreath. To continue the mission, visit the rebel camp indicated on the map, which is located below and to the right of Riverwood.

Galmar will inform you that the Stormcloak squad was captured by legionnaires, who then placed it in the Neugrad fortress. Comrades need to be released, so go to the marker.

On the spot you will meet Ralof, whom you know. He will rejoice at your presence and offer you options for action: attack the fortress in the forehead or sneak in on the sly, using the secret door on the side.

The chosen option will not affect anything: in the first case, you will simply fight in the open, and in the second, you will gain an advantage due to surprise.

To sneak to Noygard unnoticed, go to the lake and jump into it, as the hidden door is in the very center of it. Using the door, you will immediately enter the dungeon where your comrades are being held.

Cells can be opened with master keys or a key, which is located nearby by a guard. Release the prisoners, and then go outside to deal with the garrison.

Throughout the battle, you will fight alongside the liberated rebels. After the battle in the courtyard of the fort, you need to go into the central building, where there are even more opponents.

Deal with them and talk to Ralof, then return to Stormcloak and report your success. As a reward for this, you will again receive a promotion, a cannon, as well as the opportunity to purchase property in Windhelm.

Reach Capture

The next task to liberate the region in Skyrim from the power of the Empire. It will become inaccessible if you hand over Markarth to the legion after the truce is signed.

In the camp at the Reach, talk to Galmar to learn about the plan of action. The fact is that Jarl Markarth has a weak point - his uncle named Rerik, about whom there are terrible rumors.

This time you will have to play the role of a blackmailer and a thief - you need to steal evidence confirming that Rerik worships the god Talos, now forbidden in Skyrim.

Once in the city, make your way to the palace, which is the residence of the jarl, and then step to the right of the throne. So you can get into the personal rooms of the assistant ruler, where the desired chest is located. It is there that the Talos amulet lies, clearly speaking about Rerik's religion.

After that, it remains only to talk with Rerik in the central hall and show him the amulet. He is seriously frightened and agrees to cooperate, and then, as a sign of loyalty, he will inform you about the legion's caravan with valuable supplies, which is moving to the main city of the empire.

Moreover, if you put more pressure on the adviser and use persuasion, he will give you gold from above.

Tell Galmar about the information received, and then go to the highway, where the Stormcloaks are already waiting for you, ready for the raid. Together with them, you will capture the wagon and kill the guards. By the way, here Ralof will again help you, who will offer to attack from afar or strike openly.

When the deed is done, Ulfric's adviser will order you to capture Sungard Keep. The fort is located below and to the right of Rorikstead, and the task itself is a classic for Skyrim capture of the fortress.

You will need to kill the defenders until their strength, expressed as a percentage on the side of the screen, drops to zero. After the battle, inform Ulfric that Sungard is now yours. As a reward, the leader will raise you in rank and hand you a cannon.

Capture of Hjaalmarch

During this task, which you will receive in the camp above and to the right of Morthal, you will have to misinform the imperial headquarters, thereby violating their plans.

To complete the task, you will have to kill the messenger with the letter or simply steal documents from him. The messenger himself moves along the highway from Morthal to the capital of the Imperials, Solitude, during which two taverns can be found, in each of which the messenger decides to stop.

It doesn't matter in which tavern you find the messenger - in any case, you will have to convince the owner that the imperial soldier may soon be killed, which you want to prevent. As a result, the innkeeper will tell you about the location of the messenger, saying that he has gone away for a while, but will soon visit the establishment again.

After that, the messenger will be marked with a marker on the map, so you can immediately follow him and kill him on the way. However, be aware that the messenger moves in real time, which is why you may simply not catch up with him.

There is another option - wait for the messenger in the tavern, and then follow him and finish him away from civilization (murder in the tavern will become a crime).

When you have the documents, take them to Galmar. It turns out that Snowhawk Fortress is asking for soldiers, which the Empire would immediately provide if this information fell into the hands of the legionnaires. When Galmar corrects the information, take it to its destination in the city of Morthal, where Tadril Duliy is waiting for you.

To complete the task, you will have to complete the last task of Galmar - to capture the fortress of Snowhawk, which has lost support. Get to the place, start the attack and bring the number of garrison to zero percent.

You have to recapture the city of Dawnstar, which was originally under the control of the Stormcloaks. The quest will become available only if and when you turn it over to the Imperials during the Endless Time quest.

This time there are no unique missions waiting for you - only the capture of the Dunstad fortress. Listen to Galmar and go to the point where other rebels are waiting for you. Together with them, storm the fort until all its defenders fall.

You have to recapture the city of Riften, which was originally under the control of the Stormcloaks. The quest will become available then and if, when you hand it over to the Imperials during the "Endless Time" quest.

Visit Galmar's camp and receive the task. Next, go up and to the right of the city, where a squad of Stormcloaks awaits you. Besiege the fort with them and take it.

The city of Winterhold is ruled by Ulfric Stormcloak. You can give it away in the same way as the cities described above, during the Endless Time quest.

Visit the counselor at the camp near Windhelm. Your king's adviser will send you to conquer the fortress of Kastav. Together with other warriors, you will have to cut out the garrison until its number drops to zero percent.

The final task that makes up the long mission "Liberation of Skyrim". It will become available only after the capture of all cities, not counting the capital of the Imperials in Skyrim.

It is her - the city of Solitude - that you will have to win back during the next mission. This same is the forerunner - it will be necessary to recapture the fortress near Solitude, which is called Hrastgad.

Immediately go to the point where allies are waiting for you. Attack the garrison and bring its number to zero. When you report to Galmar about your success, he will send you to the main army, which has already begun the assault on Solitude.

Battle of Solitude

When you reach the outskirts of the city, you will find an army led by Ulfric Stormcloak himself. He will cheer up the warriors, and then send them and you to attack.

It will not be difficult to get behind the walls, since the city is almost unprotected from the outside. The bulk of the enemies are behind the walls, so go inside.

To complete the quest, you must kill General Tullius, who is located in the main palace. Getting there with the Thunderbird is not difficult, since he is invulnerable.

It will not be possible to get into the castle directly, since the path is blocked by a gate. Step on the side and break the first obstacle, then move forward into the residential area. From there, turn to the cemetery, from where you can also get into the castle. The local path will be blocked only by a barricade that must be broken.

In parallel, you will have to fight off opponents who will advance until you destroy the fence.

Finally, you will reach the castle itself and go inside. Together with your comrades, you have to defeat the general and his adviser. The adviser will fall, and the main target will be dying. One way or another, but she will be executed by your hand or the hand of Ulfric.

After that, together with the new king, you will leave the castle and go out to the rest of the soldiers. Ulfric Stormcloak will make a pathetic speech, and then say that he refuses to call himself king without permission. He will demand to convene the Jarls, who will have to decide the fate of Skyrim. At this point, the Stormcloaks campaign ends.

VIDEO: STORMBROTHER AGAINST THE EMPIRE - WHO IS RIGHT


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Foreword

During the passage of the game, you may stumble upon bugs that will serve as an obstacle to further progress in the story. In this guide, you will find the solution to the most common problems and get tips for completing the main plot of the game.

Beware, spoilers.

If you are playing the game for the first time, I suggest you read the sections of this guide as you encounter problems.

"The Cornered Rat"


From the stolen documents it appears that the Thalmor are not involved in the resurrection of the reptiles and that they are actively looking for a certain Esbern, a great expert on the habits of dragons. We must find him before the Thalmor. Delfina will provide us with a code phrase that should convince Esbern of the purity of our intentions, and will send us to Riften to ask a certain Brynjolf if he has heard anything about the Esberns hiding in the district.

Thanks to the disappearing voice acting of Esbern himself, the Cornered Rat quest can be said to be one big bug. Just in case something went wrong, here is the magic command to skip the entire quest: Setstage MQ203 5.

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

Esbern hides in the sewers, in an area called "Anthill". He sits behind a locked door, surrounded by completely crazy neighbors. On the way to the old man's hideout, you will encounter several Thalmor soldiers. Esbern won't want to open the door at first. Just for this case, you were given a code phrase.

If you don't hear Esbern's words, and turn on the subtitles and see them appear for a fraction of a second, congratulations - you've stumbled upon an extremely common bug. But Esbern's "muteness" is very little to worry about compared to a stuck door-opening script shutting down the plot. To try and skip the bug, hit "use" frequently while hovering over the stubborn NPC. You can try to do the same by becoming incorporeal (console command "tcl") and flying to his room. It may or may not work to move to another location and return. If everything is really bad, skip the quest entirely according to the above recipe. You won't lose anything.

"Alduin's Wall"

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

When you do force Esbern to open the door, talk to him about the dragons and take him out of the dungeon. Along the way, you'll be greeted warmly by a couple more Thalmor. The old man must be brought to the headquarters of the Blades in Riverwood. But literally you don’t need to lead it through half of Skyrim - you can use fast travel.

If the old stubborn does not want to move with you, order him to stop, and then - to follow again.

Our next stop is Sky Haven Temple, the old Blade Keep. The hero, in company with Delphine and Esbern, is looking for Alduin's wall, where the prophecy is inscribed. Go to the Karthspire Cave. Along the way, you will have to fight a dragon and a crowd of Outcasts.

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

Inside the cave, having exterminated a few more Forsworn, we will stumble upon a raised bridge. You can lower it by turning all three columns so that they have the symbol of a two-faced dragon on them. Behind the bridge is a dangerous trap. Every time we step on the "wrong" slab on the floor, a fireball flies at the hero. Is it necessary to say that the "correct" slabs are marked with the same dragon symbol?

Don't forget to pull the chain to disable the trap. And try not to die on the way to it from the stupidity of your own companions - explain to them that “don’t go there, go here”, so that out of ignorance they step where they don’t need to step.

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

If Esbern continues to "speak silently" - it's okay. Of course, this way we will not know what exactly he wanted to tell us, but this will not interfere with the quest.

"The Throat of the World"

Quest is very simple. We need to go to High Hrothgar and, having climbed to the top of the mountain Throat of the World, talk with their main dragon named Paarthurnax. In order for the hero to pass through the magical blizzard, the aksakals will teach him the cry “Clear Sky”, which disperses the clouds. Shouting at the blizzard, we will easily follow the path to the very top.

On the way to the top, you will have to fight. It turns out that the magical wind does not interfere not only with ice ghosts, but also with more mundane creatures - wolves and ice trolls.

Paarthurnax himself will meet us there. The conversation will be casual. The dragon will teach you a fiery cry, and then ask you to use this cry in order to make sure that "The Force is strong in you, young Dovakin."
The dragon will tell us about the return of Alduin and send us on a campaign for the Elder Scroll.
And from now on, we can return to Paarthurnax to empower one of three shouts: Ruthless Force, Incorporeal, or Fire Breath.

When completing the task, it is better to leave the companions somewhere in a safe place so that they do not inadvertently attack Paarthurnax.

"Ancient Knowledge"

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

Where to look for the Elder Scroll? If you have already completed the quest "Beyond the ordinary", then you have it. If not, we'll look for it. To begin with, on the advice of Esbern or the elders, let's look at the college of mages of Winterhold. In order not to complete the starting quest, you can tell the elf on the bridge that we are on an urgent Dovahkin case and shout something to confirm the words.

The orc librarian will lay out all the books on the Elder Scrolls. Read them.

If the orc doesn't want to give out the books, it's most likely because we're already doing Mage College quests. There are two options: either finish the quest line and only then return to the orc, or enter the command: setstage MQ205 80(but then, probably, the guiding signs on the map will disappear and you will have to go further “by touch”).

When we study both books, the orc will tell you where to find the main local expert on these matters - Septimius Segonius. His cave is far out to sea, where ice floes float. Septimius will issue the quest "Beyond the ordinary", provide quest items (dictionary, guiding ball) and tell you that you need to start searching from the Dwemer ruins of Alftand.

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

Soon the corridors will lead us into a hall with pistons rising and falling. On them you can reach the chest on a high ledge. Then, along the bypass corridors, we will get into the same hall, but already a level higher, and the pistons will push careless travelers down. Carefully go around the hall in a circle and get into the Animatorium. This is where the Falmer will start to appear. Let's not forget to look under the pipes in the first room, where the stone is sprinkled with blood behind the fence. There are the remains of a less fortunate treasure hunter and his note.

We use the lever to open the exit to a large cave and go down the inclined slabs to the neighboring tower. The entrance to it is a dead end, you will have to jump right on the remains of another unlucky treasure seeker. You can go through the slabs to the chest - where the piston works. But the road leads down and down, through the Falmer hordes, past the paw trap and the fiery stream that shoots from the ceiling, into the rooms with the Falmer dwellings. If you want, use the oil spilled on the floor to make it easier to fight the inhabitants of these places. But watch out for fire nozzles that turn on and off intermittently.

Advice: enter the elevator marked "Alftand - Ice Ruins" to open the grate that was previously blocking the path. Now, if you decide to return to Alftand, you can cut almost the whole way using this elevator.

Go back and keep going down and down to the door to the cathedral. Just there, in addition to the usual set of enemies, a couple of Dwemer centurions are waiting for us. They don't attack right away. First you need to open the grate leading to the stairs and disturb the huge guards.

Advice: you can try by opening the grate, poke a centurion with a wand from afar, and then close it by locking these monstrous robots on the stairs. After that, they can be fired at with impunity by spells or arrows.

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

Dwemer mechanism
At the top of the stairs there is a path to Blackreach. The place is vast, beautiful, and you can talk about it for a long time. If you want, explore it completely, or, after searching Sinderion's field laboratory, follow the sign straight to the observatory - to the Mzark tower. Of course, if you are not confident in your abilities, go around all the centurions you see on the tenth road.

In the tower, go up to the controls and place the cube dictionary in the stand. There is a puzzle to be solved.
I can not give an exact solution, the conditions are changing. But there are no difficulties with it - you just need to press the buttons and by trial and error to ensure that the lights on them light up and do not go out. If everything is done correctly, the mechanism will open the Ancient Scroll to us. Take it and return to Paarthurnax. Oh yeah, don't forget to pick up the completed dictionary from the stand.

"Curse of Alduin"


Paarthurnax sends us back in time to listen to the "anti-aircraft anti-dragon" cry from the heroes of antiquity. You just need to stand in the right place, unroll the scroll and watch how the Nords in the distant past defeat Alduin.

A scene from the past may stall. Save the team's position:
Setstage MQ206 70 and Setstage MQ206 100.
Enter them one by one, and the scene will be skipped, and the hero will get the right shout. Do not take companions on a mission - they can get stuck in the past, turning Skyrim into Back to the Future.

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

Don't attack Alduin until he finishes his speech, otherwise the dragon may remain invulnerable. Saving and loading at the time of the speech is also not worth it - Alduin can freeze, and with him - the whole quest.

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

Paarthurnax can go into a state of prostration if you inadvertently use Dragonbreaker on him.

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

Since the number of bugs in this seemingly simple mission goes off scale, just in case, here is a chain of commands that immediately sends us to the final:
Setstage MQ206 70, Setstage MQ206 100, Setstage MQ206 220.

"Endless Time"

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

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

So, we need to catch the dragon. For this, Whiterun's castle - Dragon's Limit - is well suited. But Jarl Balgruuf demands that the empire and the rebels conclude a truce before starting the experiments (this is provided that the war is still going on).

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

Now for the bad:

  • If the hero is already doing quests for one of the parties, the task may get stuck and we simply won’t be able to tell one of the parties about future negotiations. Starting civil war quests before the Endless Time is highly discouraged - and if you have already started, bring the war to the end to skip the quest entirely.
  • When Esbern takes the floor during the negotiations, the dialogue may stop because of his "vow of silence." At the same time, the hero is glued to a chair and can no longer approach the old man and kick him so that he comes to his senses. To try to cure it, save and immediately load.
  • Sometimes negotiators do not sit down at the table. Here you can also try saving and loading.
Seven troubles - one answer: Setstage MQ302 300.

"Parthurnax"


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

This is a small optional quest that we will receive either at the beginning of the Fallen quest, or before, if we talk to Esbern or Delphine. The Blades have learned that Paarthurnax is a dragon, and, like old enemies of dragons, they want to kill him. And the Blades do not care that without Paarthurnax we could not have defeated Alduin, that he is the only one of his kind, and that killing him means a major quarrel with High Hrothgar. These guys didn't even have a decent reward for the quest (partly due to bugs). If the Blades have such an approach to business, it is not surprising that there are almost no of them left.

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

If the dragon is not touched, the status quo will remain. The blades will look askance, but we will survive this somehow.
If you decide to kill the dragon, do it before completing the main quest - then he will become immortal.

"Fallen"

Now we know (if not, ask Paarthurnax) that dragons can be summoned with special shouts. We use this undocumented feature to summon Odahviing to Dragonreach and capture him.

Talk to Jarl Balgruuf and get started. Going out to the balcony of a large hangar, call Odahviing, "plant" him with the cry of Dragonslayer and carefully demolish his health, luring the dragon into the depths of the hall, to the doors.

If the city has changed power, the quest may get stuck. The fix is ​​easy - you need to load the saved file, where you have not yet begun to summon the dragon, and do a couple of quests for the Companions to bring the key NPC out of hibernation.

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

It is important: the final part of the game begins. Before you sit on the dragon, make sure that you have enough supplies, space in your duffel bag and heroic strength - you will not return to civilization until the end of the story.

"House of the World Eater"

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

At Skuldafn you will be warmly welcomed by strong draugrs and dragons. The portal is located outside the temple, but to get there, you have to look inside. There are plenty of draugrs out there too.

There are also easy puzzles.
The first one opens two doors. If you look at the columns from the side of the lever, then the right door opens with the combination "bird, bird, bird", and the left one - "bird, snake, bird".
The second puzzle will meet after the corridors with spiders. The column in the left niche should be a "whale", in the right - a "bird". The column in the center of the hall is the "snake". By pulling the lever, you will go through another large hall, climb the spiral staircase, open the grate with the lever behind the door and at the end of the corridor, having defeated a particularly large draugr, open the door with a diamond claw and a wolf, butterfly, dragon combination.
It remains only to study the word of Power and defeat several draugrs, dragons and a priest named Nakrin on the roof of Skuldafn. If you're good at hiding, Nakrin can be killed while the dragons can't see you. Don't forget to take the mask from the fallen priest.

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

"Sovngarde"


Then everything is simple. We go through the fields and hills, shouting at the surrounding landscape with Clear Sky to disperse the fog. On the bone bridge, measure your strength with the guardian Tsun and step into the Hall of Valor. Listen to Ysgramor and talk to the three heroes of antiquity - Hakon One-Eye, Felldir the Old, and Gormlith Goldenhandle.

"Dragon Slayer"


Together with three heroes, go across the bridge to the foot of the cliff and start screaming in sync, dispersing the fog. After the third cry, Alduin himself will fly in. The fight will start. The task is to bind Alduin with a dragon-killing cry. The heroes will manage on their own, although the final blow must still be ours.

That's all. The World Eater is dead. Return to Tamriel and look at the final scene. Now all of Skyrim admires your feat. Dragon Call now calls Odahviing for help. In addition, you have acquired a new shout that briefly summons one of the three ancient heroes from Sovngarde.

Note: dragons continue to appear in the world as a valuable source of bones, skins, and souls to study screams.

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