This guide contains a thorough walkthrough of all the main quests of The Elder Scrolls V: Skyrim. The descriptions most of all include information regarding ways of completing the main and side quests and the possible options, allowing you to complete mission in different ways. The walkthrough additionally includes instructions regarding solving the puzzles and hints on fighting using different gameplay styles. The whole package is enriched by high-quality screenshots of the most important moments in the game.
The guide contain the following colour symbols:
Note! The guide was prepared based on the basic version of the game, available in shops at the official premiere. As new patches come out, some minor elements, like prizes received for completing given mission, are prone to change slightly.
Jacek "Stranger" Halas
Translated to English by Jakub "cilgan" Lasota
The game will begin with a cinematic, showing you riding a wagon with condemned Stormcloaks, amongst whom is their leader - Ulfric Stormcloak. Soon you should reach Helgen. Throughout the whole initial scene, you will be only able to look around.
Soon after reaching the destination and getting off the wagon, you will have to tell your identity to Hadvar, therefore creating your character. You have to choose the race (Nord by default), sex (man by default), appearance details and a name.
Another interactive cinematic will start. The hero will be saved from execution at the last moment, with the arrival of a large Dragon.
Main quest unlocked: Unbound
Follow Ralof, towards the entrance of the nearby tower. After hearing out a short conversation, go up the stairs (screen above). Ignore the Dragon's attack, as it won't hurt you.
Approach the big hole in the wall and following Ralof's instruction, jump to land inside the partially destroyed tavern below (screen above). Jump down onto the lower level of the building and get out.
Now, for a change, you will have to follow Hadvar, the man that you already had the chance to talk with. Remember to stick close to him, ignoring the fights around you. You need to reach the place at which Hadvar will meet with Ralof (screen above). You will have to choose your ally for the first time.
If you want to run from the keep with Hadvar, you need to approach the Helgen Keep entrance on the left, beside which he's standing (screen above). Keep in mind that it doesn't mean that you become the ally of the Imperial Legion, as you will be able to choose one of the main fractions in the further part of the game. The further description can be found in Getting through the Keep with Hadvar.
If you want to run from the keep with Ralof, you need to approach the Helgen Keep entrance on the right, beside which he's standing (screen above). Keep in mind that it doesn't mean that you become the ally of the Stormcloaks, as you will be able to choose one of the main fractions in the further part of the game. The further description can be found in Getting through the Keep with Ralof.
Start off by approaching Hadvar, so that he can free you from the bindings. Follow his hint and search the Warden's Chest (screen above). Inside, you will find inter alia a sword and hero gear. Of course you should equip them at once in the inventory. While you're at it, I'd also suggest taking a look around the room as you can find some other precious items here.
Follow the south corridor and afterwards turn west. Wait for Hadvar to unlock the passage to the oval room, inside of which you will have to fight two Stormcloak soldiers (screen above). Use the fact that they will mainly focus on Hadvar to your advantage. Also don't forget about leading out heavy attack and blocking theirs. After the fight, examine the enemies' corpses and remember to do it every time in the future.
Keep following Hadvar, following the western exit and afterwards going down the stairs onto the lower level. Ignore the tunnel that will collapse before your eyes and enter the nearby room. Here you will have to fight Stormcloak soldiers once again (screen above), without any particular difficulties.
In accordance with the received hint, it would be good to examine the barrel marked by the game (screen above), hiding a minor health potion, minor stamina potion and minor magic potion. The same goes for the room, as many valuable items can be found hidden inside it.
After exploring the room, approach Hadvar to continue going through the Keep. Soon you should reach the dungeons and there you should help the Torturer in getting rid of a group of Stormcloak soldiers (screen above). Afterwards hear out a short conversation and note that you received a dozen of lockpicks.
I'd suggest devoting some time to complete the optional objective connected with opening the cage, even if you don't want to play as a rogue in the further part of the game. Approach the marked cage and interact with the door. Familiarize yourself with the instructions and approach the rather easy mini-game (screen above). You have to turn the lockpick each time and afterwards check if its position lets you perform a full turn of the lock. If you adjust it correctly, the lock will get opened and if you keep on trying to turn the lock in an incorrect position for too long, you will break the lockpick. Luckily, even if it happens that you use up all the lockpicks received from Hadvar, you can always find more inside the room you're in. After opening the cage, firstly collect all the items that once belong to the former mage. Apart from that pick up the items lying around him, especially the Spell Tome: Spark. Take a look around the room to find some items useful for the warrior. Open up the other chests and pick up The Book of the Dragonborn as well.
Now head to the corridor going west and after a few moments turn south and use the stairs. Head towards the big hole in the wall. You will come across some more Stormcloak soldiers after reaching a bigger cave. Be careful, as there will be a rather big group of them to eliminate. Additionally archers will attack you from the southern part of the room (screen above). Try to avoid their attacks and eliminate them in direct combat.
Move on to the west. Wait for Hadvar to lower the drawbridge and keep going forward, ignoring the fact that another passage collapsed behind you. After reaching a bigger cave head south and afterwards turn west. Soon you should reach a spot where a group of Frostbite Spiders (screen above) will attack you. Keep moving throughout the whole battle to avoid their poison. Also remember to focus on attacking only one of them at a time. Afterwards don't forget to examine their bodies and collect the precious (and light) Frostbite Venom.
Now head east, eventually reaching a big cave. Stop after Hadvar notices a bear. Listen out what he has to say about the possible options. Note that you have received a long bow with twelve Iron Arrows. If you don't intend to attack the bear, crouch and head south-east (screen above). If only you don't approach the beast too close, you shouldn't get attacked.
If you want to get rid of the bear, you will have a wider choice. The most obvious solution is using the bow that you received from Hadvar (screen above). You could also take care of him in different ways, for example in direct combat or using magic. Don't forget to check its body afterwards.
Regardless of whether you avoided the bear or fought him, you should soon reach an exit to the surface (screen above). Wait for the game to move to a new location and listen out to what Hadvar has to say. He will suggest that you should head to the nearby town of Riverwood to meet with his uncle, Alvor.
Main quest unlocked: Before the Storm
Approach Ralof, so that he can free your hands. In accordance with the received hint, find Gunjar's body (screen above). Examine it and collect, inter alia, an axe and hero's gear. You should of course equip them at once in the inventory screen. While you're at it, I'd suggest you take a look around the room to find a few precious items.
Prepare yourself, as the Imperial Soldiers will appear here soon and you will have to fight them. Especially look out for the Imperial Captain (screen above) and use the fact the enemies will be more occupied with attacking Ralof. Don't forget about being able to lead out heavy attacks and block. Afterwards it would be good to examine the enemies' bodies and make that a habit for the future. You can hope to find more precious items by the captain's body, so take them with you.
Head further following Ralof, choosing the western exit and afterwards going down the stairs onto the lower level. Ignore the tunnel that will collapse before your eyes and enter the nearby room. Here you will have to fight some more Imperial Soldiers (screen above), without any additional difficulties involved.
In accordance with the received hint, it would be good to examine the barrel marked by the game (screen above), hiding a minor health potion, minor stamina potion and minor magic potion. The same goes for the room, as many valuable items can be found hidden inside it.
After examining the room, approach Ralof to resume going through the Keep. Soon enough you should reach the dungeons, where you should help the Stormcloak soldiers in getting rid of the Torturer (screen above) and his assistant. Afterwards listen to a short conversation and note that you received a dozen Lockpicks.
I'd suggest devoting some time to complete the optional objective connected with opening the cage, even if you don't want to play as a rogue in the further part of the game. Approach the marked cage and interact with the door. Familiarize yourself with the instructions and approach the rather easy mini-game (screen above). You have to turn the lockpick each time and afterwards check if its position lets you perform a full turn of the lock. If you adjust it correctly, the lock will get opened and if you keep on trying to turn the lock in an incorrect position for too long, you will break the lockpick. Luckily, even if it happens that you use up all the lockpicks received from Ralof, you can always find more inside the room you're in. After opening the cage, firstly collect all the items that once belong to the former mage. Apart from that pick up the items lying around him, especially the Spell Tome: Spark. Take a look around the room to find some items useful for the warrior. Open up the other chests and pick up The Book of the Dragonborn as well.
Now head to the corridor going west and after a few moments turn south and use the stairs. Head towards the big hole in the wall. You will come across some more Imperial soldiers after reaching a bigger cave. Be careful, as there will be a rather big group of them to eliminate. Additionally archers will attack you from the southern part of the room (screen above). Try to avoid their attacks and eliminate them in direct combat.
Move on to the west. Wait for Ralof to lower the drawbridge and keep going forward, ignoring the fact that another passage collapsed behind you. After reaching a bigger cave head south and afterwards turn west. Soon you should reach a spot where a group of Frostbite Spiders (screen above) will attack you. Keep moving throughout the whole battle to avoid their poison. Also remember to focus on attacking only one of them at a time. Afterwards don't forget to examine their bodies and collect the precious (and light) Frostbite Venom.
Now head east, eventually reaching a big cave. Stop after Ralof notices a bear. Listen out what he has to say about the possible options. Note that you have received a long bow with twelve Iron Arrows. If you don't intend to attack the bear, crouch and head south-east (screen above). If only you don't approach the beast too close, you shouldn't get attacked.
If you want to get rid of the bear, you will have a wider choice. The most obvious solution is using the bow that you received from Ralof (screen above). You could also take care of him in different ways, for example in direct combat or using magic. Don't forget to check its body afterwards.
Regardless of whether you avoided the bear or fought him, you should soon reach an exit to the surface (screen above). Wait for the game to move to a new location and listen out to what Ralof has to say. The man will suggest heading to the nearby town of Riverwood to meet with his sister, Gerdur.
Main quest unlocked: Before the Storm
Note! You will receive this objective only if during the Unbound main quest you decided to befriend with Hadvar. If you allied with Ralof, head to Meeting with Gerdur.
Open the map to establish that Riverwood is north of the Helgen Keep exit (screen above). You of course don't need to head there following a straight line, as you can stay on the main path as well. As for Hadvar, even though you will theoretically temporarily split up, you should follow him and stay nearby.
On your way, I'd definitely suggest stopping by the Guardian Stones (screen above). You should interact with either one of the Thief Stone, Mage Stone or Warrior Stone. By doing so you will receive a blessing and increase your skills in a given field by 20%.
Keep heading north and be ready to fight off some Wolves (screen above). If Hadvar is nearby, the fight should be very easy. Otherwise, you will have to be very careful and remember to attack the wolves one at a time. Afterwards examine their bodies and head towards Riverwood.
After reaching Riverwood, approach Alvor and listen to a short conversation between him and Hadvar. Afterwards head to the door leading inside the Alvor and Sigrid's house (screen above). Some more talking awaits you there. Note that Alvor offered you a number of free items which you should of course move to your inventory. In the further part of the conversation, you will learn of the need to meet with the Jarl of Whiterun and inform him of the Dragon's attack, so that he send in more soldiers to Riverwood. Before heading out, I'd suggest talking with all the NPCs, asking them additional questions. The further description can be found in Going to Whiterun.
Note! You will receive this objective only if during the Unbound main quest you decided to befriend with Ralof. If you allied with Hadvar, head to Meeting with Alvor.
Open the map to establish that Riverwood is north of the Helgen Keep exit (screen above). You of course don't need to head there following a straight line, as you can stay on the main path as well. As for Ralof, even though you will theoretically temporarily split up, you should follow him and stay nearby.
On your way, I'd definitely suggest stopping by the Guardian Stones (screen above). You should interact with either one of the Thief Stone, Mage Stone or Warrior Stone. By doing so you will receive a blessing and increase your skills in a given field by 20%.
Keep heading north and be ready to fight off some Wolves (screen above). If Ralof is nearby, the fight should be very easy. Otherwise, you will have to be very careful and remember to attack the wolves one at a time. Afterwards examine their bodies and head towards Riverwood.
After reaching Riverwood, join Ralof and head to the sawmill. Here you will have to listen to a longer conversation with Ralof, Gerdur and Hod (screen above). Note that Gerdur offered you a number of free items which you should of course move to your inventory. In the further part of the conversation, you will learn of the need to meet with the Jarl of Whiterun and inform him of the Dragon's attack, so that he send in more soldiers to Riverwood. Before heading out, I'd suggest taking the invitation and heading to Hod and Gerdur's house. There, you can ask them some additional questions. The further description can be found in Going to Whiterun.
Note! You will receive this objective regardless of whether you have allied with Hadvar or Ralof.
Open the world map and you should note that Whiterun is north of Riverwood (screen above). If you were already there, you can use the quick travel option. Otherwise, you will have to get there on your own and in that case I'd suggest using the northern village exit. Cross the river bridge and afterwards head north, trying to stay on the paved path. You can also follow the signposts that you come across on your way.
Approach Whiterun from the west, finding a path leading to an abandoned drawbridge. Approach the main city gate (screen above), beside which you will be stopped by one of the Whiterun guards. You can tell the man the truth about your intentions and therefore gain access to city, or use one of the dialogue options connected with Speech, i.e. persuade, bribe or intimidate him. Regardless of the chosen option, open the gate to get inside Whitewood.
After getting inside Whiterun, head towards the Jarl's castle in the distance, to the Dragonsreach to be precise. Head inside and go to the main throne room (screen above). Here you will be stopped by Irileth, but after as short conversation she will let you approach Jarl Balgruuf to give him a report on the Dragon's attack and the situation in Riverwood. The Jarl will reward you with an armor (its type and properties depend on the current experience level and whether your character specializes more in light or heavy types) and ask you to meet with the mage Farengar.
Main quest unlocked: Bleak Falls Barrow
Follow Jarl Balgruuf into one of the smaller rooms of the Dragonsreach. Listen to a conversation with Farengar, which you will have the chance to join soon enough (screen above). The mage will want you to examine the ruins in search of the Dragonstone, containing the map to the Dragon cemeteries. While you're at it, you can also ask Farengar some additional questions and therefore unlock some additional missions and trade with him.
Bleak Falls Barrow is on top of a mountain west of Riverwood. If you have already been there, you can use fast travel to get there. Otherwise you will have to get there on your own and it would be good to begin in Riverwood. I'd also recommend activating The Golden Claw side mission (received from Lucan Valerius found inside Riverwood Trader's house), as you can complete it together with the main quest in question. Use the northern village exit and afterwards the bridge across the river. After getting north of Riverwood and exactly east of Bleak Falls Barrow, find a part leading to the top of the mountain (screen above).
I'd suggest staying very cautious, as after reaching a small tower you might get attacked by a group of Bandits. Remember to take care of the archer first. Eventually you should reach the top of the mountain and therefore Bleak Falls Barrow (screen above). Here you will have to eliminate a few Bandits as well, but you shouldn't have too many problems with them. After you're done with them, locate the gate leading into Bleak Falls Temple.
Head west and be ready to take care of another group of Bandits nearby the temple entrance (screen above). Afterwards take a look around for a locked chest and use the western passage. You will travel a linear corridor for quite a while, so you won't have to worry about getting lost.
Eventually you should reach a room inside of which you will note a Bandit Outlaw. You can of course attack him (he's a bit more resistant than the standard Bandits) or stay behind and note that his attempt to activate the switch which raises the gate ended up with activating a trap (screen above). You will therefore have to solve an easy puzzle.
Go to the room with the dead Bandit and turn left. You will have interact with the pillars here in order to arrange the shapes in the same order as the ones above the locked gate (left and right) and the destroyed one lying beside the lever (middle). The solution can be seen on the screen above - the left and middle pillars need to show a snake and the right one a fish. Approach the lever. Pulling it should unlock the passage.
After reaching the new room, take a look around for a chest and the Thief book, increasing your Pickpocket skill level. Afterwards head towards the stairs which lead onto the lower level. Be careful however, as while you're descending them you will be attacked by Skeevers (screen above). Those monsters aren't particularly resistant and don't deal big damage, but fighting them is made harder because of their agility.
After eliminating all the Skeevers, go to the very bottom. Head east and afterwards turn north. You should note that the access to the next room is blocked by spider-web (screen above) which can be destroyed by any type of weapon or magic. I'd suggest saving your game here, as after entering the new room you will get attacked by a mini-boss - Giant Frostbite Spider.
The best method of getting rid of the beast is attacking it from a distance, as while you're standing in the previous room it won't be able to hit you (screen above). You will only have to dodge the venom it spits and use a ranged weapon or magic. Trying to defeat the monster in direct combat might prove more difficult. Keep an eye on the health and stamina bars and regenerate them or retreat to a safe spot if needed.
Once the fight's over, approach the man who was imprisoned by the spider - Arvel the Swift (screen above). You can talk with him, which is a part of the previously mentioned The Golden Claw side quest, or free him at once by destroying the spider-web. Arvel will run away, therefore unlocking the passage to the further part of the temple.
Head west. After reaching a big room serving as a crypt, you will encounter the Draugrs for the first time (screen above). These creature can be destroyed with ordinary weapons or basic magic spells, though they're of course stronger than the Bandits you've encountered until now. I'd suggest attacking the Draugrs one at a time, making use of the narrow passages and environmental obstacles to your advantage.
After the fight, take a look around the room for Arvel's body, who apparently wasn't swift enough (screen above). Examine his body, above all collecting The Golden Claw Arvel's Journal. Now head north, but LOOK OUT for the pressure plate on the ground, activating a hard to dodge trap. It's not the end of trouble, as after reaching the northern room you will have to fight with a much stronger Restless Draugr. Try to increase your cold resistance before the fight and attack him in direct combat, stopping him from using spells. You can increase your chances by attacking the Draugr before he moves out of his place of rest.
Head east and be ready for eliminating a couple ordinary Draugrs. Eventually you should reach a corridor with moving blades (screen above). Depending on your taste, you can either try sprinting or slowly moving and crouching if needed. Afterwards start going through the catacombs, eliminating the Draugrs you come across on your way. It's good to retreat a bit each time, thanks to which you can reduce the risk of getting attacked by an overwhelming group of monsters.
Eventually you should reach a room with a waterfall. Fight with one more Draugr and afterwards locate a chain which you can pull (screen above), therefore pulling up the grate. Head south and afterwards east. Don't forget to check out the chest you come across on your way and afterwards head south again.
After reaching a snow-covered bridge, defeat a single Draugr and consider jumping down for a locked chest. Eventually you should find yourself in the last room of the temple. You will have to fight another Restless Draugr (screen above), so be very careful. As he's equipped with a melee weapon, you should probably keep him at distance. After getting rid of him, search for another locked chest and open the gate leading inside Bleak Falls Sanctum.
Follow the only possible path and you will reach another corridor with blades. Carefully avoid the traps and get ready to fight a group of Draugrs (screen above) after reaching a bigger room. Just like before, it would be worth to attack at least one Draugr before he's ready to fight. Afterwards, head onto the upper level and cross the bridge west. Open the iron door that you come across and you should reach the second puzzle.
The idea here is interacting with the three circles and the key to solving it is understanding the hint found in Arvel's Journal which can be read from the inventory. The hint in the last sentence, to be exact. Now if you take a look at The Golden Claw (Misc), you should note that it contains the proper order of the symbols. The full solution can be seen on the screen above - the upper ring needs to show a bear, the middle an insect and the lower an owl. In the end use the Claw itself, thanks to which you will unlock the passage.
Head west and eventually you should reach a vast cave. Head towards the altar and you should find a chest containing some precious treasures. Search the area of the altar, turn around and approach the large plate (screen above), thanks to which you will learn the first Word of Power - Force, Unrelenting Force.
Be sure to save your game, turn around and return to the altar. You will now have to fight one of this quest's mini-bosses, the Draugr Wight (screen above). The monster is a warrior, so if you're playing as a mage or a thief, it's extremely important to keep him at distance, slowing his moves if possible. If, on the other hand, you're playing as a warrior, you will need to regenerate your stamina bar often and additionally, because of the enemy's shield, many attacks won't succeed. After the fight, be sure to check the Draugr's body to find, inter alia, the Dragonstone. Note! The stone has a weight of 25, so if your character is already overloaded, you might have to consider getting rid of some of the items you're carrying.
In order to leave Bleak Falls Barrow, you luckily won't have to follow the same path. Instead, use the stairs (screen above) and afterwards the tunnel going west. Eventually you should reach a handle. Use it and go through the newly unlocked passage. Reaching the surface shouldn't take you too long.
You can now open the world map and use fat-travel to reach Dragonsreach. Once again enter Jarl's castle and head to the room in which you met with Farengar (screen above). Wait until he finishes talking with Delphine and he will focus his attention on you. Your conversation will be disrupted by the arrival of Irileth, who will inform that a giant Dragon has been spotted nearby Whiterun.
Main quest unlocked: Dragon Rising
Follow Irileth, choosing the stairs leading to where Jarl Balgruuf is (screen above). During the conversation, you will be asked to join Irileth and the rest of the guards to head to where the Dragon was spotted and slay it. Balgruuf will also give you the prize for completing the previous quest, that is finding the Dragonstone in Bleak Falls Barrow, which will be an armor element (its type depends on your experience level and the chosen gameplay style; for example - a warrior using one-handed weapon should receive a shield). Jarl will also inform you that you can buy a house in the city and in case you would want to, you need to talk with Proventus Avenicci found in Dragonsreach and pay 5000 gold. Note - as you will be heading out for your first fight with a Dragon, you should consider visiting the traders in Whiterun to buy some better equipment (at best such which will increase your fire resistance), potions and other items.
The Western Watchtower, by which the Dragon was spotted, is of course found outside Whiterun and you can head there in two basic ways, either along or by sticking to Irileth. The guardian will first get out of Dragonsreach and after reaching the exit gate deliver a speech before the guards. After leaving Whiterun, you need to head west and at best stick to the main path at all times. Eventually you should reach the destination (screen above) and, if needed, wait for Irileth and her guards to get here as well.
Approach the entrance to the partially destroyed tower (screen above). Listen to a short conversation and eventually the Dragon Mirmulnir will appear in the distance and you will have to fight him.
The tactic of fighting the Dragon should of course depend on the specialization of you character. Mirmulnir can be of course attacked from distance. If you intend to use a ranged weapon (screen above), wait for the beast to slow its flight or lands somewhere and attack it afterwards. If you, on the other hand, intend to use magic, try to avoid using spells based of the element of fire (I'd recommend lightning) and make sure that the Dragon is in range when you cast them. Be sure to avoid the Dragon's fire attack, either by hiding inside the tower or behind a good cover. I wouldn't recommend climbing the top of the tower, as it would only cause the Dragon to unnecessarily focus on you. It's far better for it to attack the others.
If you want to get rid of the Dragon in direct combat, you need to be very careful. Of course wait for the beast to land each time. Don't attack it frontally, as you will risk being hit by its fire breath or claw attacks. It's much better to approach Mirmulnir from the side (screen above) or back. Of course keep an eye on your health and stamina bars, regenerating them after they reach critical levels.
Regardless of the chosen tactic, you need to keep fighting until the beast falls. Note that your hero has absorbed Mirmulnir's power and wisdom in a quite cool fashion (screen above). Follow the instruction and approach it body to gain, inter alia, Dragon Bones and Dragon Scales.
Soon enough a Whiterun Guard should approach you and tell that according to him you're the Dragonborn, capable of using the power of Shout. In this particular case it's the Shout that you learned during the previous mission (Bleak Falls Barrow) by approaching the Word of Power plate. You couldn't use it earlier, as it required absorbing a dragon soul. Press TAB and open the magic menu. Head to Shouts, mark Unrelenting Force and set it as active (you can also add it to your favourites and afterwards choose it at any time by pressing C). After activating the shout, use it by pressing Z (screen above). Luckily you don't have to worry about accidentally killing anyone, as they will only be pushed away. I'd recommend using this and other Shouts that you will learn later on in the game often. The Unrelenting Force in its current from regenerates only 15 second, so you will be able to use it more than once in most battles.
You can now return to Dragonsreach. Enter the Jarl's castle and head to the throne room (screen above). Hear out the conversation between Balgruuf, Avenicci and Hrongar. After reporting on the victory over the Dragon, you will learn of the Greybeards who are apparently calling in the main hero to teach him how to use the Shouts. In order to meet with them, you will need to reach the High Hrothgar, located on top of a large mountain. Before your departure, the Jarl will also inform you that you are now a Thane, give you a thane weapon (its kind and properties depend on your level and gameplay style) and appoint Lydia as your housecarl. From now on, she will be your follower/bodyguard.
Main quest unlocked: The Way of the Voice
Head to the Dragonsreach exit and you will come across Lydia, who the Jarl has mentioned (screen above). The warrior will now join your team and you will be able to explore the world accompanied by her (if a given character is following you, you can give always change the party member or kick him out). It's also worth noticing that Lyda can be given orders and also treated as a porter, by giving her items from the inventory during the conversation. Exit the building once you're ready.
Open the world map to learn that the High Hrothgar is located south-east of Whiterun. The only road to the top leads start at Ivarstead, a village at the foot of the mountain (screen above) and that's where you will have to go now.
If you have already visited the village of Ivarstead (or a different, nearby location), it would be best to use fast travel. Otherwise you will have to head there on your own. In such case, I'd suggest using the road-signs that will inform you of the direction (screen above). You will come across the first sign right after passing through the Whiterun Stables and reaching a fork in the road.
At first you will need to head east, but don't hope that the path will be straight. Afterwards you will turn south-east and eventually west. It's important to always stick to the main road and keep an eye on the road-signs that you come across, thanks to which you won't get lost. You also have to keep in mind that you might get regularly attacked by wild animals and Bandits. If you happen to come across a particularly strong enemy, try to just walk pass him. Reaching Ivarstead should probably take you around 20-30 minutes (screen above) and by far the best way of reaching it is riding on a horse (either bought or stolen).
Cross the village, heading west. Eventually you will reach a small bridge over a river (screen above), on the other side of which there's a path leading to the High Hrothgar. After crossing it to the other side, examine the emblem with a text fragment. On your way to the top you will come across nine more emblems, though reading them is completely optional.
Head to the mountain top. Try to stick to the stairs, as otherwise you might fall down form quite high. On your way you will probably come across a couple pilgrims, though the more important information is that you will also have to eliminate a few groups of Wolves (screen above). Make sure to stay away from ledges during the fights and attack one wolf at a time.
In the further part of the climb, e.g. in the area with the blizzard, you will come across a much stronger monster in the form of a Frost Troll (screen above). As the monster is only capable of attacking at close range and additionally is very good at it, you should attack him from a distance. If it's not possible, you need to be very careful and regularly use your shield, if you have one. In order to increase your odds of winning, it's worth to use fire spells and weapons dealing such damage. Additionally you can use Lydia or another follower to draw the monster's attention away, but not enough for him to kill your ally.
After dealing with the Frost Troll, examine its body and continue climbing up. In the final part, you shouldn't come across any monster anymore. Soon enough you should reach the High Hrothgar (screen above). Use the main stairs and afterwards locate the gate leading inside the building.
After getting inside the monastery, wait for Arngeir to approach you and a conversation will automatically start. The Greybeard will want to find out himself if you really dispose the power of the Shout. Pressing Z should be enough (screen above), of course if you haven't replaced the Unrelenting Force with a different Shout in the meantime. In such situation, you would have to press TAB, choose Magic and set the Unrelenting Force as active in Shouts.
Initiate a new conversation with Arngeir, from who you will learn a bit more about being a Dragonborn. In the end you will have to need to express your desire to continue learning more Words of Power. Einarth will teach you the second word of the Unrelenting Force. Wait for Einarth to say the Word of Power and afterwards approach the sign on the ground (screen above). It will let you learn the Word of Power - Balance, Unrelenting Force.
Arngeir will tell you that apart from learning the Word of Power, you also have to learn its meaning. In case of the previous word (the one at Bleak Falls Barrow), it became possible by absorbing the Dragon's soul. This time it will be easier, as Einarth will share his understanding with you. Arngeir will ask you to test the Unrelenting Force Shout once again. Stand by the tile from which you read Word of Power and wait for your target to appear. The main difference from the previous time is that now you have to hold down Z (screen above) and not only press it. Repeat this two more times, getting rid of successive targets.
Hear out Arngeir, who will tell you to follow master Borri onto the High Hrothgar Courtyard. Use the stairs and afterwards open the big gate. After reaching the new area, Borri will decide to teach you a new Word of Power. Wait for the sign to appear on the ground and approach it (screen above), thanks to which you will learn the Word of Power - Whirlwind, Whirlwind Sprint. Just like before, you won't have to worry about having to kill a dragon to complete the process, as Borri will share his understanding of the word with you.
Approach the spot where Wulfgar will present you the effects of the newly gained Shout, letting you quickly rush a dozen meters in a straight line. Before you use the new Shout on your own, you will have to set it as active. As a result press TAB, choose Magic and choose Whirlwind Sprint in Shouts (you can also add it to your favourites). Wait for the gate in front of you to open and quickly press Z (screen above). If you have do everything properly, you should get to the other side of the gate before it closes.
You can now return to Arngeir and talk with him for the last time. The Greybeard will tell you of your last challenge, which is obtaining the Horn of Jurgen Windcaller. The artifact has been hidden inside a tomb in the temple of Ustengrav.
Main quest unlocked: Retrieve the Horn of Jurgen Windcaller
Open the world map, thanks to which you will establish that the temple of Ustengrav is found in the northern part of Skyrim, between Morthal and Dawnstar. If you have already visited one of those areas, you of can use the fast travel option. Otherwise, you will have to get there on your own. If you don't mind spending some gold, you can also consider going by a carriage. You can find one of such services in Whiterun Stables (screen above). Bjorlam can take you to Morthal or Dawnstar for 50 gold.
If you don't intend to pay for the trip and additionally haven't visited any locations nearby Ustengrav, you're in for a long a hard trip. The choice you can make here implies either avoiding the mountain range dividing the central part of the map from the northern areas or go through them. If you decide on the latter option, I'd suggest going through the snowy valley directly north of Whiterun (screen above). I'd recommend this solution as on your way you won't be attacked by any monsters and you won't have to climb.
After reaching the northern part of the map, that is after getting nearby Morthal or Dawnstar, you will have an easier time getting to Ustengrav, as you will mainly travel through lowland and encounter weak enemies on your way. Your destination is the big hole in the ground beside the swamps (screen above).
Be careful, as the temple entrance is likely to be guarded by Bandits and a Novice Warlock. I'd especially recommend focusing on the mage, as he can not only use offensive spells, but also raise his fallen allies. Therefore it's important not to let him use spells, getting rid of him quickly. After the fight you should examine the necromancer's body to find, inter alia, the Spell Tome: Flames. Afterwards jump down the hole and enter the temple of Ustengrav (screen above).
Head east. You will encounter the first group of enemies right after entering the bigger cave (screen above) and with some luck you should be able to attack them by surprise. After the proper battle begins, I'd recommend eliminating the Apprentice Conjurer and Apprentice Necromancer in the first place, stopping them from casting too much spells. Leave the Bandit Outlaw and the ordinary Bandit for the end. Afterwards you should of course examine the enemies' bodies and take a look inside the chest. Once you're done, head towards the northern exit.
On your way you will come across dead bodies and of course you should examine them. Soon you will also learn the cause of their premature departure, as you will have to eliminate a group of Draugrs. Try to eliminate them fast, as soon a Restless Draugr will join the fight (screen above). Try to increase your cold resistance before the fight and during the battle itself don't let the Draugr use spells too often. I'd also recommend taking a look around the nearby crypts, checking out big and small urns. You should find the Mystery of Talara part II, boosting your Restoration skill.
After exploring the area, head east and afterwards turn south. Be careful, as soon you will come across another group of Draugrs, accompanied by a Restless Draugr (screen above). Act just like in the previous battle, heal in case you're wounded and also depend on your follower. Afterwards head maximally south and take the eastern passage. Use the stairs thanks to which you will reach a bridge located above the room in which you fought with the monsters. Cross the bridge and you will reach a gate leading to Ustengrav Depths.
Follow the only possible path. After reaching a large cave, quickly deal with a single Draugr. If you want, you can try to attack the monsters on the lower level from afar, but it probably won't be necessary. Sooner or later you will have to head south. However look out for the trap in the nearby corridor. You need to walk along the pressure plates on the left (screen above), thanks to which you won't cause flames to appear. If you make a mistake, get off the wrong plate as fast as possible. After getting past the trap turn east, reaching a two-level room.
There are a few Draugrs in this room and you can attack them from above or jump down and fight them directly. Be especially careful when fighting the Restless Draugr, who will be at first patrolling the bridge south of here. After exploring the area enough, head south. Find the stairs leading onto the upper level, thanks to which you will reach the southern bridge (screen above). Afterwards head west, continue going through the tomb.
After reaching the new room, you will be attacked by ordinary Draugrs. It's worth to notice that you will be able to attack them before they get up from their graves. South of here there's a small room (screen above), though reaching it is purely optional. If you decide to go there, you need to locate and activate two switches. The first is right beside the grate and the second west from here. Inside the small room you will find, inter alia, a magical catalyst used for enchanting. After exploring the area, choose the small passage leading west.
Soon enough you should once again reach the large cave. Carefully go down the stairs onto the lowest level and fight with the Skeletons found there (screen above). Eliminating them should be go easily, though you should look out for the archers and either attack them from afar, depending on your follower's skills, or getting beside them as fast as possible. After the battle you will have to decide if you want to reach the Horn as fast as possible, or spend some time on exploring the area. I'd recommend the latter option, for obvious reasons.
If you want to explore the eastern balcony on which the Skeletons were, you will have to look out for the pressure plates beside the stairs, going between them. You should also note that access to the northern balcony is limited, but you can overcome that by returning to the stairs which you used to reach the cave and afterwards jumping onto the small ledges beside the pillars. Curiously, reaching the two last pillars won't be possible with just the basic jump and will require you to use the Whirlwind Sprint Shout. The most important thing however is to use the stairs in the northern part of the cave, leading onto the lowest level. After getting there, look for a word wall (screen above) and approach it to learn a the Word of Power - Fade, Become Ethereal. Note that in order to unblock the Become Ethereal Shout, you will have to find and defeat a Dragon on your own and afterwards absorb its soul.
You can now return upstairs and go cross the big bridge leading east. After getting there, fight off a single Skeleton and prepare to solve a uncomplicated riddle (screen above). Stand beside plate 1 and activate it. Afterwards quickly run to plates 2 and 3.
That's not all, as you have to use the Whirlwind Sprint Shout, aiming at the newly unlocked passage (screen above). The key to success is reflex, as you will have to use the Whirlwind before the grate falls down again. If you won't make it and become stuck, pull the chain and return to the plates for another try. Head north-east (you won't have to worry about your party member, as the grate will stay raised after you pass it yourself).
After reaching the new location, you will once again have to avoid flame traps. Stand on the left (screen above) and head forward. Go along the slightly curved path, turn right and afterwards left. After getting off the path head forward, get off the interactive plates and stand on the rocks. Slowly move east without getting off the rocks, as it might activate the flame traps.
Eventually you should reach a new big room with Frostbite Spiders visible in the distance. Turn towards the safe platform north-east from here (screen above) and use the Whirlwind Sprint Shout thanks to which you will safely get across the last group of pressure plates. You can start fighting the spider. Try to eliminate the two lesser monsters as fast as possible, as a bigger spider will soon appear. The beast can deal much larger damage, so if your character attack from a distance, consider returning onto the rock ledge or keep running throughout the whole arena, looking out not to fall down or touch a pressure plate.
You can head north-east, using weapons or magic to destroy the spider-webs blocking the passages. Open the wooden door and after reaching a locked gate pull the chain thanks to which you should reach the room with the Horn (screen above). Head towards the altar to notice that the Horn has been stolen by someone else.
Approach the altar and take the mysterious note left where the Horn should be. Open the inventory, head to Books and reach the note (screen above) to learn that the person responsible for stealing the Horn wants to meet with you at the attic room of the Sleeping Giant Inn.
I'd of course recommend using the occasion and taking a look around the altar to find a few valuable items. Afterwards head to the door behind the altar. After reaching a narrow corridor, take a look around for a chest with precious treasures and continue heading forward. Eventually you should reach a door leading to the main part of the temple of Ustengrav. Keep going along the only possible corridor and you should reach an interactive handle. Pulling it should unlock the passage (screen above). Note that therefore you have reached the already explored part of the tomb, so now just head west to leave the temple.
Open the world map and fast travel to the Riverwood which you have visited at the very beginning of the game. After reaching the destination, find the Sleeping Giant Inn (screen above) and head inside.
After getting inside the inn, approach Delphine and talk with her. Choose the first dialogue option (screen above), asking her for the attic room. Delphine will direct you to the room on the left. head there and wait for Delphine to join you and state that she knows that you're the Dragonborn. She will give you the Horn of Jurgen Windcaller and suggest that you should meet in a different room and talk about other matters. Before you attend the new quest, I'd suggest finishing the previous one by giving the Horn to the Greybeards.
Main quest unlocked: A Blade in the Dark
Head out of the inn, open the world map and fast travel to High Hrothgar. Head inside the monastery and find Arngeir (screen above). The Greybeard will congratulate you on completing all the challenges.
Follow Arngeir and after reaching the main room of the monastery, wait for a sign to appear on the floor (screen above). Approach it to learn the Word of Power - Push, Unrelenting Force. Wulfgar will share the understanding of this word with you, so you won't have to kill any Dragons. You also won't have to test it, especially that it's just an extension of the previously learned Shout. In the end, stand in the middle part of the room and wait for the Greybeards to complete the ritual.
Now I'd suggest completing an optional activity, i.e. returning to the temple of Ustengrav. Use the same shortcut through which you left the temple, reaching the Ustengrav Depths. Head to the room in which you found the note from Delphine and interact with the altar to place the Horn of Jurgen Windcaller (screen above) on it, therefore gaining a free Dragon soul. You can now leave Ustengrav for good and approach A Blade in the Dark.
Note! Id' recommend beginning this quest only after completing Horn of Jurgen Windcaller, that is after heading with the Horn gained from Delphine to the Greybeards.
Head to the eastern room of the Sleeping Giant Inn (screen above) and lock the door behind you, as Delphine wishes. Wait for the woman to use the secret lever, unlocking a passage to the basement. Go down the stairs.
Approach the table beside which Delphine is sitting and initiate a conversation with her (screen above). The woman will inform you that she has been searching for the Dragonborn - who, according to her, lives to kill Dragons by absorbing their souls - for a long time. The woman will also tell you that Dragons keep returning to live throughout whole of Skyrim and the next "resurrection" is believed to take place beside an ancient burial site around Kynesgrove. Delphine will want to head there to slay the newly born Dragon. In the end you will have to decide if you want to head on your own and meet Delphine there, or go together. I'd recommend the latter option, unless you have already discovered Kynesgrove (or the nearby Windhelm) are able to use fast travel.
If you want to head to Kynesgrove on your own and not accompanied by Delphine, you will have to dedicate some time to plan your journey. Open the world map and you should note that your destination is in the eastern part of Skyrim. The nearest big town is Windhelm (screen above) and if you have already visited it before (or Kynesgrove itself), you should of course consider using fast travel. Otherwise, you will have to decide whether you want to go there on your own and use the road signs, or use a carriage (e.g. the one in Whiterun Stable) for a small charge. After getting to Windhelm, you just need to head south and you will reach your destination.
If you want to head together with Delphine, you need to exit the Sleeping Giant Inn and follow her. Try not to get too far from her, though she should stop if you get too far way. Of course you will probably come across some Bandits and wild animals on your way (screen above), though eliminating them shouldn't cause you any trouble. The only exception is the Bandit by the Valtheim Towers, as you will be able to choose between paying and using Speech to try to persuade or intimidate him. Delphine will be heading towards Windhelm and turn south after reaching its borders, towards Kynesgrove.
Regardless of whether you reached Kynesgrove with Delphine or met her there, you will have to talk with Iddra (screen above), who will tell you that the Dragon has appeared beside the nearby burial site. Run across Kynesgrove, heading towards the new destination east of the village. After getting there, stand beside Delphine and listen to a "conversation" between two dragons, Alduin (the one who attacked Helgen in the beginning of the game) and Sahloknir. The latter one is the more important for now, as you will have to fight him.
This fight will be a bit more difficult than the one during Dragon Rising, with less allies on your side and a more resistant dragon dealing more damage. As you don't have any big environmental covers here, make sure to check the direction from which the dragon is coming and hide behind boulders (screen above). They won't provide you with full protection, but on the other hand you won't lose too much health as well. Before beginning the fight, you can also use proper spells or equipment to increase your fire resistance.
You are of course free to choose how to attack the dragon. If you want to use a ranged weapon, remember to use it when the dragon slows down its flight or lands (screen above), as it will reduce the risk of wasting precious arrows or other projectiles. If you prefer to stick with spells, avoid using those based on fire and always be sure that the dragon is within reach.
If you wish to fight Sahloknir in direct combat, you most of all have to avoid attacking him from the front, as you will not only risk getting hit by his claws but also serious damage from his fire breath. Instead, let the beast focus on your companions and approach it from the side (screen above) or from behind.
Just like in the previous dragon battle, winning will automatically cause you to absorb the soul of Sahloknir (screen above). Also be sure to approach the dragon's body and collect any valuable items. In the end talk with Delphine, who will be impressed with your achievement. The conversation will lead to establishing that you need to find the ones responsible for reviving the dragons and putting an end to it. Delphine will suggest that the Thalmor might be responsible, but it will of course require further investigation. The woman will tell you to meet her at her hideout to talk over the plan of getting inside the Thalmor Embassy.
Main quest unlocked: Diplomatic Immunity
Open the world map and go to Riverwood and head inside the Sleeping Giant Inn. Follow Delphine to the side room and go down to the basement to initiate a conversation (screen above). Delphine will tell you her plan of getting inside the Thalmor Embassy. It assumes participating in the party organized by a certain ambassador Elenwen, pretending to be one of the guests. The wood elf Malborn will help you, letting you smuggle a given amount of weapons and items inside the embassy. After reaching the destination point, you will be able to leave the party and take a look around the embassy to find the secret documents. The first step will be meeting with Malborn in the Solitude.
Head out of the inn and open the world map. Solitude can be found in the northern part of Skyrim (screen above) and if you have already been there, you can use fast travel. Otherwise, you will have to plan a journey there. The best solution is using the carriage in one of the big cities, for example Whiterun Stable, all the more considering that it doesn't cost that much.
IF you want to reach Solitude on your own, you should begin beside Ustengrav, by the temple explored during one of the previous quests. Head north-west, crossing the partially frozen marshes. Of course be careful, as you can come across quite strong monsters there. The fact that Solitude can only be reached from the western side (screen above) might be a difficulty, as you will have to choose the correct part leading to the objective.
After reaching Solitude, head to the Winking Skeever (screen above) found nearby the main gate. Inside the inn, find Malborn, who should be sitting beside one of the tables and talk with him.
Malborn will confirm that he can smuggle a given amount of equipment inside the embassy and will suggest that it should be items that will let you efficiently and silently deal will enemies. You can ask the Elf for some time to gather the needed equipment or choose the ones you want to smuggle at once (screen above).
Overall, you will need to decide how you want to act inside the embassy. Despite what you might think, you will be able to engage enemies in direct combat without them raising an alarm and calling in for reinforcements. If you don't mind the aggressive style, give Malborn your current weapon and all other gear. At the same time don't worry about being defenceless, as you shouldn't come across any enemies on your way to the party. If you prefer to take some precautions and act from the shadows after reaching the party, you should give Malborn a dagger and as many equipment, rings, amulets, potions, scrolls and any other items helping in staying silent. Of course it all will be a waste of time if you aren't a thief and don't have a developed Sneak skill, as the whole rest depends on it. Regardless of which option you choose, give Malborn a couple health, magicka and stamina potions and at least a few lockpicks.
You can head out of Winking Skeever and the whole Solitude. Go west, staying beside the main path. Turn south at the first chance, reaching Katla's Farm. Find Delphine (screen above) and talk with her. The woman will give you the Invitation to Elenwen's Reception, Party Boots and Party Clothes. Open the inventory and put on the newly gained items, making sure that you aren't wearing any other clothes.
Note: If you intend to sneak, consider leaving your follower behind, as otherwise you would have to be very careful for him not to attack anyone prematurely. If, on the other hand, you intend to fight the guards, you won't have to change anything. Approach Delphine once again and confirm the will of heading to the embassy (screen above). Wait until you reach the Thalmor Embassy.
Head towards the embassy. After you get stopped by a Thalmor Soldier, show him the invitation received from Delphine. Afterwards you can head to the main door and enter Thalmor Embassy. Inside, you will be greeted by Elenwen, the organizer (screen above). Whether you give away your real name or not doesn't matter. Elenwen will be distracted by Malborn anyway and will leave you alone. Approach the Elf by the bar to learn that in order to safely reach the back room, you will need to create a distraction to draw the attention of the guests and guards away.
You can reach the desired effect in three basic ways. The first option implies talking with Razelan, who will complain that the waiters don't want to give him any more drinks. Approach Malborn beside the bar or the waitress named Brelan and ask for something to drink, receiving the Colovian Brandy. Give the drink to Razelan, in return asking him to make a scene. Now just wait for the man to drink the brandy and start acting aggressively (screen above).
The second option implies initiating a conversation with Erikur. Use all the possible conversation options and afterwards note that Erikur is obviously interested in one of the waitresses. Talk to him again and promise to talk with the waitress on his behalf. Approach Brelan and ask her if she's interested in Erikur, only to receive a negative response. Return to Erikur and lie to him that the waitress wants to meet with him at the back room (screen above). Now just wait for the ending of the whole intrigue.
The last, third option, implies talking with one of the other guests at the party (without counting the guards, Malborn and Elenwen). You will be able to ask each of them to make some commotion, BUT only if you have met him or her before and you are in friendly relations.
Regardless of how you drawn the guests' attention away, don't wait for a given scene to end but quickly return to the bar and use the door opened by Malborn (screen above).
Go through the kitchen with Malborn, without carrying too much about his conversation with Tsavani. After reaching the pantry, approach the marked chest (screen above) and collect all the items that you decided to give to Malborn in Solitude. You should of course equip them all at once. Afterwards open the southern door which Malborn will lock behind you I'd recommend saving your game here, as starting now you will have to avoid or eliminate the guard inside the Embassy.
The first group of enemies can be found in the eastern room. If you don't mind fighting, you can of course attack them. You will have to eliminate two Thalmor Soldiers (one of them can cast spells) and a Thalmor Wizard (screen above). I'd recommend eliminating the ones capable of using magic first, as they will be the biggest threat. As you will have to fight is small rooms and corridors, you should also use the Unrelenting Force Shout, which at its maximum level will knock back the enemies standing in front of you, making them easy targets once they hit ground.
If you intend to sneak, be sure to wait for the enemies in the eastern room to stop talking and split up. Carefully get inside the room and sneak to the southern stairs, leading onto the upper floor (screen above). In order to make this easier, you should consider using items, potions or spells silencing the moves of your character. You can also make yourself harder to recognize by wearing the Thalmor Robes found in the room right of the starting point. After reaching the upper floor you will have to look out for the Thalmor Wizard, though it should be easier.
The next objective of this quest is getting out of the main building and reaching the small courtyard. If you have eliminated the enemies, it will be easier to use the passage in the south-east part of the ground floor. If, on the other hand, you were stealthy, you should use the one on the upper floor (screen above). Of course it would be good to take a look around the area before leaving this part of the Embassy. Don't forget to search the enemies' bodies (if they're dead). Additionally keep an eye open for any precious robes, books and potions, found in quite large numbers all around.
After getting inside the building, you will once again have to decide how you want to behave. If you prefer the aggressive style, you will have to deal with two Thalmor Soldier (with one of them capable of using magic) and Thalmor Wizard (screen above). Just like before, you should eliminate the enemies with magic skills first. You can increase your chances by standing beside the corners of the building and waiting for the enemies to come to you themselves. If you have a follower with you, he will probably attack the enemies in the inaccessible part of the courtyard, though you won't have to worry about his health level.
If you want to stay unnoticed after reaching the courtyard, you might have a hard time. The best solution would be using an invisibility potion, as otherwise you will have to be very cautious and keep an eye on the enemies' movements to stay out of their sight. Regardless of the chosen method, you need to reach the entrance to the neighbouring room (screen above), i.e. Thalmor Embassy, Elenwen's Solar. Be sure to save your game after getting inside.
Traditionally, you will have to make a choice. If you want to get rid of the enemies here, ignore the Thalmor Soldier in front of you and head to the left (western) room. There, take care of two stronger enemies, i.e. Gissur and Runildil, who's capable of using magic (screen above). It's a good idea to stand by the western room and use the Unrelenting Force Shout, thanks to which both of the elite enemies will get knocked back and you will have an easier time finishing them off. Afterwards be sure to check their bodies, as they had many valuable items beside them.
If you prefer to stay silent, you will need to reach the room in the north-west part of the building, avoiding getting detected on your way. The most important therefore will be keeping away from the Thalmor Soldier, as Gissur and Rulindil should be in the western room. Regardless of the chosen tactic, you have to get to the marked chest (screen above) and check its contents. Inside, you will find, inter alia: Interrogation Chamber Key (Rulindil has one as well) and Dragon Investigation: Current Status. Open the inventory, head to Books and read the document.
Before leaving this area, you should take a look around it. Inside the western room on the ground floor there's a well-secured cabinet, which will require both good skills and at least one lockpick. On the upper floor, I'd especially recommend checking out the sleeping room inside which you can find the Unusual Gem, among others. Afterwards use one of the two passages leading to Thalmor Embassy, Dungeon, either the northern (screen above) or western one.
The dungeons are by default guarded by only one Thalmor Soldier and depending on the chosen tactic you can let him see you and eliminate him in direct combat (screen above), or attack him by surprise. The only exception would be the situation in which you passed through the main part of Elenwen's Solar, as in that case Rulindil might appear here as well. Clear the dungeons and use the chance to take a look around the area. If you entangled waitress Brelas in trouble, you will have the chance to free her from the western-most cell.
You can obtain information on the dragons' returning in two basic ways. The more obvious option implies checking the chest marked by the game, inside of which you will find the Thalmor Dossier: Esbern. Reading it from the inventory's level (screen above) will let you establish that Thalmor is searching for a member of Blades, a certain Esbern, who is believed to staying in Riften.
The less obvious option implies talking with Etienn Rarnis, imprisoned in the eastern-most cell (screen above). He would share his very similar information regarding Esbarn and additionally tell you that he has an escape plan. Of course you can still save after collecting the Dossier, though he won't have any new information for you.
Regardless of how you learned of Esbern and how Thalmor wants to track him down, two Thalmor Soldier who in the meantime have exposed and imprisoned Malborn will appear on the eastern balcony. If you want to save the Elf's life, you need to quickly get rid of the soldiers. You can also make things easier by reading the Dossier on the balcony, thanks to which the guards will appear right beside you. Luckily even if Malborn dies, you won't fail the missions.
Be sure to examine the bodies of the defeated guard, as each of them will have a Trap Door Key. Take one of them and find the hatch leading to the Reeking Cave (screen above). Use the key to open it and head forward after reaching the narrow tunnel.
The screams of the recently rescued will unfortunately mean trouble, as the cave you entered is inhabited by a Frost Troll. The beast is much easier to kill from a distance, as you can stay on the upper ledge and attack without having to worry about getting damaged yourself (screen above).
If your character specializes in close combat, carefully jump down and keep an eye on your health and stamina throughout the fight. The Unrelenting Force Shout, thanks to which you will easily knock the Troll to the ground, might of course come in handy (screen above). After dealing with the Troll, search the bodies of the people he has killed and look for the Timeline Series, vol. 1 which will boost your Illusion skill. Afterwards head towards the surface.
Open the world map and fast travel to Riverwood. There, head to the Sleeping Giant Inn and enter the room in the basement. Talk with Delphine and inform her that the Thalmor want to get Esbern in their hands. The woman will of course send you out to find the old man, suggesting that Brynjolf might be helpful in locating him. Note: Before you head out, check out one of the nearby chests (screen above) to regain the equipment that you had to temporarily give away before heading to the embassy.
Main quest unlocked: A Cornered Rat
Open the world map and you will note that Riften is in the south-east part of Skyrim (screen above). If you have already visited that area, it of course would be best to use fast travel. Otherwise, you will have to plan your journey there. The easier solution is using the carriage, for example the one stationed in Whiterun Stable. If you want to reach Riften on your own, it would be best to start at Ivarstead, heading east and making use of the road signs on your way.
Regardless of the chosen method, you need to approach the city from the northern side (screen above). During the first attempt of entering Riften you will be stopped by the Riften Guard. You can either pay the fee for accessing the city or use Speech to convince the guard to your rights or intimidate him. Afterwards, head to the big gate to enter the city.
The person you can ask for Esbern is Brynjolf. By daytime you can meet him on the town square and during the night he can be found in The Bee and Barb. Talk with him (screen above). If your Speech skill is developed enough, you can use persuasion and convince him to give you the whereabouts of Esbern (screen above). Otherwise he will ask you for a favour. You will have to steal a ring from Madesi and afterwards put it into the pocket of a certain trader Brand-Shei. Those activities are a part of A Chance Arrangement side quest, in a way of exception described in the main guide. Of course if you already worked with the Thieves Guild in the past and completed it, you won't have to do anything and will learn where to look for Esbern at once.
Side quest unlocked: A Chance Arrangement
Brynjolf will share with you information on Esbern's hideout during your first conversation, assuming you successfully persuaded him, worked with the Thieves Guild or completed A Chance Arrangement. Curiously, in the last case, it doesn't matter if you managed to steal and plant the ring or were caught by the guards. You can also solve the case in a completely different way, by heading to the hideout without talking with Brynjolf and finding Esbern on your own.
Locating the sewer entrance might prove difficult at first, as it's on the lower level of the city. I'd suggest using the stairs south of the passage marked by the game (screen above). After getting below, you just need to approach the door and therefore reach The Ratway.
Begin exploring The Ratway. Soon enough you will come across Hewnon Black-Skeever and Draff (screen above). You will have a chance to avoid fighting them, if only you have a high enough Speech skill and use persuasion, but you will more likely be attacked by them immediately. Adjust your tactic depending on who you're fighting with at the moment. As the battle will take place in a narrow corridor, you can also use the Unrelenting Force Shout. Search the bodies of the defeated enemies and return to exploring the sewers. Eventually you need to reach the raised drawbridge. Ignore it and jump onto the lower level.
There are two paths leading to the next location. The shorter one implies having to open the secured eastern gate (screen above). If you can't open it or want to explore the area more thoroughly, use the western door. Look out for the first trap connected with that passage, in the form of spikes coming from the side after you open the door.
If you have chosen the longer path, you need to take into account that you will have to eliminate Skeever and Gian the Fist (screen above). The second one prefers close combat, so try to attack him from a distance if he causes you problems. Inside the room where Gian was you will also have to look out for bear traps, either avoiding or disarming them. Luckily even if you fall into one, you won't lose too much health. Continue onwards. On your way you will come across one more trap, connected with the pressure plate on the stairs leading onto the upper level.
Both paths described above lead to the same room, inside which you will have to get rid of a lowlife (screen above). Afterwards be sure to search the table for the Beggar book, boosting your Pickpocketing. Use the door leading to the underground inn, Ragged Flagon.
You will now have to establish Esbern's exact whereabouts and you will have a few options. The most obvious is talking with the bartender, Vekel the Man (screen above). Depending on your liking, you can either pay him for the information, use a developed Speech and persuade him or challenge him for a fist fight. The less obvious option implies speaking with Brynjolf, though he will reveal Esbern's hideout only if you completed A Chance Arrangement side quest. In both cases you will learn that Esbern can be found in The Ratway Warrens. You won't have to talk with any of them if you're a member of the Thieves Guild, as Brynjolf will tell you where you should look for Esbern before you enter The Ratway.
Head to the south-east part of Ragged Flagon, finding the path to The Ratway Vaults (screen above). Don't worry about the different name of the location, as you will have to pass through it to reach the Warrens. It would be good to save your game after reaching the new area, as you're in for a rather demanding fight.
You will encounter the first group of enemies almost right after entering the Flagon. I'd recommend first taking care of the Thalmor Wizard, the more considering that he will be the only one occupying the current level of the construction. Only after dealing with the mage should you take care of the Thalmor Soldiers (screen above). Look out for the one capable of using magic and try attacking the enemies in one of the narrow corridors, thanks to which it will be easier to eliminate them.
After taking care of them it would be of course worth to examine the enemies' bodies. Now, you can either jump onto the lowest level at once or explore the Vaults, starting with the corridor from which the soldier came. On your way you will come across a few valuable items and treasure chests, so keep your eyes open. Sooner or later you will reach the ground floor (screen above). Search for the southern door, leading to The Ratway Warrens.
Contrary to what you might think, the Warrens isn't a large location and you won't have to worry about getting lost. Head to the middle room and go up the stairs (screen above). You don't need to talk with the people in the cells at all. What's more, most of them would be aggressive towards you.
Approach the marked cell (screen above) to initiate a conversation with Esbern. You can convince the old man of your good intentions in a couple ways, i.e. trying persuasion (Speech), telling him that you're the Dragonborn or using the password (remember the 30th of Frostfall) received from Delphine. Wait for Esbern to open the cell and get inside for the proper conversation. Esbern will tell you of the threat of the dragon Alduin and that the world can only be saved by the Dragonborn. Eventually you will learn that you need to escort Esbern to Riverwood.
Main quest unlocked: Alduin's Wall
Note! This is a side quest which you can complete during A Cornered Rat. If you managed to use Speech and persuade Brynjolf to tell you the whereabouts of Esbern's hideout or if you found the old man yourself, you won't need to complete it.
You can meet with Brynjolf at the main square of Riften and in accordance with the information he gave you it can take place only during daytime, i.e. between 8 a.m. and 8 p.m. If the hour isn't right, you can use any bed or just wait until morning comes. In the latter case, press T and choose how many time should pass. Find Brynjolf (screen above) and initiate a conversation to begin the whole action. He should call the other traders to him, thanks to which you will be able to begin.
Approach Madesi's stand and stand by the sliding door. Make sure you have at least a couple lockpicks and crouch. You need to make sure that you're hidden (screen above) and the eye icon doesn't appear, as otherwise you would get noticed by a guard at once. Additionally take a look around to check if any of the guards is heading this way. Items and skills boosting the Sneak skill might come in handy here, though it won't be necessary as you will be able to complete this mission even by playing with a character without experience in pickpocketing. Use the lockpick to open the lock in the door.
Additional note - If you get caught red-handed during this quest, you will traditionally have to choose if you want to pay the fine, go to prison or try to defeat the Riften Guards in direct combat.
It's not the end though, as now you will have to break into Madesi's chest. Just like before, make sure that you're hidden before making any attempts (screen above), thanks to which you won't get caught stealing. Use the picklock to open the chest and take all the items, especially Madesi's Ring.
Return to where Brynjolf is giving a speech and stand in the spot presented on the screen above, i.e. behind Brand-Shei's back. Crouch and once again make sure that you're hidden (the game should inform you about that, instead of showing an icon of an eye). Press E to open the pickpocket menu.
Go to your own inventory, choose Apparel, mark the recently gained Madesi's Ring (screen above) and press R to put it into the pocket of the trader that you interacted with. You can close the window afterwards.
Return to Brynjolf. If you managed to steal and plant the ring, you will be rewarded with gold. If you got caught in the process, he will only tell you that he's disappointed by your actions. Curiously, you will however learn Esbern's whereabouts in both cases (screen above). Brynjolf will also offer you additional work, even if you failed his first mission. You can afterwards return to completing A Cornered Rat (resume from Finding Esbern), though you should consider watching the trader with the planted ring getting arrested.
Side quest unlocked: Taking Care of Business
Wait for Esbern to gather his stuff and use this occasion to take a look around the cell yourself, finding a couple valuable items. After Esbern tells you that he's ready, save your game and decide whether you want to get out of The Ratway on your own, or ask the old man for help (screen above). It's not necessary in my opinion, as you will be going through the same corridors as before and the only difference will appear at the very end.
Be careful, as right after getting out of Esbern's cell you will get attacked by enemies, who also have been searching for him. I'd recommend taking care of the Thalmor Wizard (screen above) as fast as possible and only afterwards move to the Thalmor Soldiers. Luckily winning this battle will be rather easy, considering that Esbern won't just sit around, but actively participate by casting powerful spells.
Afterwards you can continue onwards through the already visited locations/ first you have to return to The Ratway Vaults, afterwards to The Ragged Flagon and in the end to the main part of The Ratway. In the last location, you will have to follow a slightly different route. After reaching the room where the lowlife was, choose the previously ignored northern passage. Approach the drawbridge and use the lever (screen above). Get ready for a fight with Shavari. Examine his body to find Shavari's letter, which you should of course read. Eventually you should reach the sewers exit and therefore Riften.
The good news is that you don't need to go to Riverwood by foot, as you can use fast travel. After reaching the destination, of course head to the Sleeping Giant Inn. Listen to a short conversation between Esbern and Delphine and afterwards head to the basement room (screen above). Another conversation awaits you there, from which you will learn of the title Alduin's Wall. Alduin's knowledge was gathered there and it might be used to slay the dragon. As you have probably guessed, the Wall will be your next destination.
In the end Delphine will want to know if you want to head to Karthspire together, or meet with all the participant there. The choice isn't really important, as even if you ask Delphine and Esbern to accompany you, you will most probably have to lead anyway (the AI can be a bit irresolute), instead of following one of them.
Head out of the Sleeping Giant Inn and open the world map to establish that Karthspire is in the western part of Skyrim (screen above). The easiest way of getting there implies starting at the nearby town of Markarth. If you have already visited that location, you can of course use fast travel to get there. Otherwise you will have to plan your journey there and in such case it would be good to hire a carriage (e.g. the one in Whiterun Stable) to reach Markarth easier. From there you would only have to head straight east.
IF you don't want to use the carriage or fast travel, the best solution would be leaving Riverwood and heading west. It's worth adding that you don't necessarily have to go towards the town of Falkret, as suggested by Delphine, as it's far better to stay beside the big water reservoir. Regardless of the chosen method of reaching Karthspire, it would be best to approach it from the southern side, crossing the long bridge found there (screen above).
Before heading out, I'd recommend maximally raising your fire resistance, as there's a high chance that you will come across a blood dragon on your way to Karthspire (screen above). The beast is far more resistant that the "ordinary" dragons and at the same time is capable of dealing greater damage, so you need to be very careful with it. I'd recommend checking if Delphine and Esbern are with you, so that you don't have to fight the dragon alone. If you decided to meet with them at the spot, try finding them fast (Esbern will be probably attacking the dragon with spells, making it easier for you to locate him).
As I have mentioned before, the blood dragon is capable of dealing high fire damage and the additional difficulty here is that don't quite have a place to hide from them. As a result, I'd suggest to mainly draw away his attention and start attacking him only after he focuses on your allies (you will obviously have to wait for him to land, if you're intending to use melee attacks). Eventually you can also try to hide under the bridge or inside the huts at the nearby camp, though by suing the second tactic you can unnecessarily alert the enemies there (fighting them has been described below). Keep fighting until you eliminate the dragon and absorb his soul (screen above) and of course don't forget to examine his body.
The dragon isn't the only threat that you will have to deal with. Beside the Karthspire entrance, in the Camp - Karthspire located north-east of it, there's a band of Forsworn. The hardest enemy among them is the Hagraven (screen above). Quickly eliminating the witch is a key matter, as she's not only capable of casting powerful offensive spells, but also summon magical creatures. Only after taking care of Hagraven should you move to the Forsworn and Forsworn-Forager. After the battle, I'd recommend checking out the whole camp, as there's a treasure chest to be found here. Also look for a body of a giant lying on the altar and the A Dance in Fire, vol. 2, boosting your Blocking.
Eventually you should reach Karthspire, finding a rather big cave entrance (screen above). While we're at it, I should mention a certain trick. If you don't want to fight the dragon or the Forsworn, you can try to sneak to the mentioned passage. You would however have to be alone and play a character with equipment and skills raising the chances of staying unnoticed. Yet another option is discovering the spire before approaching this quest, so that you can use fast travel later on. The chose is of course yours.
Be careful, as almost immediately after getting inside the cave you will be attacked by a new group Forsworn (screen above). Be especially careful about the Forsworn Briarheart, as he has highly developed magic skills. For obvious reasons that means he should die as fast as possible. After the battle, take a look around the area and afterwards head west, eventually reaching the ruins of Kilkreath.
Use the stairs on the right. Stand by the interactive pillars, wait for Esbern to appear and listen to what he has to say about the symbols on the pillars. According to Esbern, the sign on the right pillar (an arrow pointing to the bottom) symbolizes the Dragonborn. Therefore, in order to solve this puzzle, you will need to turn the left and middle pillars so that they show this sign as well. The solution can be seen on the screen above. Arranging the pillars will result in the drawbridge lowering.
You can continue onwards, eventually reaching a room with pressure plates. As you can easily guess, in order to get through this room safely you will only be able to stand on the plates with the Dragonborn symbol (arrow pointing the bottom). Approach the first plate (screen above). The proper order can be seen below:
1) stand on the first plate
2) go two plates north
3) go two plates west
4) go one plate south
5) go two plates west
6) go three plates north
7) go two plates west
8) go two plates south
9) go two plates west
10) go one plate north
If you have done everything properly, you just need to turn left and interact with the chain hanging there (screen above). Doing so will deactivate all the pressure plate traps, therefore allowing your team to enter. Head north, crossing the stone bridge and eventually reaching Sky Haven Temple.
Start off by searching the big chest, as it hides a couple valuable items. Approach the seal on the floor to learn that in order to unlock the passage you will have to sacrifice your own blood. Stand on the seal (screen above) and press E.
Use the newly unlocked passage, eventually reaching a big gate leading to Sky Haven Temple. Take a look around or head to the big wall in the middle of the room at once. Wait for Esbern to appear, as he will be the one to read the information on it (screen above). The most important among them will be the one that in the past, a special Shout has been used to defeat Alduin. Learning it will become your priority. Delphine thinks that you should head seed help at the Greybeards.
Main quest unlocked: The Throat of the World
Before you can meet with the Greybeard, you will have to leave the Sky Haven Temple. Good news is that you don't need to follow the same path as before, instead look around the room with the big wall for a set of stairs leading to the upper level. Use any one of the doors (screen above), open the world map and return to High Hrothgar. There, head inside the monastery.
Arngeir can be found in one of the corridors in the western part of the building (screen above) and you of course need to initiate a conversation with him. Tell him that you learned of the Shout that can be used to defeat a dragon from the Alduin's Wall. The Greybeard will state that if the Shout was used in the past, it seems that it cannot be used to successfully slay a dragon and he won't even help you in obtaining it. After en intervention from Master Einarth, he will luckily change his mind. Arngeir apparently doesn't know the Words of Power necessary for the Dragonrend Shout, though the Greybeard Paarthurnax can help you. Obviously, you will now have to gain an audience with him.
Follow Arngeir, eventually reaching the High Hrothgar Courtyard. There, head to the spot where the Greybeards will want to teach you the new Shout. Wait for three different signs to appear on the ground (screen above) and approach each of them, therefore learning the Word of Power - Sky, Clear Skies, Word of Power - Spring, Clear Skies and Word of Power - Summer, Clear Skies. Arngeir will afterwards help you understand those word.
Press TAB and choose Magic. Head to Shouts and activate the newly unlocked Clear Skies or add it to your favourites. Head to the gate, with the thick mist behind it (screen above). At the same time make sure you don't go too deep in, as you will start losing health unnecessarily. Hold down Z to use the Clear Skies Shout, therefore dispelling the mist and unlocking the passage.
Head forward. During your trip through The Throat of the World you will regularly come across obstacles (screen above) and each time you will need to use the Clear Skies Shout to get rid of them. Luckily it regenerates quickly, so you won't need to take brakes. However, just like with the previous climb onto the High Hrothgar, stay away from steep slopes so that you don't lose balance by accident.
The climb will also include a few battles, during which you will have to eliminate Ice Wraiths (screen above). Eliminating these monsters doesn't require magic, as you can pretty much damage them with ordinary melee and range weapons. You should consider increasing your ice resistance, raise fire damage and/or use fire spells. Don't forget to examine the piles of ice left by the demons, as they usually contain precious items.
Reaching The Throat of the World will probably take you a couple minutes, but after reaching it you luckily won't have to worry about any other threats. Instead, you will discover that Paarthurnax is a dragon himself (screen above). Before the proper conversation, Paarthurnax will decide to teach you a new Word of Power.
Wait for Paarthurnax to breathe fire and approach the Word Wall on the right (screen above) to learn the Word of Power - Inferno, Fire Breath. The dragon will also share with you the understanding of this word.
Paarthurnax will now want you to prove him that you're the Dragonborn and use the newly unlocked Shout on him. Press TAB, choose Magic and go to Shouts. Activate or add the Fire Breath Shout to your favourites. Stand in front of Paarthurnax and press Z to demonstrate him your power (screen above). Don't worry about attacking him, he won't get hurt.
You can now begin the proper conversation with Paarthurnax (screen above). The dragon will tell you that he doesn't know the Shout you're searching for and that is was created by the mortals in the past. What's more, the ancients weren't able to use it to ultimately defeat Alduin, but have unintentionally sent him to the future and that's why the dragon has now returned. Paarthurnax will also reveal that in order to defeat Alduin you will need the Elder Scroll, though finding it will of course require much effort.
In the end you should ask Paarthurnax about training the mortals and meditation, thanks to which the Greybeards Master will offer you boosting one of your Shouts (screen above). Fus boosts the Unrelenting Force, Feim the Become Ethereal and Yol the Fire Breath. I'd suggest choosing Fus, as Unrelenting Force comes in handy in pretty much every battle. What's interesting, you can return to Paarthurnax at any time and ask for a different blessing, though you can have only one at time.
Main quest unlocked: Elder Knowledge
In accordance with the information received from the game, asking around for people that could point the hero to anyone who knows more about the Elder Scrolls is optional. You can skip this step if you're in a hurry, especially that you won't receive any prizes in return. What's more, you should consider heading to one of the suggested characters, i.e. Esbern or Arngeir. If you want to talk with Esbern, head to Sky Haven Temple. The old man will probably be beside the Alduin's Wall, beside the observation point (screen above).
If you want to speak with Arngeir, you need to head to High Hrothgar. The Greybeard will probably be at the High Hrothgar Courtyard (screen above). In both cases, you will be directed to College of Winterhold.
Open the world map to determine that Winterhold is in the north-east part of Skyrim (screen above). If you have already visited that location (or the College itself), you should of course consider using fast travel. Otherwise, you will need to plan your journey. The easiest method of reaching Winterhold is by carriage (you can find one in Whiterun Stable).
If you want to reach the Winterhold on your own, you might begin by the temple of Ustengrav or at Dawnstar and afterwards head east. In such situation, you should stick to the water and in the end part walk around one of the bigger mountain ranges, reaching the city from the south. Winterhold isn't your final destination, as you need to get inside the College of Winterhold, found north of it. The College can be accessed only by a single bridge (screen above).
If it's your first visit to the College of Winterhold, you will be automatically stopped by Faralda (screen above), who will tell you that only authorized people can enter. The meeting starts the College quest First Lessons. If your character specializes in magic, you can approach Faralda's short test to prove that you're worthy. With developed Speech, you can try persuasion.
College of Winterhold quest unlocked: First Lessons
The easiest way is to inform Faralda that you're the Dragonborn, though the woman will demand proof. Press TAB, open the Magic window and activate any Shout. I'd recommend choosing Unrelenting Force and pressing Z (screen above), thanks to which you will only slightly hurt her. If you have already visited College of Winterhold and gained access, you of course won't have to complete the above steps.
Head towards the College of Winterhold entrance. Whether you will go there yourself or with Feralda doesn't matter. You should reach the destination soon enough (screen above).
Ignore the characters there and head to the north-east gate to the Hall of the Elements. Inside, turn right and open the lesser door leading to Arcanaeum. Go up the stairs and head north-east, reaching a large library ran by Urag gro-Shub (screen above). Talk with him and ask about the Elder Scroll. He will tell you of the unimaginable knowledge and might hidden in the Scrolls and he will ignore you until you tell him that you're the Dragonborn.
Don't worry that the conversation has ended, as Urag gro-Shub will go get some books concerning the Elder Scrolls. Wait for him to put the books (Effects of the Elder Scrolls and Ruminations on the Elder Scrolls) on the table (screen above). Approach and read each of them. You will therefore unlock the Daedric quest Discerning the Transmundane. As a large portion of this quests is connected with reach the Elder Scroll, its walkthrough was added to the Elder Knowledge part. Therefore you can just continue reading this part of the guide.
Daedric quest unlocked: Discerning the Transmundane
Once again speak with Urag gro-Shub and ask him about the Ruminations on the Elder Scrolls, written by Septimus Signus (screen above), who has apparently lost his mind and therefore the contents is absolutely inexplicable. The mage will tell you that Septimus has hidden in some solitary spot and you will have to find him.
Open the world map to establish that Septimus can be found north of the College of Winterhold. As the College is on a high cliff, you will first have to get down from it. Head to the city of Winterhold by crossing the bridge connecting the College with the main continent. Now the hard part comes, as you will have to find a spot from which you can safely slide down to the very bottom (screen above). You should find one east of the bridge leading to the College.
After reaching the water (screen above), you will just need to head north. Note, that you don't necessarily have to climb onto the island on which the College is, as you can also swim around it. The most important thing is to constantly move towards the point marked by the game.
Be careful, as on the way to Septimus you will come across, inter alia, Horkers. If you're having trouble eliminating them for any reason, you can luckily just run away as they shouldn't chase you. Your destination is a location marked as Septimus Signus's Outpost (screen above). Approach the small hatch and get inside.
Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). The crazy mage will tell you that the Elder Scroll should be at the Blackreach and ask you to record the contents of the Scroll inside a special dwarven artifact. He will also give you two items required to complete this mission, i.e. the Attunement Sphere, thanks to which you will reach the underground complex and the Blank Lexicon onto which you will transcript the contents of the Scroll.
Head out of Septimus Signus's Outpost and open the world map. Your next destination will be Alftand and there's a high probability that you already discovered it. If you can't use fast travel, begin your journey in Winterhold. Leave the city, heading along the main path to the south. Turn west at the first chance. You must of course be very careful throughout the whole trip, as you might come across, inter alia, Horkers and Ice Wolves. You will be able to see your destination from afar (screen above), making it much easier to plan further moves.
After reaching the destination, you might consider spending some time to examine the ruined buildings, though it's of course completely optional. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). Save your game and head onwards. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. Ignore J'darr's voice, as you will come across him in a couple minutes.
I'd recommend keeping an eye open, especially for the Dwarven Spiders, as pretty much each of them will hold a soul gem. You will come across the first Dwarven Spider Worker very soon (screen above) and overall you shouldn't have any trouble eliminating him. You should just know that the Spiders can attack you both at close and long range. Continue exploring the ruins and be ready to eliminate two more spiders.
After reaching the northern part of the ruins you will come across J'darr, who will automatically be hostile towards you. After dealing with him, continue exploring the ruins. You will come across a stronger enemy soon enough, in the form of a Dwarven Sphere (screen above). As the machine is capable of dealing considerable damage, you have to be careful if your character has low defence. If you want to try close combat, be sure to avoid the Sphere's stronger attacks. It's a good idea to draw the machine's attention to a party member, so that you're able to plan your attack better. Don't forget to search its remains, as you can find even more valuable treasure than the Spiders left behind.
If you want, you can sacrifice some time to jump between the moving machine elements. You would therefore reach the upper ledge, containing a chest with some precious treasures. Otherwise, choose the northern passage (screen above). Be ready for destroying more Dwarven Spider Workers. On your way you should note a small room in the north with a locked gate. Pick the lock if you only can, as there are some precious artifacts to be found inside.
Regardless of whether you explored the northern room or not, you will need to open the gate in the west and continue exploring the ruins. Be ready to attack the two new Dwarven Spiders patrolling this area. The game will let you hack into the locked western room, but I'd recommend doing it only if you don't mind fighting another Dwarven Sphere (screen above).
Head south, eliminating a Dwarven Spider on your way and afterward go east. Note that you are now above the previously visited room and have to look out for the machinery (screen above), as you can get pushed down and have to go through the same location again. Eliminate two more Dwarven Spiders and reach the gate leading to the Alftand Animonculory.
Head east. On your way you should explore all the nooks and recesses, searching for valuable items and chests which you can picklock. Open the big gate and be ready for a difficult battle. Above all, you will be attacked by another Dwarven Sphere (screen above), so try to maintain any precautions. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. After getting rid of them all, explore the area and go up the stairs onto the upper level.
Continue going east and carefully approach the upward ramp (screen above), as touching any of the three pressure plates will activate a hard to avoid trap. Deal with the next Dwarven Spider and use the lever, thanks to which you will be able to enter the large, multilevel room. You can also explore the western corridor (Dwarven Spider and ac chest with precious treasures), or choose the path leading to the lower level.
After reaching the lower level and dealing with a Dwarven Spider, you will need to make a decision. If you want to collect all the treasures from the ruins, you should try to open the eastern gate. Eliminate the Spider and check one of the corners, picking another lock. Inside the new room you should find a few chests with precious artifacts and The Locked Room, boosting your Lockpicking skill. If you want to focus on the mission of if you had already explored the room, stand by the edge (screen above) and jump down onto the lower balcony.
Destroy the Dwarven Spider and head along the ramp onto the lower level. On your way to the next location you will encounter the monsters known as Falmers (screen above) for the first time. You need to be very careful, as they're far more resistant most humanoids that you encountered until now. Falmers can represent one of three professions (warrior, mage and archer), so you will have to modify your tactic depending on which you come across. Don't forget to check their bodies afterwards, as you can find some precious items in most cases. Also note that there's an easy way of eliminating the Falmers in this location, using the Unrelenting Force to knock them back, causing them to die from falling down. Just be sure not to use it on a member of your own party.
Get to the very top and be careful not to touch and line on your way, as it would activate a pretty nasty trap. Your objective is reaching the corridor with the fire trap (screen above). Wait for the trap to switch off and use the Whirlwind Sprint or quickly run to avoid damage. Afterwards you will have to get through multiple room, eliminating groups of Falmers. Remember to make use of the Shouts and attack the monsters one at a time. Also keep an eye on your party member, as he can easily die here. The second room also includes flames, but you can just head back to the previous corridor and don't worry about them.
Choose the south-west corridor and be ready for some more Falmers. Try to eliminate the Falmer Skulker (screen above) as fast as possible, as he can use magic and can deal more damage than the others. Ignore the lever and head south-east, reaching another big gate.
You will once again have to use the ramp, heading onto the lower levels. Apart from Falmers, you will also have to eliminate a Frostbite Spider, but you shouldn't have trouble with it. After getting down, head to the north-east gate. Don't rush it to the exit, as there's yet another trap here (screen above). Disarm or avoid it and only afterwards head to the passage leading to the Alftand Cathedral.
Head east, navigating through another set of pressure plates. You will also have to eliminate a couple more Falmers, with at least one of them capable of using magic. After entering the bigger room, deal with the monsters and use the stairs leading onto the upper balcony. Interact with the lever (screen above), therefore opening the passage in the distance.
Go down and use the new passage, heading south-west. Check the contents of the chests, as there are precious treasures inside and afterwards go up the stairs. Here you will have to battle a Dwarven Centurion (screen above), serving as a mini-boss. If you prefer direct combat, remember to regenerate your health and stamina throughout the battle. If you have a shield, be sure to use it a lot.
If your character uses ranged attacks, you will be able to use a certain trick. Try to return to the lever on the upper balcony that you used recently. Make sure that your party member ran way as well and pull it, thanks to which the Centurion won't be able to get you (screen above). The boss still can attack your with range attacks, but they're far easier to avoid.
Regardless of the chosen tactic, examine the Centurion's remains after the battle to find the Key to Alftand Lift. Also note that there's a second Centurion lying beside and you should examine him as well. After reaching another room, you will witness a fight between Sulla Trebatius and Umana (screen above). As both characters are really powerful, you should just wait for one of them to die and enter afterwards. Otherwise, both of them would unite against you, making it really hard to survive. Examine their bodies to find multiple items, precious especially for the warrior class.
Take a look around the area, finding more locked chests. Afterwards approach the previously ignored construction in the middle of the room. Stand by the dwarven mechanism's console (screen above) and press E to use the Attunement Sphere received from Septimus Signus. Afterwards use the newly unlocked passage, going down the stairs. After reaching the lowest level, open the big gate to reach Blackreach.
It would be good to begin exploring Blackreach by approaching the large ballista south-west of the starting point (screen above). If you fire it fast enough, you can eliminate the Dwarven Sphere in the distance. If course you can try to beat it yourself if you want to gain experience, but take into consideration that the Sphere is much stronger than the ones you came across before.
Reaching the current destination point won't be easy, as Blackreach is just ENORMOUS. OF course nothing stand in the way of exploring it thoroughly, though this guide will focus on obtaining the Elder Scroll. Head west (screen above), more or less towards the waterfall in the distance.
I'd suggest heading towards the green sphere in the distance (screen above), so at first west and afterwards south-west. It's very important to be careful, as whole of Blackreach is swarming with enemies. Most of them will be Falmers and Frostbite Spiders, though you can also come across rather undemanding Chauruses. Don't however approach the clearly stronger enemies, like the Giants, unless you're looking for a challenge.
Go round the green sphere from the north and turn south after reaching the western edge of Blackreach. Keep heading in that direction, towards the very tall tower in the distance (screen above). Approach the door, open it and afterwards use the lever to get to the Tower of Mzark.
Thoroughly explore the first room of the Tower, as there are multiple precious artifacts hidden there. Afterwards head south-west, open the gate and turn left. Use the ramp to reach the top level of the construction. Start off by approaching the Lexicon Receptacle (screen above) and press E to put the Blank Lexicon received from Septimus Signus onto it.
Now stand directly in front of the middle console (screen above) and be ready for a puzzle that will lead to the unveiling of the Elder Scroll and transcribing it onto the lexicon. You need to:
1) Approach button 3 and press it four times. Doing so should activate the Receptacle and button 2.
2) Approach button 2 and press it twice. Doing so should activate button 1.
3) Approach button 1 and press it once. Wait for the Elder Scroll to be unveiled.
Before you head for the Scroll, approach the Receptacle and pick up the "charged" Lexicon. You don't need to give the Lexicon to Septimus at once, as it's only connected with the previously mentioned Daedric quest, though it's good to have it with you. The most important is to approach the mechanism in the middle (screen above) and take the Elder Scroll.
Main quest unlocked: Alduin's Bane
Before you can read the Elder Scroll, you have to leave the Tower of Mzark. You luckily don't have to cross Blackreach and the underground ruins again, as you can use the lift in the eastern part of the tower (screen above). Interact with the lever and wait until you're transported to the surface. There, pull another level that previously blocked access to the elevator from the outside.
Note: Before you decide to continue this quest, be sure to stock on potions and raise your character's fire resistance. Afterwards open the world map and use fast travel to reach The Throat of the World. Listen out to a new conversation with Paarthurnax and stand inside the Time-Wound. Open the inventory, choose the Elder Scroll and press E to read it .
A longer cinematic will start, during which you will only be able to look around. You will witness the events from the past, as the Nord heroes managed to bring Alduin to the ground and accidentally sent him to the future. The most important part of the cinematic will be of course learning the three new Words of Power (screen above), i.e. Word of Power - Mortal, Dragonrend, Word of Power - Finite, Dragonrend and Word of Power - Temporary, Dragonrend. Therefore, you will unlock the Dragonrend Shout.
After the cutscene end, you should note that in the meantime, Alduin has reached The Throat of the World (screen above). You need to prepare for the battle with this dragon, as press TAB, choose Magic and set Dragonrend as active (it's also worth to add it to your favourites). The most fact about this battle is that you won't be able to hurt Alduin while he's in air, so don't even waste time and supplies. The key to success is using the Dragonrend Shout, allowing you to temporarily bring Alduin to the ground.
Make sure you have Dragonrend active and wait for the proper moment to use it. It's best to do it when Alduin is flying towards you or when he stops in mid-air for a short while. Hold down Z to use the Shout at its fullest. If you managed to hit Alduin, a blue glow will appear around him (screen above). Otherwise, you will have to wait for the Shout to regenerate and try again. It's of course and additional difficulty, as while it regenerates, you will be defenceless against the dragon's attacks. Therefore you should try to succeed with as many Shouts as possible.
Be ready, as Alduin will soon land nearby. It's then when you have to start attacking him, at best around his head. If your character fight at close range, you of course need to approach the dragon (screen above). Otherwise, keep at a safe distance and use the most powerful weapons and spells. Keep attacking Alduin until the Shout's power wears off and the dragon launches off the ground.
From now on you will have to keep repeating the above actions, so keep pulling Alduin down with the Shout and attacking him once he lands. Of course don't even think that the dragon will be defenceless in the meantime. You will have to deal both with Alduin's fire attacks and with boulders that he throws (screen above). In the second case, you should stand by the rocks or the Word Wall from which you read the Word of Power, therefore slightly reducing the risk of getting hit. Generally, I'd suggest trying to bring Alduin down again as fast as possible.
Don't forget to regularly use potions and spells, especially if your character got hurt badly. Keep repeating the above actions until you drain Alduin's health bar (screen above). Unfortunately you won't be able to ultimately eliminate his just yet, as the dragon will escape the battlefield in a hurry. As you have probably guessed, finding his hideout before he can return to full strength will be your next objective.
Main quest unlocked: The Fallen
You can talk about Alduin's probable hideout and ideas on finding it with one of three different characters. The choice doesn't really matter, though choosing Esbern will let you activate a certain side quest faster. Of course nothing stands in the way of visiting the two other characters anyway. The most obvious choice is talking with Paarthurnax (screen above), as you won't even have to leave The Throat of the World.
The second character that you can ask for help is Arngeir. The Greybeard can be found inside the monastery at the High Hrothgar (screen above).
The last suggested character is Esbern, who you can find at the Sky Haven Temple. Esbern won't probably be beside the Alduin's Wall, but beside the observation point outside (screen above). Regardless of your choice regarding who to talk with, you will learn more about Dragonsreach in Whiterun, originally built with catching a dragon in mind and that in order to find Alduin you will have to catch a different dragon and coax him into working with you.
If you decided to meet with Esbern, the conversation will have an additional segment. Esbern has learnt that Paarthurnax is a dragon and will inform you that in the past he was Alduin's right hand, responsible for unimaginable crimes. The old man will require you to kill him and your further cooperation with the Blades will depend on it. A new side quest, Paarthurnax will appear in your journal and as it's partially connected with the main plot, you can find its description in the further part of this guide. Don't worry if you talked about Alduin with Paarthurnax or Arngeir, as you will be able to unlock this quest later on. You can also gain it by talking with Esbern independently or by speaking with Delphine after finishing the negotiations as part of one of the further quests - Season Unending.
Side quest unlocked: Paarthurnax
Open the world map and fast travel to Dragonsreach in Whiterun. After reaching the destination, find the Jarl of Whiterun. If the Whiterun is still under control of the Imperial Legion, it will be Jarl Balgruuf (it's also the default state if you haven't yet taken on any civil war quests) and if Whiterun has been taken over by the Stormcloaks, it will be Jarl Vignar. After the conversation begin, you will of course have to ask the Jarl for permission to use his castle to catch the dragon (screen above).
The conversation with the Jarl can end it two ways. The more probable scenario implies Jarl denying you request, as a civil war rages in Skyrim and the other fraction might use that chance to take over Whiterun. The Jarl will change his mind once he learns of Alduin's return, agreeing to the idea of calling a meeting of both fractions at the Greybeards' monastery to negotiate a temporary treaty (screen above). Therefore you will have to start a new quest Season Unending and you will be able to return to catching the dragon only after finishing it.
Main quest unlocked: Season Unending
The second option implies that the Jarl of Whiterun will agree to your idea of using the castle to catch the dragon. You can however hope for such turn of events only if one of sides (Imperial Legion or Stormcloaks) has won the civil war or is close to winning it. The only exception is persuading the Jarl to change his mind by playing a character with highly developed Speech. IF Jarl agrees to put your plan into motion, you won't have to approach Season Unending at all (skip to the Learn Shout to call Odahviing description).
Note! This objective will appear in your journal only if you weren't able to convince the Jarl of Whiterun to immediately prepare Whiterun for catching the dragon and instead were asked for help in negotiating a treaty.
Get out of Dragonsreach, open the world map and head to the High Hrothgar. Enter the monastery and locate Arngeir. During the conversation, you will need to convince the Greybeard to organize a Imperial Legion and Stormcloaks meeting to negotiate the terms of a truce (screen above). Further description can be found in the Season Unending walkthrough.
If during Season Unending you have taken part in the negotiations between the Legion and Stormcloaks, you won't even have to leave the conference room in the High Hrothgar. Just wait for Esbern to speak after the main part of the negotiation, giving you the Word of Power - Snow, Call Dragon, Word of Power - Hunter, Call Dragon and Word of Power - Wing, Call Dragon. Using it you will be able to call in a dragon, Odahviing to be precise.
If you didn't participate in the negotiations, as the Jarl has agreed to use his castle to catch the dragon, you will have more freedom. In such situation you can head to The Throat of the World and talk with Paarthurnax (assuming he's still alive; screen above) or to the Sky Haven Temple and speak with Esbern. Just like above, you will learn the Word of Power - Snow, Call Dragon, Word of Power - Hunter, Call Dragon and Word of Power - Wing, Call Dragon.
Regardless of the plot development, you will unlock the Call Dragon Shout.
Open the world map and fast travel to Dragonsreach. Afterwards locate the Jarl of Whiterun and confirm that you're ready to trap the dragon. Head to the north-east part of the location and open the gate to Dragonsreach, Great Porch (screen above).
After reaching the porch, head towards observation point on front of you (screen above). Press TAB, enter Magic and choose the Call Dragon Shout as active. Look towards the sky and hold down Z. Now you will have to be patient, as Odahviing will take some time before coming here. In the meantime, I'd suggest opening the Shouts menu and setting the Dragonrend Shout as active.
After Odahviing appears, you will have to act quick as the dragon is capable of dealing great fire damage. Wait for him to start flying towards you or stop in mid-air and hold down Z to use the Dragonrend Shout. If you have done everything properly, the well-known blue glow will appear around the dragon (screen above).
Quickly get away from the observation point, as the dragon should land there soon. Don't attack Odahviing, as you're not aiming at killing him. Instead, wait for him to start going your way (screen above). Hide behind the building elements, thanks to which you won't have to heal all the time.
Keep heading towards the gate leading to the main part of Jarl's estate, encouraging the dragon to follow you. Eventually the dragon should reach the big wooden construction and automatically become trapped (screen above).
Approach the trapped Odahviing to initiate a conversation (screen above). The dragon will confirm your fears, as Alduin has ran to Sovngarde and is eating mortal souls to recover strength. He will also tell you that the only way of reaching Sovngarde is by walking through the gate in the Skuldafn Temple. As the location can be only reached by dragons, you will have to agree to free him, in return for getting a ride to the temple. You will however take care of that during the next main quest.
Main quest unlocked: The World-Eater's Eyrie
Note! This quest will appear in jour journal only if you weren't able to convince the Jarl of Whiterun to immediately prepare Dragonsreach for trapping the dragon during The Fallen and instead were forced to help in negotiating a truce.
Get out of Dragonsreach, open the world map and choose the High Hrothgar. Get inside the monastery and locate Arngeir. You will need to persuade the Greybeard into hosting the Imperial Legion and Stormcloaks meeting (screen above).
You can visit the leaders of the conflicted factions in any order you like, but I'd recommend visiting Ulfric Stormcloak first. If you have already spoken with him, you will probably know where to search for him. Otherwise, head to Windhelm (eastern part of Skyrim) and after reaching the destination head to the Palace of the Kings in the northern part of the city (screen above).
Find Ulfric (make sure you're visiting him by daytime) and initiate a conversation with him. The course of the conversation will of course depend on whether you already know each other or meet for the first time (in the latter case you will might have to talk to him two times). You shouldn't have too much trouble with convincing Ulfric to head to High Hrothgar for the negotiations. If you have highly developed Speech, you can try convincing Ulfric to your opinion (screen above), but the Stormcloaks leader will accept the invitation either way.
Now head to meet with General Tullius. If you have already met him, you probably remember where to look for him. Otherwise, head to Solitude and afterwards go to Castle Dour in the north-west part of the city (screen above).
Find Tullius (make sure you're visiting him by daytime) and initiate a conversation with him. The course of the conversation will of course depend on whether you already know each other or meet for the first time (in the latter case you will might have to talk to him two times). You shouldn't have too much trouble with convincing Tullius to head to High Hrothgar for the negotiations. If you have highly developed Speech, you can try convincing Tullius to your opinion (screen above), but the Legion leader will accept the invitation either way.
You can now head to High Hrothgar. Once again find Arngeir, who will inform you that all the invited guests are now in the council room. I'd recommend staying here for a moment, as you will witness the arrival of Delphine and Esbern (screen above), demanding permission to participate in the negotiations. You don't have to do anything, as Arngeir will agree.
The council room is in the eastern part of the room. After getting there, you should take a minute and familiarize yourself with the guest list:
The Imperial Legion is represented by Legat Rikke, Jarl Elisif the Fair, General Tullius and Jarl Balgruuf, though the last character will appear only if Whiterun is under control of the Imperial Legion.
The Stormcloaks are represented by Jarl Ulfric Stormcloak, Galmar Stone-Fist and Jarl Vignar, though the last character will appear only if Whiterun is under control of the Stormcloaks.
The other characters present in the room are Elenwen (representing the Thalmor, even though she came with the Legion), Esbern, Delphine and Greybeards.
Once you're ready, sit by the table in the marked spot (screen above).
Before you begin the negotiations, it would be good to learn a thing or two about them. The most important information is that regardless of how you behave during them, both parties will eventually reach an agreement and you will be able to force the Jarl of Whiterun to set your plan of catching the dragon into motion. The decision you make during the negotiations will however have an effect on the relations and influences of both parties, i.e. the Imperial Legion and Stormcloaks. You won't be able to remain neutral, so in case you weren't interested in the civil war until now, you will now have to decide who to support. Either way, at the end someone will have to lose and someone gain. It's worth to add that if you have already completed some quests connected with the civil war, it might influence the course of the negotiations. Each fraction will act differently, depending on which areas of Skyrim it controls and who wins at the moment.
As the negotiations begin, Ulfric will speak regarding Elenwen, representing the interests of Thalmor. The Stormcloaks leader will want Elenwen removed from the council room and after a sharp discussion you will be asked to speak (screen above). Your decision will be final, so think about it. If you want to improve your relation with the Imperial Legion, let Elenwen stay by the council table. If, on the other hand, you want to please the Stormcloaks, agree with Ulfric's, point of view that a person not representing any of the factions shouldn't participate in the negotiations.
Only afterwards will you move to the proper part of the negotiations and the initiative will be taken by one of the leaders of the hostile factions. If it's General Tullius, he will probably demand giving Riften to the Imperial Legion. If it's Ulfric Stormcloak, he will demand Markart. It of course won't be one-sided, but an exchange. You will have to decide which city the other side should receive in return (screen above).
If you want to reduce the influence (and lower the relations) of the faction that took the initiative and addressed their demands, you have to choose the upper dialogue option. It's equivalent to forcing them to give up one of their strategic cities, including: Whiterun, Markarth, Riften, Solitude and Windhelm.
If you want to increase the influence (and improve the relations) of the faction that took the initiative and addressed their demands, you have to choose the lower dialogue option. It's equivalent to forcing them to give up one of their lesser cities, including: Falkret, Dawnstar, Morthal and Winterhold. The opposing fraction will most possibly object and you will have to choose between keeping your recommendation, change it or placate the leader with persuasion (Speech).
The further part of the negotiations will consist of a rough speech from the leader of the faction that was treated unfair until now, according to him. It will most probably be the faction that you didn't support in your last decisions. Regardless of whether it will be the Imperial Legion or the Stormcloaks, Esbern (screen above) should unexpectedly join the discussion, reminding all the gathered that the faith of the world is at stake here and that case is most important right now.
The last part of the negotiations will include a speech from the faction leader who still feels unsatisfied with the current settlements and will demand accepting his additional demands. Making the decision will of course your duty (screen above) and you can either agree to the additional conditions (upper dialogue option) or reject them (lower dialogue option). In the latter case the faction can come up with different demands and once again you will be able to either agree or disagree.
The negotiations will come to an end, regardless of whether you agreed to the demands of the "harmed" faction or ignored them and therefore worsen your relation even further. Afterwards listen to Arngeir, who will in detail sum up the conditions of the temporary truce (screen above). As it's equivalent with finishing this quest, you can return to The Fallen (skip to the description of Learn Shout to call Odahviing).
Note - If in the beginning part of The Fallen you didn't consult Esbern on how to find Alduin, you will be now accosted by Delphine. The warrior has learnt that Paarthurnax is a dragon and will inform you that in the past he was Alduin's right hand, responsible for unimaginable crimes. Delphine will therefore demand you kill him, or the Blades won't work with you. A new side quest Paarthurnax will appear in your journal and as it's connected with the main plot, you will find its description in the further part of the guide.
This mission is purely option and was included in this guide only because Paarthurnax participates in some of the end-game scenes. Luckily you don't have to worry that his premature death will influence the main plot line in any way. The first chance of activating this quest will appear during the main quest The Fallen, to be precise after defeating Alduin at The Throat of the World. If you decided to meet with Esbern, the conversation will include an additional segment. The old man has learnt that Paarthurnax is a dragon and will inform you that in the past he was Alduin's right hand, responsible for unimaginable crimes. Delphine will therefore demand you kill him, or the Blades won't work with you.
Don't worry if you spoke about how to find Alduin with z Paarthurnax or Arngeir, as you won't deprive yourself of the chance of obtaining this quest. You can pretty much activate it by meeting with Esbern regardless of the quest or talking with Delphine after finishing negotiations in one of the later quests - Season Unending. Keep in mind that you can also complete this quest after finishing the main story line. Don't worry that it has disappeared from your journal, as it will return there after you slay the dragon.
In order to begin the fight, you of course need to head to Paarthurnax, i.e. The Throat of the World. As the dragon is by default friendly towards you, you will have to provoke him, at best by using magic (screen above), a range weapon or a Shout.
After the fight begins, you will have to act just like in the fight with Alduin. Therefore you should use Dragonrend, aiming at Paarthurnax and therefore forcing him to land (screen above).
Attack him only after he lands. Depending on the preferred tactic, you can attack him in melee combat (screen above), or from a distance. It's also worth to have a party member or other character beside you during this fight, as he will draw the dragon's attention to a certain degree. Keep fighting Paarthurnax until you drain his health bar and absorb his soul. I'd of course also recommend examining his body.
Open the world map and head to Sky Haven Temple. Look for Delphine in the room with the Alduin's Wall (screen above) or by the outer observation point. Inform her of killing Paarthurnax, though you won't receive any prize apart from the chance of working for the Blades again. Also note that killing Paarthurnax will cause that the Greybeards of High Hrothgar won't want to have anything to do with you anymore. The only exceptions are actions connected with completing the main quest, like organizing the negotiations in Season Unending.
Remain at where you caught Odahviing, i.e. Dragonsreach, Great Porch. Use the stairs to reach the south-east balcony and talk with the Whiterun Guard there (screen above). Confirm that you want to free the dragon, despite his warnings. Wait for the dragon to be set free.
Go down and head to the observation point, where Odahviing should be. Talk with the dragon, who according to your deal, will want to take you to the Skuldafn Temple. Note! Before confirming the will of heading to the temple (upper dialogue option - screen above), it's worth to make certain preparations. Above all you need to know that you will go there on your own. You should stock up on items increasing your fire, cold and lightning resistance and also lots of potions and other supplies. You will be leaving Skyrim for quite long and therefore you won't be able to visit any merchant or hideout. After confirming that you're ready, you will be transported to the Skuldafn Temple.
Odahviing won't take you directly to the temple, but drop you off by the path leading to it. I'd recommend saving your game, as you're in for a series of quite demanding fight. Head east. Temporarily ignore the hostile dragon that will appear above the area and focus on the other monsters. Apart from a "normal" Draugr you will also encounter three Restless Draugrs (screen above). Attack them one at a time, especially looking out for the one capable of using magic.
Take care of the dragon only after eliminating all the Draugrs, so that they won't disturb you. During the fight, you should most of all remember about using Dragonrend to force him to land (screen above). If your character doesn't have high fire resistance, you should also look out for the fire attacks. The local ruins will come in handy, as you can use them as cover. Fight the dragon using your favourite tactic until you slay him. After the battle, of course absorb the soul and search its body.
Now head south. You need to stay cautious, as you will soon be attacked by a second dragon and he, for a change, will attack you with ice attacks (screen above). Just like before, it's a good idea to use the Dragonrend Shout. Also don't forget to avoid the dragon's ice attacks by hiding behind the nearby covers. After the battle, absorb the dragon soul, check its body and head further south.
On your way you will come across the entrance to Skuldafn South Tower. Exploring it is completely optional, though you should consider it, as you won't be able to return to this location later on in the game. Inside the Tower, you will encounter Draugrs, Restless Draugrs and Draugr - Wight (screen above). Be especially careful with the last one, as he's noticeably stronger than the other monsters. Considering the small battlefield, you should use the Unrelenting Force Shout often, especially if you want to avoid direct combat. After eliminating all the Draugrs, go up the stairs and examine the chest to find a couple valuable items.
Regardless of whether you decided to explore the Tower or not, you need to head east and afterwards turn north. On your way, you will regularly come across new monsters. The common Draugrs shouldn't pose too much of a threat, though you should consider eliminating the archers from afar. The Restless Draugrs will be a bit harder, though you should especially look out for the Draugrs - Wrights (screen above), as even a slight mistake can cost you a lot. Try not to move forward too fast, so that you don't end up fighting too many monsters at the same time.
You will probably come across the last group of Draugrs after reaching the stairs leading to the main temple gate (screen above). Just like before, keep an eye on the Draugr - Wight and don't let him surprise you. Luckily, eliminating the other monsters in this area shouldn't cause you that much trouble. Don't however worry about the compass showing additional enemies in the area as you will be able to take care of them only after reaching the temple roof.
If you want, you can now return to the Skuldafn North Tower, using the fact that you reached the upper balconies. Doing so is completely optional and unfortunately you can't hope for treasure comparable with the ones in the South Tower. The same implies to the altar guarded by the Draugr-Wraight. When you're ready to continue the main quest, head to the entrance gate to the Skuldafn Temple (screen above).
During your travel through the temple you will regularly come across previous items, so thoroughly explore each visited location. Head north. It's better to choose the corridor on the right, as the left contain pressure plates activating traps. On your way, be ready to eliminate a couple Restless Draugrs (screen above), who will luckily attack you in certain intervals. Soon you should reach a bigger room. There, start off by eliminating the magic-using Restless Draugr and afterwards deal with the two normal Draugrs.
Now you will have to solve the first puzzle in this location, consisting of three interactive pillars located in the middle part of the room. Start off by approaching the western pillar. Turn it so that the fish sign is turned towards an identical one on the western wall. You need to do the same with the eastern pillar, i.e. the snake sign has to point towards and identical one on the wall. In the end get to the middle pillar and make the snake sign point towards the northern lever. Approach the lever and look at the pillars. They have to be arranged as seen on the screen (screen above), so from that perspective the left pillar has to show an eagle, the middle one a snake and the right an eagle.
Pull the lever and note that therefore you have unlocked a passage in the north-west part of the room (screen above). If you now want to additionally unlock the right grate, you would have to turn the middle pillar so that instead of a snake, as seen from the lever, it would show an eagle. It's however completely optional, as you would only gain access to a chest with mediocre items. Therefore its' best to just follow the north-west passage.
After reaching the new tomb, start off by dealing with the magic-using Restless Draugr. However be ready that more Draugrs will soon try to surprise you, breaking through the walls of the nearby tombs. Make sure you eliminated all the monsters and only afterwards head through the western passage (screen above). Soon you should come across Frostbite Spiders. Eliminating them shouldn't be difficult, though one of the spider will be much more resistant than the others.
Head east, using any weapon or magic to create a passage by destroying the spider-webs. Be ready for eliminating more Frostbite Spiders on your way. Additionally you will have to destroy some webs to gain access to the southern chest. Eventually you should reach a door in the east, leading into a bigger room (screen above). There, you will have to solve a new puzzle, but first get rid of the local Draugrs and look around for a chest with precious items inside.
More pillar-turning awaits you now, though this time they will be in different parts of the room. The first pillar is opposite to the entrance (screen above). By default it has an eagle on it, but you have to turn is to a snake.
Go up the stairs onto the upper level and temporarily ignore the lever. Head towards the pillar in the northern part of the room (screen above). The sign visible above the bridge shows a fish, so that you have to turn the pillar to the same sign.
Return to the upper balcony and for a change head south (screen above). The sign visible above the bridge shows an eagle, so you have to turn the pillar to the same one.
Afterwards return to the lever and interact with it to lower the drawbridge (screen above). Afterwards head east and use the door leading to the second part of the Skuldafn Temple. Head to the nearest room, in which you will have to fight both normal and Restless Draugrs. As for the monsters using magic and bows, try to quickly reduce the distance to them.
After the battle, use the stairs to reach the upper balconies and afterwards cross the bridge leading west (screen above). Soon you should reach a room with a staircase. You should provoke at least one of the Draugrs on the upper level to come down and stand on the nearby pressure plate once he does, dealing high damage.
Use the stairs to reach the upper level and enter the southern room in which you will have to eliminate two Draugrs (you can destroy oil lamp here as well, though it's best done from afar). After getting rid of them, look for an interactive lever (screen above) and use the newly unlocked northern passage. I'd suggest being careful on your way to the next location, as touching any of the pressure plates will activate a flame trap.
Save your game, as you will have to fight a mini-boss in the form of a Draugr-Overlord (screen above). Be careful while battling him, as he can deal considerable damage. It'd worth to consider attacking from a distance, as close combat is his specialty. Afterwards be sure to check his body, collecting the Diamond Claw required for the next puzzle.
Approach the locked northern gate. You will have to solve a puzzle similar to the one during Bleak Falls Barrow, consisting of arranging three interactive rings. Open the inventory, go to Misc and take a look at the Diamond Claw that you just collected to notice that it shows the proper order of the symbols. The full solution can be seen in the above screen - the upper ring has to show a wolf, the middle an insect and the bottom a dragon. In the end use the Claw itself to unlock the passage.
After reaching the next room, look around for a Word Wall (screen above) and approach it to learn the Word of Power - Storm, Storm Call. The Word is connected with the Storm Call Shout and you should unlock it at once, sacrificing one soul from the recently killed dragons (you need to enter the Shouts menu, highlight the new position and press R). Now head towards the north-east part of the room and you should reach the Temple exit, leading to the previously inaccessible roof.
Start eliminating the Draugrs that have appeared on your radar before. You however need to be careful, as they will mostly be Draugrs - Wrights (screen above). Try not to move too far too fast, as you would just draw all of them. You should eliminate the Wrights one at a time, blocking their attacks or dodging them in any possible way. Try to eliminate all the Draugrs on the roof using that method.
After securing the lower part of the roof, stand opposite to the stairs leading to the upper level (screen above). BE SURE to save you game, as the most important part of the quest is about to begin.
After reaching the upper part of the roof, you should note that the priest Nahkriin is running towards the portal. He aims at removing the Dragon Staff from the portal and stop you from going through it. If you're fast enough, you can stop him before he even approaches the portal, but for that you would have to use the Whirlwind Sprint Shout (screen above). The good side of this method is that you won't have to fight anyone and instead advance to the next part of the quest immediately.
You can also use the Whirlwind Sprint shout for a slightly different thing, i.e. getting to the portal before Nahkriin can and take the Staff. Afterwards you could stand on the stairs and begin attacking him (screen above), not allowing him to slip past you. What's interesting, the priest would probably be completely defenceless in this case.
If you want to play fair or just gain some experience from eliminating Nahkriin, you can let him take the Staff. Regardless of whether your character prefers melee combat (screen above) or ranged attack, you have to take into account that the boss can deal some pretty serious damage, mostly based on lightning and fire. Nahkriin is also capable of calling in subordinates, inter alia a Storm Atronach.
If you want to make the battle any easier, consider hiding behind the columns. The recently unlocked Storm Call Shout can also come in handy, in fact you should use it at the very beginning of the battle. It will cause lightning to struck Nahkriin from time to time (screen above), causing him to lose some of his health.
The battle can also have one major difficulty, as one of the scenarios implies that two large dragons (screen above), by default sitting on the side pillars, might join the battle. In such situation, I'd recommend taking care of them after defeating Nahkriin, unless their attacks make fighting the priest completely impossible.
The two beasts mentioned above, a blood dragon breathing fire and a frost dragon that will be using ice-based attacks. They're best fought using ranged attacks, using the pillars as cover (screen above). You should decide on such a move even if your character specializes in melee combat, as the dragons can deal massive damage and it's hard to keep health at a reasonable level. You should of course use Shouts throughout the battle, though I wouldn't recommend Dragonrend, as the dragons will land often either way. It's much better to stick with one of the offensive Shouts, for instance Storm Call, letting you damage both of them at the same time. After you defeat both beasts, be sure to absorb their souls and loot their corpses.
Note - If you can't handle dragons at all, you can skip this battle by quickly opening the Sovngarde portal (details below).
If you manage to get to the portal before Nahkriin closes it, you can immediately head to Sovngarde. Otherwise, locate the priest's corpse and loot it to take the Dragon Priest Staff, though you should also be interested in Nahkriin's Mask, connected with one of the side quests and a very precious item itself. Approach the dragon seal, put the Staff back into it and jump inside the portal (screen above).
Main quest unlocked: Sovngarde
Head north, without worrying about exploring the area as you won't find anything interesting here. You also won't come across any enemies. Stop only after reaching the spot where the further path is blocked by thick mist (screen above). Press TAB, choose Magic, head to Shouts and activate Clear Skies. Hold down Z to dispel the mist.
Continue onwards and soon you should be stopped by a Stormcloak Soldier (screen above). The ghost will warn you of the dangers lurking in the mist and tell you about a Sovngarde safe haven known as the Hall of Valor.
After the conversation continue onwards, still using Clear Skies Shout to dispel the thick mist. Don't get scarred by seeing Alduin flying around the area, as he temporarily won't show interest in you. Soon you should reach an intersection (screen above). Ignore the road leading to the top of the hill, as you wouldn't discover anything interesting there. Instead, dispel the mist by the left or right path. The choice doesn't matter, as both lead to the Hall of Valor.
You can ignore the dead warriors that you come across, as they won't have anything interesting to say. After getting nearby the Hall of Valor (screen above) be sure to save your game, as upon trying to enter the building you will be stopped by Tsun. The warrior will tell you that in order to gain access to the Hall of Valor you will have to prove you're worthy and fight him.
Fighting Tsun, despite what you might think, isn't easy. He's very agile and his attacks deal serious damage. In melee combat, you will have to depend on your shield (screen above) or attack with a two-handed weapon, knocking him out of balance. Ranged attacks will force you to run around a small arena. In such situation, you should consider summoning magical creatures to draw his attention.
As for the choice of Shouts used in this battle, the most reasonable from the standard ones would be Fire Breath (screen above), especially that the useful in most battles Unrelenting Force won't have any effect on Tsun. Luckily for you Tsun will end this honourable battle quite fast, with over half health left.
You can now cross the bridge that Tsun was protecting. Soon enough you should reach Hall of Valor (screen above), so head towards the main entrance gate. Inside the Halls of Valor, listen to a short conversation with Ysgramor, who will tell where to look for heroes of Sovngarde.
The mentioned heroes can be found on the right (screen above) and they are: Hakon, Gormaith Golden-Hilt and Felldir. You don't have to speak with each of them, just listen out to what they have to say. The heroes will afterwards head out to battle Alduin, though you will take care of that issue during another main quest.
Main quest unlocked: Dragonslayer
Follow the heroes of Sovngarde, leaving the Hall of Valor. Cross the bridge previously guarded by Tsun. Stop after reaching the mist blocking the passage (screen above). Activate the Clear Skies Shout and use it to dispel any part of the mist. The other heroes should follow your example.
Alduin will soon cause the mist to return, so use the Clear Skies Shout once again. Repeat this one more time to get rid of the mist for good and you will be able to begin the final fight (screen above). I'd DIFINITELY suggest saving your game here!!
The heroes of Sovngarde will of course participate in the final battle, so you will have three allies on your side. Don't however that slaying Alduin will be easy. Most of all, you need to be ready for the dragon to throw large boulders onto the battlefield (screen above) and occasionally breath fire.
The key to success will be of course forcing Alduin to land by using the Dragonrend Shout. Remember to always wait for a good moment o use the Shout, so you don't waste any charge. After successfully using it, wait for the dragon to land somewhere in the area (screen above).
Only afterwards should you move to attacking Alduin. If you prefer range attacks, you need to aim around the dragon's head. If you on the other hand prefer melee combat, try to approach him from the side (screen above) or from the back, as otherwise he would deal you massive damage.
Now you just need to keep repeating the above actions, so alternate between pulling Alduin down and attacking him once he lands. Of course be sure to keep an eye on the health, magicka and stamina bars and regenerate them when needed. Keep fighting until Alduin loses all of his health. Watch a flashy cinematic showing the death of Alduin and absorbing his soul (screen above).
Even though the last main quest has come to an end, a word of two must be said about what comes the death of Alduin. I'd of course recommend approach his corpse to loot them. Afterwards approach Tsun and talk with him (screen above). What's interesting, you will be sent back to Skyrim with a prize in the form of three new Words of Power, i.e. Word of Power - Hero, Call of Valor, Word of Power - Champion, Call of Valor and Word of Power - Legend, Call of Valor. It will unlock a new Shout, the Call of Valor, letting you call the Nord warriors to help.
You will be moved to where the Time-Wound was, i.e. The Throat of the World. Note the presence of dragons. You don't have to worry about getting attacked by them, as they will be just mourning Alduin's death. You can use the chance to talk with Odahviing (screen above). He will tell you that from now on he will be your faithful servant, therefore you will be able to use the Call Dragon Shout to call him to help. You should also consider visiting other main characters, like Paarthurnax (if he's still alive), Arngeir, Delphine and Esbern, though all of that is of course optional.
Congratulations! It's the end of the main story!
The College of Winterhold is a place uniting those who can use magic, therefore serving as a type of a Mages Guild. If you want your hero to specialize in magic, you should of course visit the College early on in the game. The advantage of such solution is that by solving quests and interacting with members of the College, you will be able to increase your skills faster and gain access to precious equipment. If on the other hand you don't intend to use magic at all, or in a very limited range, you can postpone you visit to the College, especially that it's connected with the Elder Knowledge main quest. What's interesting, by doing so you will be able to enter the College without any magical skills.
The quests of the College of Winterhold include both main as well as a few side ones, connected with exploring various areas of this location or helping the mages inhabiting it. They can also train you in different magic types, therefore speeding up the process of reaching higher experience levels. The College itself is in the north-east corner of Skyrim and is accessible through a long bridge, connecting it with Winterhold (screen above). After the initial conversation, you will gain access to most of the College rooms and only the Arch-Mage's Quarters will be locked. Additionally you will be free to use the room that you receive, including the bed.
Activating the first quest of College of Winterhold first requires you to find the location. Head to Winterhold, located in the north-east part of Skyrim (screen above). If you have already visited the town, use fast travel of course. Otherwise, you will have to plan your journey. The easiest way of reaching Winterhold is hiring a carriage (e.g. in Whiterun Stables ).
After reaching Winterhold, look for the large bridge (screen above), as it's the only way of getting to the College of Winterhold.
As you try to cross the bridge, you will be stopped by Faralda, who will tell you that only authorized people can enter the College. The easiest way of solving this problem is accepting Feralda's proposition of a short test that could prove your usefulness and magic abilities (screen above).
Faralda will ask you to cast a random spell. If you know it, you will be able to skip to the next step. Otherwise, you will need to unlock it and the easiest way of doing it is by asking Faralda for help (screen above), as learning it will cost you only 30 gold.
Regardless of whether you had the spell or had to ask Feralda to teach you it, you will now have to cast it. Choose the spell and set it as active. In most cases you will need to cast it on the seal on the ground (screen above), except if you're asked, for example, to perform a summoning, in which case you should aim somewhere beside you. Remember not to aim at Faralda, as it might provoke her to a fight!
There are also two other methods of gaining access to the College. If your character has highly developed Speech, you can try persuasion. Another solution is informing Faralda that she's speaking with the Dragonborn (screen above). For obvious reasons, you will be able to use that option only if you have unlocked at least on Shout (by meeting the Greybeards during the main quests).
Faralda will want you to prove to her that you're the Dragonborn. As a result, press TAB, open the Magic menu and activate any you like. I'd recommend choosing Unrelenting Force and pressing Z (screen above), thanks to which you will only slightly hurt her.
Regardless of which method you choose, Feralda will eventually let you enter the College, taking you to the main square and sending you to speak with Mirabelle Ervine. Note: If you intend to take care of the College quests after finishing the main story, you should remember that you gain access to it during Elder Knowledge.
College of Winterhold quest unlocked: First Lessons
You should find Mirabelle Ervine on the main square of College of Winterhold (screen above). Speak with her and she will give you the basic mage equipment, namely Boots, Apprentice Robes of Destruction and Apprentice Hood of Magicka. Using them is completely optional, so feel free to use better mage equipment if you have one. In the end Mirabelle will offer you a tour around the College, which you should agree to.
Head after Mirabelle. The woman will take you to the Hall of Attainment, showing you your assigned room (screen above). Wait until you return onto the main square to learn that the mage Tolfdir will conduct your first training.
Use the door leading to the Hall of the Elements (screen above). After getting there, open the metal gate in front of you to reach the area where Tolfdir is giving a lecture. You will have to answer a question concerning the danger of using complex spells, though the answer won't really matter.
Tolfdir will soon inform the gathered students that the first test will concern using protective spells. The mage will once again turn towards you, asking if you know any spells of that kind. If you don't, you will automatically learn the Lesser Ward from the Restoration group. In case you already know a spell, you will be able to choose between learning more about it and skipping to using it.
Tolfdir will want you to cast the spell, so start off by choosing it from the list as setting as active (you can assign it to any hand). Afterwards stand on the marked plate (screen above).
Turn around towards Tolfdir and hold down the mouse button to which you assigned the spell. Don' let go of the button and note that the spell protected you from the fireball that Tolfdir threw at you (screen above). Now just listen to what the mage has to say. He will invite the students for another lesson which will this time take place outside the College, in the Saarthal ruins excavation.
College of Winterhold quest unlocked: Under Saarthal
Leave the College of Winterhold and open the world map to establish that the Saarthal ruins, in which the mages organized the excavations is located in the mountains south-west from here (screen above).
If you already discovered the ruins, you can of course use fast travel. Otherwise, I'd recommend beginning at Winterhold. Head south and turn west at the first chance to go through the gully (screen above). Be careful, as there might be wolves and bears in the area.
Your destination are the excavations, which cannot be spotted at first sight as they're on the lower level of the glacier (screen above). You can also get there by going round it or jumping onto the lower ice ledges. After reaching them, talk to Tolfdir and tell him that you want to enter the excavations.
Use the small entrance to the Saarthal Excavation. After reaching the new area, follow the mage (screen above), listening to his comments on the way. Eventually you should reach a slightly bigger room. Once again tell him that you're willing to cooperate and Tolfdir will ask you to find Arniel Gane and ask him if he needs help.
Arniel Gane works north-west from here and you can get there by choosing the only possible passage. However nothing stand in the of following Tolfdir, as he's heading that way as well. After reaching the even bigger room, stay on the upper balconies and move through the bridges (screen above).
Use the western passage, for now the only possible exit from the room (not counting the corridor you used to get here). Soon enough you should reach Arniel. Speak to him (screen above) and the mage will ask you to explore the northern rooms in search of four magical artifacts.
Following Arniel's hint, head north. All the artifacts are luckily marked, so you shouldn't have any particular trouble with finding them. Start off by collecting three artifacts on the ground, the Enchanted Rings (screen above).
In the end head to the artifact furthest from Arniel, that is the Saarthal Amulet hanging from the wall (screen above). Note that by taking the amulet you will activate a trap, in the form of blades that will appear behind your back, blocking the way back to Arniel.
Approach the blocked passage and listen out to what Tolfdir, who should approach you automatically, has to say (screen above). The mage will tell you that the amulet you just took is the key to getting out of the trap.
Open the inventory, go to Apparel and equip the Saarthal Amulet (screen above).
Return to the wall on which the amulet was. Listen to a short comment and afterwards use any offensive spell (e.g. Flames from the Destruction category, which you should have from the very beginning of the game) while aiming at the wall. Properly doing it should destroy the wall (screen above).
Wait for Tolfdir to pass beside you and use the northern passage. Soon you should reach a small room in which you will witness a vision (screen above). Listen to what the mage Nerien has to say. He will mention the Psijic Order, the danger that awaits you and your two deeds that will be judged.
Tolfdir should approach you and start the conversation himself, though his first question will be quite general as he hasn't witnessed any vision himself. You should of course share tell what you saw (screen above). You can ask the mage about the Psijic Order, though it's optional. After the conversation be sure to SAVE your game, as the first group of monster will soon attack you.
Be ready for Draugrs to break through the walls (screen above). Moreover, it will probably be their elite types, including a Restless Draugr and Draugr - Wight. Fight them and remember not to use any AoE spells, as they would also hurt your allies because of the small size of the room. You also have to be careful not to let the monsters surround you.
After the battle, Tolfdir should head through the western passage. Follow him, of course. Soon enough you should reach a locked gate and considering that your guide isn't necessarily sharp-witted, you need to pull the nearby lever yourself (screen above). Once again save your game and enter the big room afterwards.
Here you will have to fight Draugrs once again, though this time most of them should be of the "standard" type. However be sure to look out for the Restless Draugr (screen above), as he should be the only one that might cause you trouble. Afterwards Tolfdir should start examining the ruins, sending you to explore the deeper parts.
Head towards the northern exit (screen above). It's locked, so you will need to pull the TWO chains on its sides. Only afterwards will you be able to open the door leading to the proper part of the Saarthal ruins.
After reaching the next part of the ruins I'd recommend saving your game, as there's another difficult fight waiting for you. At first you will have to eliminate a normal Draugr. Look out for the nearby runic flame trap (screen above). You can detonate the rune from a distance or just avoid it, hoping to use it in the next fight. Unfortunately, in the second option you have to consider the danger of your clumsy team member activating the trap.
Soon more Draugrs (including a Draugr - Wight) will attack you, though you will most of all have to look out for the Draugr - Scourge (screen above). The monster is very resistant and can also deal high damage, so you will have to use your best skills, Shouts, magic and weapons, healing your hero and replenishing mana when it fall down too low. Note - Don't hope to safely attack the Scourge with ranged attacks, as it will probably use a bow by default.
After the battle ends, use the stairs leading onto the upper level. Look around for two chests or head towards the only possible exit, located in the eastern part of the room (screen above). Move onwards, but be ready to deal with a Draugr - Wight on your way. Soon you should reach the first puzzle in this location.
The puzzle will require you to interact with six pillars. You will have to turn them so that they show the proper signs. Stand as shown in the screen above (opposite to the locked grate) and approach the pillars in the order below:
1) Approach pillar 1. By default it shows a fish, but the plate behind it suggest that it should be an hawk. Turn the pillar so that is shows an hawk.
2) Approach pillar 2. By default it shows an hawk, but the plate behind it suggest that it should be a snake. Turn the pillar so that is shows a snake.
3) Approach pillar 3. By default it shows a snake, but the plate behind it suggest that it should be a fish. Turn the pillar so that is shows a fish.
4) Approach pillar 4. By default it shows a fish and the plate behind suggests the same, so you don't have to change anything.
5) Approach pillar 5. By default it shows a snake, but the plate behind it suggest that it should be an hawk. Turn the pillar so that is shows an hawk.
6) Approach pillar 6. By default it shows a fish, but the plate behind it suggest that it should be a hawk. Turn the pillar so that is shows an hawk.
Afterwards pull the lever to raise the grate.
Save your game and only afterwards enter the southern room. You will have to fight a mini-boss in the form of a Draugr - Deathlord (screen above). Use the fact that the monster is a warrior and try to keep it at distance. Also be sure to use your best powers, spells and items, as the Draugr is very resistant. Afterwards examine the body, collecting the very precious and useful for the warrior, Ebony Battleaxe.
Go up the stairs and head to the southern door. Look out for the two traps in the nearby corridor (screen above), as activating them might electrocute you. I'd suggest destroying them from a safe distance.
Destroying both traps will let you access the room with another puzzle. Stand as shown in the screen above, opposite to the locked grate. Approach the pillars in the suggested order:
1) Approach pillar 1 (second from the left). By default it shows a snake, but the plate behind suggests that it should show a fish. Turn the pillar so that it shows a fish. Ignore the fact that by turning this pillar you have also turned the others. It's just important to approach them in the order presented in this guide.
2) Approach pillar 2 (first from the left). By default it shows an hawk, but the plate behind suggests that it should show a snake. Turn the pillar so that it shows a snake.
3) Approach pillar 3 (second from the right). By default it shows a snake, but the plate behind suggests that it should show an hawk. Turn the pillar so that it shows a hawk.
4) Approach pillar 4 (first from the right). By default it shows a snake, but the plate behind suggests that it should show a fish. Turn the pillar so that it shows a fish.
The proper pillar arrangement can be seen in the screenshot above. If you made a mistake, remember to repeat everything in the above order, as only that way you will avoid the problem on multiple pillars moving at the same time. Pull the lever to use the newly unlocked passage.
Soon enough you should be joined by Tolfdir, so consider waiting for him. Look out for the pressure plate in the corridor, as it activates a trap (poison arrows). Your objective is reaching the big door (screen above) and enter the room behind. Save your game, as the final battle in this quest is waiting for you.
Temporarily ignore the magic sphere in the distance, as before you can take a closer look at it you will have to fight Jyrik Gauldurson (screen above). Don't attack him at all in the beginning, as your attacks will only do minimal damage. Instead, wait for Tolfdir to note that the boss is very resistant and take away part of him power.
Start attacking the boss only after Tolfdir tells you that he was able to weaken Jyrik. You can of course use standard spells, powers, Shouts and magic items, but there's also an easier way of eliminating him. Note that Jyrik alternates between using fire and ice spells. The key to winning is therefore attacking him with the opposite element. If you see, that Jyrik is about to use fire spells (screen 1), attack him with ice and with fire if he's using ice (screen 2). Regardless of the chosen tactic, you need to deplete the boss' of his hp bar completely.
Be sure to examine Jyrik's body, as you will find the valuable and very useful Gauldur Amulet Fragment. Apart from that, you can take the Writ of Sealing, connected with one of the side quests. In the end approach Tolfdir and talk with him about the sphere that you found here (screen above). Tolfdir will want to stay here and will send you to tell the Arch-Mage of what you found.
Luckily you won't have to go through the whole ruins again, as you can use the door behind the magic sphere (screen above). Cross the narrow corridor. After reaching the new room, approach the Word Wall to learn the Word of Power - Ice, Ice Form. Apart from that, be sure to check the chest containing precious artifacts (inter alia the Adept Robes of Restoration).
Go through the western door (screen above), thus returning to Saarthal Excavation. Afterwards interact with the handle to reach one of the previously visited rooms. Head to the exit, therefore reaching the surface.
Open the world map and head to College of Winterhold. Afterwards go to the Hall of the Elements and use the previously locked left door, leading to the Arch-Mage Quarters. Go up the stairs and find Arch-Mage Savos Aren (screen above). If it's your first conversation, you're in for a short introduction. Otherwise, you will be able to inform him of the finding at once. The Arch-Mage will want you to take care of investigating the origin and meaning of the sphere, therefore sending you to Urag gro-Shub. You will also receive a reward, the Staff of Magelight.
College of Winterhold quest unlocked: Hitting the Books
Get out of the Arch-Mage Quarters. After returning to the Hall of the Elements you might be stopped by Faralda (screen above), who will inform you that Ancano is looking for you. She will also suggest that you shouldn't share important information with him, as rumour has it that he's a Thalmor spy. Luckily you don't have to look for him on your own, as you will come across him in the further part of this quest.
Open the right door in the Hall of the Elements, the one leading to Arcanaeum. After getting there, look for Urag gro-Shub and ask him if he has any information regarding the excavations finding (screen above). Unfortunately the mage won't have anything for you, though he will direct you onto the trail of a certain Orthorn, who has stolen a number of precious books from the College and ran with them to the Fellglow Keep, with the intention of joining the Warlocks.
Turn around and try getting out of the Arcanaeum and you should come across Ancano, who Faralda might have spoken to you about (screen above). The choice of dialogue option doesn't pay much role here. Whether you end the conversation at once or move on to the topic of gossip regarding Ancano has no meaning as well.
Leave the College and open the world map. Your destination is Fellglow Keep (screen above) and you can of course use fast travel if you already were there. Otherwise, you will need to plan your journey, beginning for example in Whiterun and heading north-east.
The keep is in the mountains, so look around for a gentle slope so that climbing doesn't prove too difficult. After reaching the destination you will be forced to fight your first battle. I'd suggest starting off by attacking the Fire Mage and Ice Mage (screen above). Keep an eye whether the enemies are trying to block your attacks with defensive spells. Don't attack them when they do, unless you have some methods of breaking through.
I'd recommend leaving the Flame Atronach for the end, as the creature won't be willing to get away from the Keep too much and therefore there's a chance it won't join the battle with the mages. Of course remember not to use fire spells against the Atronach, as he's resistant against them. Afterwards examine the corpses and look for as set of stairs (screen above) leading to a door. Opening them will move you and your team to Fellglow Keep Dungeons.
Head east, looking out for the bear snare on your way. You will come across the first group of enemies after reaching the big cave. Attack the Ice Mage (screen above), but also look out for the Frostbite Spiders and don't let them get too close. Go up the stairs, examine the mage's body and use the south-east passage.
Look out for the pressure plate that you come across, as it activates a trap (poison arrows). Examine the room south-east from here, or head north-east at once (screen above). Be careful, as there's a runic trap in the area, which you should of course try to destroy from a safe distance.
Start attacking the Warlock in the adjoining room (screen above). It's important for him to die as fast as possible, as otherwise he might summon a magical underling. If he does, stick to attacking the mage as the summon will automatically disappear once he dies.
As you have probably noticed, Vampires are imprisoned in the dungeon and you can use it to your advantage. Find the four levers that open the Vampire cages (screen above) and set them all free. The Vampires won't attack you, instead heading to the neighbouring room.
Join the Vampires which should now be fighting with the Mages (screen above). You can help the Vampires, though there's always the risk of hitting one of them, in case of which he would attack you automatically. Regardless of how much the Vampires helped you, you need to secure the whole room. Examine the bodies and afterwards use the north-east passage.
Go through the narrow corridor to the next room of the Dungeons. Here you will come across an Ice Mage (screen above), who upon seeing you will rush to the lever that opens the cells. If you manage to kill the mage before he reaches it (a spell that would push him or for example the Unrelenting Force Shout would come in handy), he will be your only worry. Otherwise you will also have to fight two Wolves.
After the fight, approach the levers and open the middle cell. Approach Orthorn, who has been held captive here, and speak to him (screen above). The Mage will tell you that the books you're looking for are now in possession of The Caller. In the end you should agree for him to join you. Note that he will be counted as a separate ally, so you won't have to give up on your current follower and therefore will be able to have two of them.
Before you leave this part of the Dungeons, you can take a look around the area to find, inter alia, a closed door with a locked chest containing some precious treasures behind it. Wanting to continue exploring the Dungeons, open the north-east door. I'd suggest moving silently here, as therefore you will be able to surprise the Mages practicing spells in one of the further rooms (screen above). During the battle look out for the Storm Mage, especially if you don't have high lightning resistance.
Afterwards take the stairs leading north-west. Orthorn justly warn you of the nearby Necromancers. After entering the new area, focus solely on attacking them (screen above), thanks to which they will resurrect only some of the nearby Skeletons. Take care of the undead only after the Necromancers are dead and therefore there's no risk of more of them getting raised. After getting rid of all the enemies, don't forget to examine the Necromancers' corpses. You should also note the Spell Tome: Raise Zombie lying on the altar. Afterwards go through the door leading to Fellglow Keep.
You will have to fight some more Mages in the first room of the Keep (screen above). I'd suggest starting off by attacking the Warlock, as he's capable of summoning magical underlings. After the Necromancer appears, focus your attention on him, as otherwise he will resurrect his fallen companions. Afterwards examine the area to find The Doors to Oblivion, boosting your Conjuration.
Continue exploring the Keep, heading east. After reaching the room with a set of stairs, it would be good to surprise the Mages in the area (screen above). Afterwards you can take care of securing the ground floor, coming across an enemy Necromancer while you're at it, or take the stairs onto the upper balconies.
You should take a look around the area here as well. The western room contains a number of precious treasures, as well as Alchemy and Smithing stations. The more important thing is however to choose the eastern corridor (screen above) leading to the library. Be ready to deal with some Mages, who you can fight either inside the library or in the narrow corridors, depending on which you prefer.
Inside the new room you will find the A Hypothetical Treachery skillbook, boosting your Destruction. Choose the southern corridor. You can of course examine the small room that you come across on your way, though it's purely optional. The more important part is checking out the second side room. Attack the Storm Mage (screen above) by surprise and examine hid corpse to find the Fellglow Keep Key.
Open the door and quickly deal with the Atronach. While you're at it, I'd also suggest examining the eastern room. There you will find the Shire of Julianos (screen above), thanks to which you can heal all diseases and additionally gain a blessing.
Use the stairs to reach the upper level. After getting there, look around the shelves for precious potions and scrolls. I'd suggest saving your game, as you're about to meet the main character of this quest. Use the door to the Fellglow Keep Ritual Chamber (screen above).
After reaching the destination, a conversation with The Caller, who's rather unhappy with you killing all of her Mages, will automatically start. You should of course inform her that you're interested in the books stolen by Orthorn. In the end you should consider trying to make a trade (screen above). The Caller will want Orthorn to remain in the Keep as a test puppy for further experiments, BUT you don't have to agree to that just yet. The advantage of choosing this option is that you will be able to think your decision over and prepare to attack The Caller.
If you intend to betray Orthorn and "exchange" him for the books, you need to approach The Caller and inform her of your intentions (screen above). Collect the books afterwards. Note - Don't try to take the books before speaking to the Caller, as it would lead to a fight!
If you prefer to defeat The Caller in battle, you should try to attack her by surprise (screen above), so that she's defenceless for the first couple seconds.
The Caller will summon a few Atronachs to help her (screen above) and they might be of the Flame, as well as of the stronger Ice and Storm types. Try to attack them first, especially that new ones won't appear in their place. Also remember to use the proper elements, for example ice attacks to quickly get rid of Flame Atronachs.
Move to The Caller only after dealing with the Atronachs (screen above). The woman will keep teleporting throughout the whole room, but it shouldn't cause you too much trouble. Just keep an eye on the health level of you hero and the team members, attacking The Caller until you drain all of her health. Afterwards examine her body to collect the Fellglow Ritual Chamber Key.
Regardless of whether you fought The Caller or decided to give her Orthorn, you have to move on to the books (screen above): Fragment: On Artaeum, The Last King of the Ayleids and Night of Tears. Each of the books can of course not only be examined, but also taken (E). Note - If you did fight, the books might have fallen down, in which case you should use the in-game symbols to find them.
If Orthorn is still alive, you should talk with him to receive gratitude and separate. Use the north-west entrance to the main room. Examine the shelves and the chest. In the end use the hatch in the floor to return to Fellglow Keep (screen above). After reaching the new area, push the bolt and open the door to return to the room with stairs. Now you just need to head forward and open the main door leading out of the Keep.
Open the world map and fast travel to the College of Winterhold. There, head to the Hall of the Elements and afterwards to the Arcanaeum. Find Urag gro-Shub and speak with him to return the books. Urag will send you to Tolfdir, to inform him of the curious content of the Night of Tears. The mage will also rewards you for completing the quest, giving you six skillbooks:
College of Winterhold quest unlocked: Good Intentions
In order to speak with Tolfdir, you luckily won't have to return to the excavation site, as in the meantime he should have returned to the College. The Mage will probably be at the main square or in the Hall of the Elements. Initiate a conversation and tell Tolfdir that Urag gro-Shub sent you (screen above).
Tolfdir will now take a tour around the area and it's definitely worth to listen to what he has to say. His monologue will inter alia concern the strange marks found on the sphere. Soon Ancano will appear as well (screen above), who will state that you need to immediately head with him somewhere.
Listen out to a short conversation with Ancano, from which you will learn that a member of the Psijic Order came to the College and wants to speak only with you. Follow the Thalmor, who should lead you to the entrance to the Arch-Mage Quarters (screen above). Open the door to head inside.
Head to the middle part of the Arch-Mage Quarters and don't get surprised by the strange graphic filter, symbolizing time stop. Approach Quaranir and talk with him (screen above). Quaranir will tell you of the sphere found at the excavations, known as the Eye of Magnus, and the dangers connected with its presence at the College. The monk will also tell you that he's worried that the Eye might used for wrong deeds and that you should look for the Augur of Dunlain. After the "vision" ends, you can listen to a short conversation which will be joined by Ancano. Afterwards Quaranir will leave the walls of the College.
You can ask almost any Mage in the College for the whereabouts and details regarding the Augur of Dunlain, though real information can be gained only from two characters. The first of them is Mirabelle Ervine, although in this case you would need to have a very well developed Speech and try to convince her to tell the truth (screen above).
If you don't want to complicate things too much, you can return to Tolfdir (screen above), who will share his knowledge of the Augur of Dunlain without any problems. Both characters mentioned above will tell you that in order to find Augur you will need to head to the abandoned area known as the Midden, found below the College.
The Midden can be reached by using one of two hatches. The first can be found on the main square of College of Winterhold (screen above).
The second hatch is below the staircase in the Hall of Countenance (screen above).
Symbols on the map: 1 - Starting point (College of Winterhold main square); 2 - Starting point (Hall of Countenance); 3 - Main room; 4 - Door leading to the Midden Dark.If you begin the exploration of the Midden using the hatch on the main square, you will need to head east. If, on the other hand, you chose the hatch in the tower, you will need to head south. In both cases you should reach a slightly bigger room (screen above).
Depending on your liking, you can either explore the eastern part of the current location, or head south and jump to the lower level (screen above). Be careful, as the area is guarded by an Ice Wraith (you should consider using fire spells) and a Restless Draugr. Regardless of the chosen path, look for the door leading to the Midden Dark.
Head east and afterwards turn north to reach a small bridge (screen above). Be careful, as you will be probably attacked by another Ice Wraith. Don't jump down, but head north. Soon enough you should reach a fork in the road, where you will have to go left (west).
Approach the locked door and don't worry that you don't have a key, as you will be let in after a few seconds. You will have a rather unconventional conversation with Augur of Dunlain (screen above). Listen out to the monologue, from which you will learn that Ancano also visited this place. Augur of Dunlain will want to share knowledge that might save the College with you, therefore sending you to find the Staff of Magnus, an artifact that lets one see through the Eye of Magnus.
You can leave the Midden either by following the same way or explore the previously ignored right corridor and return to Skyrim after a few minutes of exploration and a couple fights. After getting back to the College, check the Hall of the Elements, as that's where the Arch-Mage should be (screen above). Savos won't know where you should search for the Staff of Magnus and as a result send you to Mirabelle. He will also give you a reward for completing the quest, in the form of a Mage's Circlet.
College of Winterhold quest unlocked: Good Intentions
Mirabelle, depending on the time of day, can be found on the main square of the College, in the Hall of the Elements or in her room at the Hall of Attainment. Speak with her and ask about the Staff of Magnus (screen above). The woman won't be entirely confident, but will mention the mages of Cyrodiil, representing the organization known as Synod and will point you to the ruins of Mzulft.
Open the world map and find the destination point (screen above). The ruins of Mzulft are located in the eastern part of Skyrim and if you haven't discovered it yet, it would be best to begin in Kinesgrove. Head south-east, looking out for Wolves, Bears and Giants on your way.
If you decide to stay on the main track, around south-west of the ruins you should find a path with remains of ancient buildings (screen above). Follow it to reach the large gate leading to Mzulft.
You will complete the objective very fast, as you will come across Gavros Plinius, one of the Synod researchers right after getting inside the ruins (screen above). Listen to what the dying mage has to say. He will mention a certain crystal and send you to meet with some Paratus. Use the chance and search his body, taking the Mzulft Key and Research Log which you can check out from the inventory level.
Use the key you just collected to open the second large gate and head forward. Soon after you turn north, avoid the pressure plate that causes blades to move out from the ceiling (screen above). A bit further you will find the corpse of the second researcher. Checking out the further Mages bodies in purely optional, as you won't find any crucial items beside them.
Look out, as pretty soon you will be attacked by Dwarven Spider Workers (screen above). The machines don't have any particular weaknesses, but are resistant against ice so you will have to rely on spells and items of other elements. After the battle, resume exploring the ruins and head east.
Inside the next room, apart from a Spider Worker you will be attacked by a rightful Dwarven Spider (screen above). You should increase your thunder resistance before the fight and try to keep the spider at distance after the fight begins. Exploring the area behind the northern door is purely optional and you would also have to look out for a trap, standing a bit on the side of the door when opening it. In order to reach the further part of the ruins, you must choose the eastern door.
Look out for another Dwarven Spider that you will come across soon enough. Destroy the machine and head through the northern door. Save your game, as you soon will face a Chaurus Reaper (screen above). Use all of your strongest spells against him and look out for the monster's range attacks. Two more researcher bodies can be found in the area.
Head north, but look out for a line trap that will cause an avalanche. Soon enough you should come across two "standard" Chauruses (screen above), against which you should use AoE spells. Head north, reaching another door. Further to the north you will have to turn east, saving your game on the way.
After getting upstairs you will be attacked by a Dwarven Sphere (screen above). The machine is very effective in direct combat, so it's crucial to keep it at distance and slow down if possible. You also need to use your best weapons and spells, as the Sphere is very resistant as well. Afterwards picklock the eastern gate or head north.
Go through the new door, eliminating a Spider Worker on your way. Be careful, as soon enough another Dwarven Sphere will jump out of one of the side holes (screen above). The overall tactic stays the same, so don't let the Sphere get anywhere near you. Move onwards. Inside the next room, eliminate a Spider Worker. Depending on your liking, you can either take a look around (the locked gate on the lower level) or just head to the northern gate.
Be ready for a third Dwarven Sphere, attacking it when only it appears in the distance. You target is reaching the northern part of the room, but be careful after standing on the pressure plates (screen above), as they turn on the machinery. If you get pushed down, you will need to eliminate two additional Dwarven Spiders. After getting pass the traps, choose the northern corridor, look for chests on your way and soon enough you should reach the Mzulft Boilery.
Head east. Soon enough you should come across the first Falmer (screen above). In it's your first encounter with this monster type, here's some basic info about them. Falmers can be either warrior, archers or mages. They are also very agile and more resistant than standard enemies, meaning you have to stay in constant motion and quickly heal if needed.
Now head north-east, choosing any path you like. You will come across another Synod researcher's body on your way. Be ready to eliminate another Falmer Skulker. A bigger group of Falmers will attack you after you reach one of the northern rooms and during that battle you should firstly deal with the monster capable of using magic (screen above). Only after it's dead should you move to the others. Afterwards you can explore the western storage room (master lock), though inside you would find only destroyed dwarven machinery.
After exploring the area enough, head into the eastern corridor. Look out for the Chaurus that you come across on your way, as you might not note him at first because of the darkness. Be careful after reaching the northern part of the caves, as you will be attacked by a few enemies at once. By far the strongest enemy will be the Falmer Gloomlurker (screen above). Try to block its ice spells (I'd also recommend increasing your resistance against that element) and don't let him get too close, as he has a very good magical weapon. Try to use AoE spells during this battle, as the enemies will be gathered on a relatively small area.
You can move onwards, walking beside the cleared Falmer camp. The second camp you come across should be empty and you will only come across a single Chaurus north from here. Soon you will get out of the caves and return to the room resembling dwarven ruins. Be ready to deal with some more Falmers (screen above). After the battle, you will be able to try to open the master locked door to a small room to find a couple rare items, Mzulft Room Key and The Lunar Lorkhan skillbook, boosting your Alteration.
Follow the northern passage and afterwards turn west. On your way you will come across another locked door which you can either lockpick or use the key found in the storage room before. Look out for the Chaurus and search the area for treasures and a locked chest. Go further west, eventually reaching a much bigger room (screen above).
Be careful, as there will be two]Falmers to eliminate here, including one capable of casting spells. After dealing with them, I'd suggest you take a look around the area. The most interesting place is the room located in the south-west corner. It's guarded by a Chaurus Reaper, but it also contains a chest with a few very previous items. In order to continue your mission, you need to approach the big western door (screen above). Examine the corpse of yet another Synod researcher and head through the door leading to Mzulft Aedrome.
Head east and deal with the first group of monster, consisting of a Chaurus and Falmer. Turn north, saving the game on your way. Soon enough you should reach the biggest so far room of the ruins and you will be in for quite a hard fight. Start off by attacking the weaker Falmers, though sooner or later you will come across their leader - the Falmer Shadowmaster (screen above). Remember to try and block his spells and look out for his weapon.
After eliminating the Shadowmaster, deal with the other Falmers and afterwards return to its corpse. I'd recommend taking the Focusing Crystal, as it will come in handy later on. Explore the room thoroughly (the northern door has a master lock and one of the researcher's body inside). Note that you are temporarily unable to use the western gate, so choose the corridor going east (screen above).
Go through the empty room inside which you quite surprisingly won't be attacked by anyone. Stop after reaching the room inside of which you will note dead Falmers (screen above). Be sure to save your game, as you're in for a fight with the hardest enemy of this location. Try to open the door and you should note the Dwarven Centurion Master in the neighbouring room.
The basic attack of the Centurion implies releasing hot steam, quickly depleting your health. Luckily you can dodge it, quickly strafing upon seeing that the boss is preparing an attack (screen above).
I'd recommend attacking the Centurion from the previous room (screen above), as he won't be able to fit through the door and get near you. You of course need to consider that draining all of his health might take some time, especially that just like any other dwarven construction he's resistant to magic.
After the battle, look for a chest containing the Mzulft Observatory Key (screen above). Curiously, if your character can sneak well or if you have invisibility spells and/or potions, you could try to avoid fighting the Centurion at all and speak pass him. However considering the Centurion can be easily attacked from a distance, I wouldn't recommend such a solution.
With the key in hand, you need to return to the main room of the ruins, i.e. where you fought the Shadowmaster. Head to the previously ignored big western gate (screen above), open it using the key and go west. Approach the new door and wait for Paratus Decimius to open it.
A conversation with Paratus Decimius, the only living Synod researcher will automatically start. The man will tell you that you will need the Focusing Crystal to solve the ruins' mystery. If you followed my hint and took it before, you will be able to automatically move to the next step. Otherwise return to the previous room, find the corpse of the Falmer Shadowmaster and pick up the Focusing Crystal (screen above).
Regardless of whether you had the crystal or had to return for it, you need to speak with Paratus again and give him the item (screen above). The Mage will in return allow you to accompany him in the further journey.
Follow Paratus, crossing the room with the large Oculory (screen above). Paratus will tell you that his plan implies switching one of the elements of the dwarven construction with the Focusing Crystal. After reaching the destination, listen to a short instruction regarding what you need to do.
Approach the middle part of the Oculory, look up and interact with the astrolabe (screen above) to mount the Crystal. You will need to solve a rather complicated puzzle and I'd recommend following the instructions included in this guide so that you avoid any problems.
Use the path leading to the upper console (screen above). Ignore it however and focus on the books on the left shelf. You should most of all take the Spell Tome: Frostbite and Spell Tome: Flames. Open your inventory, go to Books and click on each of them to make sure that you know Frostbite and Flames.
Now press TAB, choose Magic and Destruction. You need to activate both of the above spells (Frostbite and Flames), each of them assigned to a different hand. For example, press the left mouse button after selecting Flames and the right button after selecting Frostbite (screen above).
Close the window and return downstairs, standing beside the Oculory lens (screen above).
Press BOTH mouse buttons while aiming at any lens (screen above). Note that therefore you set the whole construction in motion, causing the light beams reflected by the lens to move.
You main objective in this part of the puzzle is using magic until the lens are in such a position that each of the reflected light beams points at a different part of the multi-story ceiling. In the above example, beam 1 hits the lower part of the ceiling, beam 2 the middle and beam 3 the upper part.
Afterwards return to console at the upper part of the room (screen above). Note that it has three buttons and you can interact with them in any order, though I'd suggest starting with button number 1 (first from the left) to keep a certain order.
Note that pressing the button caused the mirror on the ceiling to move. You need to keep repeating this until the mirror is in a position in which it reflect a light beam (screen above).
You need to do the same with the two other buttons. Keep pressing button 2 (the middle one) until the middle mirror start deflecting light (screen 1). In the end start pressing button 3 (first from the right) for it to deflect a beam as well (screen 2).
The full solution can be seen in the screenshot above. Beam 1 has to be deflected by the lower mirror, beam 2 by the middle and beam 3 by the upper one.
Go down and approach Paratus (screen above), who will be mad that he didn't get a satisfying result and will blame you for it, stating that the disturbance has its origin at the College. As you might have guessed, it's all because of the Eye of Magnus. In the end Paratus will mention the Labyrinthian as the possible location of the Staff of Magnus.
Return to the only possible Oculory room exit. Head east and afterwards turn south, where you will be stopped by Nerien, who will tell you to return to the College as fast as possible (screen above). Use the southern door to return to the surface.
Open the world map and head to the College of Winterhold. After getting there, go to the Hall of the Elements and note that during your absence Ancano created a protective barrier, blocking other Mages from accessing the Eye of Magnus (screen above).
Approach the Arch-Mage who will ask you for help in deactivating the barrier. Use any offensive spell to help the Mages in weakening the barrier which should soon disappear. Approach Ancano (screen above). You don't need to attack him, just watch a short cinematic which will end with the main hero losing consciousness.
After regaining consciousness, you will speak with Mirabelle Ervine (screen above), who will tell you that Ancano needs to be stopped. The first step will be finding the Arch-Mage who was thrown back because of the explosion and now probably needs help.
College of Winterhold quest unlocked: Containment
Get out of the Hall of the Elements and head towards the main square of the College of Winterhold. Tolfdir should approach you (screen above), informing you of the Arch-Mage's death and an attack on the nearby city. As you have probably guessed, you will be asked to help the citizens of Winterhold.
In order to reach Winterhold, you will of course need to use the long bridge connecting it with the College (screen above). Be careful, as some parts of the bridge will be destroyed and therefore it will be quite easy to fall down. On your way there, speak with Faralda and ask her to join you in defending Winterhold. Interestingly, Arniel Gane will join the battle as well.
After you reach Winterhold it will turn out that it's under attack by a group of 10 Magic Anomalies (screen above). Start fighting them. As the Anomalies are very resistant, you can't hope to defeat them fast. Luckily however, they aren't resistant against any particular type of attack, so you will be able to fight them using any spell you like (or even a melee or ranged weapon).
Apart from your party member, Faralda and Arniel should also help you, thanks to which you won't have to rely solely on yourself. For the same reason I wouldn't recommend using AoE spells or Shouts, as you would unnecessarily hurt your allies. Keep fighting until you defeat all ten Anomalies. I'd recommend checking out the remains of each of them (screen above), as therefore you will gain a couple very good Soul Gems.
Mirabelle didn't participate in the fight, so you need to return to the College of Winterhold, either by crossing the bridge again or using fast travel. Enter the Hall of the Elements and find Mirabelle (screen above), who will send you to the Labyrinthian to find the Staff of Magnus. She will also give you two items, the Torc of Labyrinthian needed to access the ruins and the very precious Savos Aren's Amulet.
College of Winterhold quest unlocked: Staff of Magnus
Lave the Hall of the Elements and open the world map. Your destination is a location known as the Labyrinthian (screen above), located in the mountains in the middle part of the map. It might seem that you should begin at Morthal, but as Labyrinthian can be accessed from the south, I'd recommend beginning at Whiterun. Note - before you head to the Labyrinthian, try to improve your lightning resistance and improve your mana regeneration rate with magical items.
The Labyrinthian is best approached from the south-east, finding a path in the valley (screen above), eliminating the need of a complicated climbing.
The stone constructions (screen above) will inform you that you're heading in the right direction (north-west).
Be careful, as you will come across at least two Ice Trolls at the Labyrinthian. You can try to avoid them, though it's better to eliminate them by using spells based on fire. After clearing the area of monsters, head to the spot marked by the game (screen above) and interact with the ceremonial door, therefore getting inside the Labyrinthian.
Go slightly north and note that ghost have appeared in the area. You can't interact with any of the ghosts (interestingly, one of them will be Savos Aren), as they're just "playing" past events. Wait for the first scene to end and look around for the Spell Book: Ironflesh.
You can now head to the northern door. Follow the only possible tunnel, saving your game after reaching the lever (screen above). Pull it and approach the eastern room (don't get inside!) and you should note that the Skeletons have started going your way.
The Skeletons can be eliminated in a very easy way, i.e. by staying beside the lever and pulling it at the right moment. The advantage of such a method is that the gate will each time be raised for only a couple seconds and as a result you will be able to attack single enemies from a distance (screen above), without having to worry that they will suddenly surround you. What's interesting, the gate won't let arrows through and will stop spells casted by the enemies.
Do the same with the Skeletal Dragon which will soon appear in the room with the Skeletons (screen above). You can of course head to the big cave if you're feeling up to it, but it's of course not necessary. I'd suggest stepping into the new room only after taking care of all the enemies (pull the lever on that side if your party member didn't make it through to the new cave).
Of course use the chance to take a look around the area, checking out the dragon's corpse (sadly, you won't get a Soul for defeating it). Afterwards head east to witness another scene beside the plate. Go through the door leading to the Labyrinthian Chasm (screen above).
Look around the first area and afterwards choose the southern corridor. Here you will for the first time come across a difficulty which will trouble you through the rest of the quest. Each time you hear the voice of a mage, who's also the last boss, your magic will be sucked out (screen above). I wouldn't recommend using potions in such case, but retreat to a safe spot and wait for it to regenerate, making use of the mentioned equipment that speeds up the process. If your character can do well with melee or range weapons, you can just switch to them and continue fighting without having to back out.
Eliminate the "sleeping" Restless Draugr and the Frost Spirit who will soon appear here (fire is the best method of defeating him). You should also examine the room to find the Spell Book: Flames. Afterwards stand in front of the frozen passage (screen above) and use any fire-based spell to unlock it. It doesn't necessarily have to be Flames, as you can also use, e.g. the Firebolt (they can be found in Destruction).
You can now head west, reaching a bigger cave in which you will come across more Draugrs. The undead would be best attacked from a distance, though at least one of them will be an archer. Go down. Exploring the southern corridor (screen above) is optional, but it's well worth the time. After reaching the door, destroy the runic trap from a distance, head inside and kill the last Draugr. Apart from an Alchemy Station you will also find a treasure chest and the Spell Book: Equilibrium.
Return to the main cave and start jumping down onto the lower platforms, ultimately heading west (screen above). Don't rush here, as the mage will once again drain your magic. You can reach the door to the next location in two ways. One option implies going down the ramp and therefore reaching a flooded corridor.
The second option on the other hand implies going into the western corridor after crossing the bridge (screen above). On your way you will come across at least a couple Draugrs, but there's also more treasure to be found. If you want to choose this path, turn right before reaching the flooded corridor, finding a corpse and multiple valuable treasures.
Both paths lead to the mentioned flooded corridor. Ignore the next mana drain, as you won't come across any enemies for a while. Head north and soon you should reach a door leading to the Labyrinthian Thoroughfare (screen above).
Proceed to exploring the starting area, defeating a Skeleton and a Draugr. You can reach the next location in two different ways, either by choosing the right corridor or opening the left gate (screen above). I'd definitely recommend the latter option, as the gate has a weak lock and opening it will also grant you access to a chest with a few precious items.
If you chose to go through the gate, you will need to jump down onto the lower level after reaching the new location. If you chose the right corridor, you will just need to go down to the flooded room with a small waterfall. In both cases you will eventually reach a corridor going west (screen above).
After reaching the new area, look around for a chest and head north. Be careful, as soon you should be attacked by a "normal" Troll (screen above). Just like the Frost Trolls that you came across before, the beast is beast kept at a distance, as it can only damage you in direct combat. Head to the proper cave and start off by dealing with the Skeletons (at least two on both left and right).
Exploring the western corridor which can be accessed through a long bridge is purely optional. If you however decide to do it, you must look out for new Trolls, as you would therefore reach their lair (screen above). The only reward for defeating the monsters will be the chance of opening a chest with not very interesting treasures.
In order to continue on with the quest, you will have to head north-east (screen above) and pull the lever to raise the bars. Make sure to use the stairs on the left, as therefore you will reach a chest with more interesting treasures. Head further north-east, reaching a location with Wisps.
The Wisps will be at first neutral towards you, but you should take care of them now so that they don't trouble you afterwards. Attack them with any spell you want and afterwards move away so that no one else joins them. After taking care of the Wisps, move to the Wispmother (screen above). You need to be careful, as she's capable of dealing serious damage. Also be sure to quickly get rid of the Shades, her clones. Don't move too far to the north-east while attacking the Wispmother, as your magicka could be drained prematurely, unnecessarily making the fight harder.
After the battle, head north-east. Approaching the door (screen above) will cause the hero to lose his magicka and a Fire Spirit to appear. Quickly change your spells to a more conventional weapons or regenerate your MP and use ice spells to get rid of the Spirit. Ice spells (e.g. Frostbite or Ice Spike from Destruction) will also let you unblock the further passage.
Open the metal gate and watch another scene with the ghosts of the dead Mages. Afterwards head right, eliminating the Skeleton and the Draugr Wight. The next location can be reached in two ways. If you want to leave this place as fast as possible, stand by the waterfall, open the hatch (screen above) and CAREFULLY jump down, first landing on a wooden beam and afterwards on the lower level.
If you don't mind exploring the last part of the Thoroughfare, choose the eastern passage (screen above). Both options will also include Skeletons, Draugr Wights (they aren't much stronger that the standard undeads) and Spectral Dogs (little threat). Regardless of the chosen path, you need to reach the door leading to the Labyrinthian, Tribune.
Head east, eliminating at least one Draugr Wight on your way. Take a look around for the Spell Book: Steadfast Ward. Collect it, stand by the western passage (screen above) and destroy the runic trap in the distance. I'd suggest saving your game here, as there's also a second trap here and it can cause some serious damage.
The second trap will launch a ball of fire at you. Theoretically you could avoid it by quickly going to one of the sides, but that would still imply some danger of getting hurt from the flames. Therefore it's best to use the Steadfast Ward or other protective spell. Activate it (by holding down the mouse button) and head onwards (screen above). If you have done everything properly, the spell should absorb the damage.
You of course need to be fast with going through the corridor before running out of magicka. Your objective is reaching the northern corridor (screen above) located right from the gems powering the flame ball trap.
Be careful, as you will come across a Draugr Wight and a Steadfast Ward in the area. Don't move west during the fight, as it would lead to another MP drain. After winning the battle, you can break into the southern room in which you will find some enchanted items or head into the north-west corridor to reach the new door (screen above).
Save your game and only afterwards open the metal door. Inside the next room you will come across a Draugr Deathlord (screen above). Try to keep this monster at distance and don't let it use its power too often. After the battle, approach the Word Wall to learn the Word of Power - Sand, Slow Time.
Head west. After reaching a long corridor, be ready to get attacked by new monsters. Your priority should be quickly eliminating the Draugr Scourge (screen above), as he can use magic and summon a Frost Atronach to help. Only after getting rid of the Scourge should you move to the other Draugrs and Skeletons.
After the fights are over, head to the western room and watch a new cinematic. Search the area and afterwards head south, reaching a big gate (screen above). Open the gate and save your game, as you're in for a fight with Morokei, the main boss in this quest.
What's interesting is that the boss won't be interested in you at the beginning, so you will be able to carefully plan your attack. Note that he's surrounded by a barrier supported by two other mages. Ignore all of them for now and use the stairs to reach the highest level of the construction (screen above). You will see the advantage of such a decision pretty soon, as not only will you have a very good view of the area, but the risk of the boss suddenly approaching you once the battle begins will be reduced.
After making all necessary preparations, attack both Enthralled Wizards (screen above). It would be good for each of them to die of one strong blow, so that you won't have to fight them additionally. Once the second mage dies, the barrier around Morokei will disappear and the proper fight will begin.
Throughout the fight you will most of all have to keep in mind that the Boss will try to attack you with lightning on a regular basis (screen above). I'd also recommend constantly moving, using protective spells to block the boss' magical attacks and use the fact that you're in a hardly accessible place and get out of Morokei's sight when hurt badly.
Morokei can also decide to call in an Atronach for help (screen above), making the battle more difficult. If the boss still has much health, you should first take care of the Atronach. Otherwise ignore the summoned creature and focus on eliminating Morokei.
You of course need to fight until draining all of Morokei's health and therefore killing him. Approach his body and examine it to gain the Staff of Magnus (screen above). Apart from that, you should also take Morokei's Mask which is not only a useful item but is also connected with one of the side missions.
Return to the top highest level of the construction and search the southern part of the room for a path leading east (screen above). There are two chests in the area which are worth examining, as you can get a few really precious artifacts. Open the eastern door and watch the final scene. Afterwards head onwards.
Move the bolt and open the new door. Soon afterwards you should reach a room in which you will come across a Thalmor sent by Ancano, a certain Estromo. After a short conversation, you will have to fight him (screen above). You can attack Estromo before he finishes to gain an advantage. I'd suggest knocking him back with the Unrelenting Force and finishing off with any spell you like.
You can take a look around the area or head into the eastern corridor. After reaching the next door, interact with the second bolt. Afterwards approach the ladder which will take you back to the surface (screen above).
Open the world map and note that the College has disappeared from the list. As a result head to the visited as part of previous quests city of Winterhold (screen above). After getting there, head towards the bridge connecting the city with the College.
Eventually you should reach a place where the Mages are fighting with an Magic Anomaly. Wait for the battle to end (you can of course help them)) and speak with Tolfdir (screen above). The mage will tell you that Mirabelle died soon after your departure and that the protective barrier now covers all of the College. Tolfdir also hopes that the Staff of Magnus that you gained will help in regaining control over this place.
College of Winterhold quest unlocked: Eye of Magnus
Open the inventory, head to Weapons and set the Staff of Magnus as the active weapon. Approach the barrier surrounding the College and hold down one of the mouse buttons for a couple seconds (screen above) to receive the next objective.
Head towards the College of Winterhold main square. On your way you luckily won't come across any enemies or more barriers. Note: before heading through the gate to the Hall of the Elements (screen above) make sure that you have at least one skill which lets you summon help. It's important, as your party member won't be able to aid you in the upcoming final battle.
Head to the main room of the Hall of the Elements and approach Ancano. Sadly you can't hope for the fight with the Thalmor to be standard and fair, as Ancano will start off by knock Tolfdir and your party member unconscious (screen above). As a result it's very important to summon a creature for help (e.g. an Atronach), so that it can draw the boss' attention away to a certain degree.
Lack of living allies won't be the only difficulty in this fight, as Ancano will in the beginning draw power from the Eye of Magnus, therefore being immune to your attacks. The Staff of Magnus will come in handy here again, as you will be able to use it to temporarily close the Eye of Magnus. Aim at the magic sphere and hold down the mouse button for a couple second (screen above). Keep using the Staff until you note that the glimmer around Ancano has disappeared, therefore making him vulnerable to your attacks.
Afterwards you can hide the Staff and equip any weapon or spells you like. Start attacking Ancano (screen above). Unfortunately his attack deal high damage (mainly from lightning), though if you summoned a creature beforehand, there's high chance that the boss will mainly attack it and therefore let you focus on attacking him.
Apart from Ancano, there will also be Magic Anomalies (screen above) flying through the room, though considering the low damage they deal you should probably just ignore them. In case you get hurt badly, retreat to a safe spot using the nearby pillars as cover. Also don't forget to summon a new creature if the old one get killed, so that there's always a chance that the boss will attack it instead of you.
Depending on how experienced your character is, the fight can last anything from 30 seconds to a few minutes. In the latter case, you unfortunately will have to take into account that the eye might open after a short while. If it does, you have to QUICKLY react by using the Staff of Magnus again. At the same time remember that you can power up the artifact with soul gems. Keep fighting until Ancano loses all of his health (screen above). Only after eliminating the Thalmor mage should you move on to eliminating the Magic Anomalies. It will also be made easier thanks to Tolfdir and your party member returning to full strength in the meantime.
You can now search for Tolfdir and speak with him (screen above). The mage won't know what to do with the Eye of Magnus, but the Psijic order members will arrive to help with this problem.
Approach Quaranir, who should appear nearby the Eye of Magnus (screen above) and speak with him. He will tell you that the Order, concerned with the safety of the world, will take the Eye and place it in a safe and well-protected place. Wait for the teleportation to end.
Speak with Tolfdir for the last time (screen above) and he will appoint you as the Arch-Mage and give you the very precious Arch-Mage's Robe. Tolfdir will also let you take the Arch-Mage's Quarters which you should visit at once to find lots of potions, Soul Gems and other valuable items. There aren't any more primary mission to complete, though you should of course also take interest in the College's side mission.
This quest will appear in your journal only if you hurt or kill one of the College of Winterhold mages (don't worry - the most important characters, connected with the College main quests can't die). As penance for your deeds, return to Tolfdir and agree to pay the fee (screen above). The first crime will cost you 250, the second 500 and each subsequent 1000 gold.
Note! This quest is optional and includes random objectives. I'd recommend repeating it from time to time, as you can therefore enrich yourself and at the same time "clear" some part of Skyrim from monsters. You will be able to take on this mission no sooner than after finishing the first main quest of College of Winterhold, i.e. First Lessons.
Find the mage known as Urag gro-Shub, who should be at the College's library, the Arcanaeum (accessible through the Hall of the Elements). During this conversation, ask him if he's searching for some special books by choosing the last dialogue option (screen above). Urag should mention an elven mage, a certain Shalidor and his writings that have been hidden all around Skyrim. The mage will then send you to find one of them, hidden in a random location.
Leave the College of Winterhold, open the world map and head to the destination chosen by the game. You unfortunately have to reckon that the area where the book is hidden will be guarded by enemies (screen above). During the fight, first deal with the enemies with magic skills and look out for elite enemies capable of dealing serious damage.
Depending on the kind of area, Shalidor's writing might be hidden either on the surface or inside an underground location. The exact location can vary as well, as the book might be in a visible spot (like on a table) or hidden inside a chest (screen above). Having obtained the writings, return to the College of Winterhold and give them to Urag.
Don't worry that the quest ends, as Urag will need some time to transcript the contents of the book. I'd recommend returning to the mage after around two days (you can speed time up) and ask him about any progress (screen above) to receive the prize. Depending on your luck, you might receive Shalidor's Scrolls or a boost of one of your skills.
Note! This mission is optional, but well worth completing as you might gain an ally and "clear" a random location within Skyrim of monsters. You will be able to take on this quest no sooner than after finishing the second main quest of the College of Winterhold, i.e. Under Saarthal.
Find Onmund, one of the College students. Most of the times he can be found at the Hall of Attainment, though he might also be travelling through other locations. Make sure you used all standard dialogue options and Onmund should ask you for help in regaining the amulet once owned by his family (screen above). He gave it to Enthir as part of a certain arrangement, though he won't want to speak of any details.
Enthir should be at the Hall of Attainment as well, though his quarters are at the upper level of the tower. Speak with him and mention the amulet (screen above). You can regain the family keepsake in two ways. The first implies having well developed Speech and trying to convince Enthir to change his mind. The second method can be chosen by selecting the last dialogue option. In such situation you will learn that Enthir can give you back the amulet, but only in return for the staff.
Note! The below description only applies to the situation in which you weren't able to convince Enthir to give you the amulet at once. Otherwise, skip this step and return to.
Open the world map and select the randomly chosen destination. After reaching the area, you will need to eliminate a quite big group of tough enemies (screen above). Therefore don't forget to properly prepare yourself for the journey and carefully eliminate the enemies after stepping into the cave.
The object you're searching for should be hidden in one of the chests. Open it and take the Grand Staff of Charming (screen above). Afterwards you can return to Enthir and give him the Staff, receiving the Onmund's Amulet in return.
Note! This objective is common for both options, that is receiving the amulet at once or exchanging it for the Staff.
Return to Odmund, speak with him and return the amulet (screen above). Unfortunately there's no prize in return for completing this quest, though from now on you will be able to ask Odmund to join your party.
Note! This mission is optional, but well worth completing as you might gain an ally and increase your magicka skills. You will be able to take on this quest no sooner than after finishing the second main quest of the College of Winterhold, i.e. Under Saarthal.
Find J'zargo, one of the College students. The Khajiit can be most of the times met at the Hall of Attainment, though he might also be walking through other locations. Make sure that you used up all the standard dialogue options and J'zargo should ask you for help in testing his magic scrolls (screen above). Khajiit will give you 10 J'zargo's Flame Cloak Scrolls and ask you to test them on the undead.
The undead category most of all includes Draugrs and Skeletons. You can head to any location you like or just be patient and complete the Khajiit's request during the Good Intentions main quest. Approach a group of undead, open your inventory and choose J'zargo's Flame Cloak (screen above). Close the inventory window and BE SURE to tell your party member to say behind, as otherwise you might hurt him pretty badly. Move away from him and use the scroll, causing flames to surround the hero.
Now you just need to approach the monsters and wait for the spell's effects (screen above). Unfortunately J'zargo's scrolls will also have side effects, therefore causing random explosions apart from damaging the undead. Make sure you have some healing potions or spells and regenerate your HP when needed.
After completing the required three tests, return to J'zargo and inform him of the scrolls not working all that well. Unfortunately there's no prize in return for completing this quest, though from now on you will be able to ask the Khajiit to join your party.
Note! There are four optional mission of this name in total and as they're connected with each other, their full description can be found below. You will have the chance to receive the first chance no sooner than after completing the second main quest of the College of Winterhold (Under Saarthal), though it will probably be even later. Arniel requires you to prove your usefulness and that requires completing a given number of main and side quests.
Find Arniel Gane, who's probably at the main square of the College of Winterhold. Speak to him and ask if he needs some help. If the mage will end the conversation almost immediately, that's a sign that you didn't accomplish enough to draw his attention and have to try later. If on the other hand your deeds made you sufficiently famous, Arniel will share some details (screen above) and ask you to get him 10 Dwemer Cogs for his experiments.
Note that no special marks appeared on your map, as you will have to look for the Dwemer Cogs on your own. Such objects can be found in dwarven ruins and it would be easiest to head to Mzulft (screen above) visited as part of the main College quest Revealing the Unseen or to the ruins of Alftand visited during Obtaining the Elder Scroll. Note - before heading out, make sure your character can lift at least 100 kilograms, as each Cog weights 10.
After reaching the ruins of choice, start exploring them with help of Candlelight or other spell of similar effect. The Dwemer Cogs might be lying loose (screen above) or found beside dwarven machines. After collecting 10 of them, return to the College of Winterhold and speak with Arniel. The mage will thank you for your help and give you some gold.
Depending on when you began the first mission for Arniela, you will be able to approach the mage's second quest at once or after a few days have passed. Speak with Arniel and ask if he needs your help. If you meet all the conditions required to activate the second quest, Arniel should tell you that he asked Enthir to obtain a certain part for him. The problem is that Enthir doesn't want to hand it over (screen above).
Enthir can be usually found onside one of the rooms at the Hall of Attainment. Speak with him and mention the item for Arniel (screen above) to learn that Enthir won't give it away until you get him a certain Staff. As you might guessed, your next objective will be heading out to find it.
The Staff demanded by Enthir can be found at a randomly chosen location, so open the world map and head to the destination point. After reaching it, you will probably have to explore some ruins, a keep or other construction occupied by living enemies or some monsters (screen above).
The Staff should be in possession of the strongest enemy occupying the chosen location (screen above) and unfortunately you have to reckon with the fact that he will have highly developed magic skills. After the battle, examine his body and take the Staff of Tandil.
Return to the College of Winterhold and give the recently obtained Staff to Enthir, in return receiving the Warped Soul Gem (screen above). Afterwards you can head to Arniela and give him the Gem. Arniel will state that there's much work waiting for him and unfortunately won't give you a prize this time.
Depending on when you began Arniel's first quest, you will be able to approach the third quest at once or after a few days. Speak with Arniel and ask him if he needs help with anything else. If you meet all the requirements needed to activate the third quest, Arniel will tell you much more about his research and ask you to head with the previously gained Warped Soul Gem to three Dwemer Convectors (screen above). You will have to place the Gem in each of the Convectors and heat it up, using the Arniel's Convection spell received from Arniel (Destruction category).
Open the world map, thanks to which you will establish that six Convector locations have appeared on it. Namely they are:
Personally I'd suggest first heading to the area of the ruins of Mzulft (screen above), as you should have already visited that area during Revealing the Unseen. Of course if you already discovered other locations from the list, you can head there as you won't need to go underground.
After reaching the chosen location, look for the Dwemer Convectors (screen above).
Interact with the Convector. After opening the inventory, head to Misc, choose the Warped Soul Gem (screen above) and press R to place the Gem in the Convector.
Press TAB, open Magic, head to Destruction and choose Arniel's Convection from the list (screen above).
Stand in front of the Convector and in accordance with the instruction received from Arniel, hold down the mouse button for at least three second (screen above) to heat up the Convector.
Afterwards approach the Convector, interact with it again and take the Warped Soul Gem (screen above). All the above actions have to be repeated two more times with the Dwemer Convectors you choose.
You will be able to return to the quest giver only after finding three Convectors and heating up the Gem in each of them. Head to the College of Winterhold and give the Warped Soul Gem to Arniel (screen above). Sadly, you won't receive any prize this time as well.
With the fourth quest, you will probably have to wait around two days. You might have problems with finding Arniel. He's most probably inside a small storage room at the Hall of Countenance (screen above). Speak to him and ask if he needs any more help. The mage will share good news about the progress that he has made and will send you to Enthir, who for inexplicable reasons doesn't want to give you an item needed for his work.
As a reminder, Enthir can be found inside one of the rooms of the Hall of Attainment. Speak to him and mention the second item that Arniel is demanding (screen above). Enthir will insist that it's not his fault and the courier didn't get to him. You can of course ask him about the last known location of the courier, as your mission will be to locate him.
Open the world map. You will have to search for the courier and the item for Arniel in a randomly chosen location. Find it on the map and plan your journey. After reaching the destination, you will have to explore some ruins, a keep or other construction occupied by monsters or living enemies (screen above).
Regardless of whether you started the search at once or postponed it, you will find the courier dead. Search for his body, probably found in a well guarded place (screen above). Examine his body and take the Keening.
Return to the College of Winterhold and head to Arniel with the found dagger, without having to speak to Enthir. Arniel will probably be inside a small storage room at the Hall of Countenance. Approach the mage and give him the dagger (screen above).
Now you will just need to watch the experiment that Arniel has been preparing (screen above). The whole process will surprisingly end with the disappearance of the mage. Note that you were rewarded with the Summon Arniel's Shade spell, thanks to which you will be able to call in the mage for help at any moment. Apart from that you can also pick up the Keening which luckily didn't disappear together with Arniel.
Note! The mission is optional and has random guidelines. I'd recommend repeating it from time to time, as you can enrich yourself and increase your fighting skills. You will get the chance to approach this quest no sooner than after finishing the last main quest of the College of Winterhold, Eye of Magnus.
Find Tolfdir (he's usually at the main square of the college or at the Hall of the Elements) and ask him if there's anything more he would like to talk about (screen above). As a result, the mage might (it's not certain) give you this quest, informing that a rupture has appeared in a random part of Skyrim and needs to be closed.
Open the world map and head to the marked location. After getting there, start attacking the Magic Anomalies known from previous quests (screen above). You can follow Tolfdir's suggestion and use the Staff of Magnus, though it's not necessary. If your character is good with weapons of knows powerful offensive spells, it would be even better to use only them. After eliminating all the Anomalies, return to Tolfdir. The mage will rewards you with gold, though only if the rupture was outside the College.
Note! This quest is optional and you will get the chance to approach it no sooner than after raising Alteration to at least 90 points.
In order to activate this quest, you will have to find the mage known as Tolfdir and ask if he can teach you anything more regarding Alteration (screen above). Note - If you don't see this option, it might be a bug and in this case you will have to raise Alteration to 100 points. Tolfdir will tell you of his research and that you can help him in them. The mage wants you to find the Kavohzein's Fang dagger and use it on a defeated dragon to gain the so-called Heartscales.
The dagger will be hidden at a random location, probably at one of the bigger dungeons or ruins around Skyrim. Open the world map and plan a journey to the marked location. The only exception would be if the selected area was the Labyrinthian, as the place will be/was visited as part of the College main quest Staff of Magnus. After reaching the destination, enter the underground structure and proceed to clearing it out of enemies (screen above). You need to be patient, as in most cases you will have to explore a couple areas before reaching the section with the treasure.
The next difficulty will be the fact that the dagger is in possession of a powerful mage (screen above), resembling Morokei from the Staff of Magnus. Remember to approach him carefully and effectively use your skills and spells.
After the battle, examine the chest nearby the fallen boss, collecting the Kahvozein's Fang (screen above). Note - if your character has high Sneak or if you have invisibility potions or spells, you can try to sneak to the chest without having to fight with the boss. Personally I however wouldn't recommend it, as the boss will leave behind a mask useful for one of the side quests.
Now you can behave in two ways. If you can't remember when you last fought with a dragon, you can just wait to get attacked by another beast (quite often when you explore the world) and defeat it in the well known way (screen above).
It would however be easier to return to the place where the body of the dragon you last fought it. Regardless of the chosen option, open the inventory and set Kahvozein's Fang as the active weapon (screen above). Approach the dead dragon and press E. The Heartscales will be automatically added to your inventory.
Now you can return to Tolfdir, speak with him and give him the Heartscales (screen above). The main prize for completing this quest will be the Spell Book: Dragonskin thanks to which you can learn a new powerful spell. Apart from that, Tolfdir will be able to sell you another precious item, the Spell Book: Mass Paralysis.
Note! This quest is optional and you will get the chance to approach it no sooner than after raising Illusion to at least 90 points.
In order to activate this quest, you will have to find the mage Drevis Neloren and ask him if he can teach you anything more about Illusion (screen above). Note - If you don't see this option, it might be a bug and in this case you will have to raise Illusion to 100 points. Drevis will offer you read information about powerful Illusion spells found in the books hidden throughout the College, In order to find them, you will have to use the newly unlocked Vision of the Tenth Eye. You will be asked to use it to find four books.
Press TAB, head to Magic, Illusion and set Vision of the Tenth Eye as active. From now on you will be able to use this spell which doesn't cost any MP at all, though you will have to re-cast it from time to time. Head out to search for the hidden books.
The first book titles Master Illusion Text can be found on the upper floor of the Hall of Countenance, to be precise in the storage room in the south-east part of the tower (screens above). Approach the book and press E twice, as you not only have to open it, but also take with you.
The second Master Illusion Text is at the upper floor of the Hall of Attainment, below a bench beside the stairs (screens above).
The third Master Illusion Text can be found at the Arcanaeum, on the table in the western part of the library (screens above).
In order to reach the fourth and last book, you will need to head to the Midden by, for example, using the hatch at the College of Winterhold square (screen above). More information on reaching the Midden and the fights awaiting you inside can be found in the description of the Good Intentions main College quest.
Explore the eastern part of the Midden. The Master Illusion Text can be found on a table nearby The Atronach Forge (screens above).
You can now return to Drevis Neloren and give him all the books that you found (screen above). The main reward for completing this quest is the Spell Book: Hysteria, allowing you to learn a new powerful spell. Apart from that, Drevis can sell you other precious books, namely Spell Book: Harmony, Spell Book: Call to Arms and Spell Book: Mayhem.
Note! This quest is optional and you will get the chance to approach it no sooner than after raising Destruction to at least 90 points.
In order to activate this mission, you will have to find Faralda and ask her if she can teach you something more about Destruction magic (screen above). Note - If you don't see this option, it might be a bug and in this case you will have to raise Destruction to 100 points. Faralda will tell you about the mythical an powerful Destruction spells. The woman will give you the Power of Elements book, advising you to study its content.
The whole quest consists of solving three word riddles. You can just read the guide to learn the solution, or take some time to study the first page of the book, choosing it from the inventory (screen above).
Open the world map and find the Windward Ruins. The location can be found in the northern part of Skyrim and in case you haven't discover it yet, place the destination marker as seen above. The ruins are in mountains, south-west of Dawnstar, where you should begin jour journey.
After reaching the destination, make sure there aren't any wild animals in the area and find the pedestal (screen above). Interact with it to automatically put the Power of Elements on it.
Now activate any offensive fire spell, like Flames or Firebolt (Destruction). Aim at the books and use the spell (screen above) to cause a small explosion.
Approach the Power of Elements and take it from the pedestal. You can check it out from the inventory level, as new notes have appeared on the second page (screen above).
Open the world map once again. This time you need to head to the North Skybound Watch (screen above). The location can be found in the southern part of the map, south-east of Riverwood, the village you visited in the beginning part of the game.
Be careful after reaching the destination, as there might be bandits around the pedestal. Deal with them and only afterwards put the book on the pedestal (screen above).
In this case you will have to use an ice spell, for example Frostbite or Ice Spike (Destruction), of course aiming at the book (screen above). After the explosion, take the book from the pedestal and read the third page if you want.
Open the world map and head to Four Skulls (screen above). It's in the western part of the map and it would be best to begin at Markarth, heading north-east. Optionally you might begin in Karthwasten and head straight south.
After reaching the destination, be ready to fight some bandits. Approach the pedestal (screen above) only after the area is safe and put the book on it.
In this case you will have to use a lightning spell, for example Sparks or Chain Lightning (Destruction), aiming at the book (screen above). After the explosion, take the book from the pedestal. It will therefore end the quest and unlock a powerful spell knows as Fire Storm (Destruction). Additionally you should return to Faralda, as she can sell you two additional book, namely Spell Book: Lightning Storm and Spell Book: Blizzard.
Note! This quest is optional and you will get the chance to approach it no sooner than after raising Conjuration to at least 90 points.
In order to activate this quest, you will need to find the mage Phinis Gestor and ask him if he can teach you anything more about Conjuration magic (screen above). Note - If you don't see this option, it might be a bug and in this case you will have to raise Conjuration to 100 points. Phinis will tell you of the Dremora and teach you the Summon Unbound Dremora spell, warning you that subduing the creature will be dangerous and require high skills. After you gain control over it, you will be able to order it to retrieve the Sigil Stone.
In accordance with the information received from Phinis, head to the Hall of Attainment and use the stairs to reach the very top of the tower. There you should find the area in which you are to summon the Dremora (screen above).
Press TAB, head to Magic, choose Conjuration and activate the Summon Unbound Dremora. Hold down the mouse button until the spell charges up (screen above).
If you do everything properly, the Unbound Dremora should appear. Speak with it and the Dremora will refuse to yield to you. As a result you will have to fight it (screen above), at best trying to keep it at distance. Luckily the Dremora isn't very resistant and you will need to keep attacking it until it disappears.
Once again activate the Summon Unbound Dremora and use it (screen above). Nothing will change overall, as the Dremora is still hostile towards you and you will need to defeat it again.
As you have probably guessed, you will need to Summon Unbound Dremora once again and speak with it. This time it should give up (screen above) and promise to obtain the Stone for you.
Wait for the Dremora to disappear and once again summon it. Talk with it to receive the Sigil Stone (screen above).
You can now return to Phinis Gestor and give him the Stone obtained by the Dremora (screen above). Wait a moment and speak to him again, asking what he saw (screen above). The mage will return you the Sigil Stone and additionally give you the Spell Book: Flame Thrall. You can also buy other books from him, should you want them: Spell Book: Dead Thrall, Spell Book: Storm Thrall and Spell Book: Frost Thrall.
The Sigil Stone that you got from Phinis (and previously from the Dremora) is quite important, as you can use it at The Atronach Forge found in the Midden (screen above) to create the most powerful and precious items.
Note! his quest is optional and you will get the chance to approach it no sooner than after raising Restoration to at least 90 points.
In order to activate this quest, find Colette Marence and ask her if she can teach you anything more about Restoration magic (screen above). Note - If you don't see this option, it might be a bug and in this case you will have to raise Restoration to 100 points. Colette will tell you to meet the Augur of Dunlain who you probably remember from the Good Intentions main quest. The woman will also tell you that Augur will raise your knowledge only if you get his approval first.
Exact instruction how to reach the Augur of Dunlain can be found in the description of the Good Intentions College main quest. As a reminder, you need to use a hatch (e.g. the one on the main square of the College) to reach the Midden and afterwards get to the door leading to the Midden Dark. Go across the ice bridge and choose the left corridor after reaching the fork (screen above).
Approach the Augur of Dunlain and speak to it (screen above). The magical creature will agree to share its wisdom with you, but only if you complete its trial. Before agreeing, make sure you have a party member and change the active spells to one or two of the Restoration type.
Only after getting properly prepared, accept to undergo the trial and enter the portal (screen above).
A quite untypical stage awaits you. The Augur will make it impossible for you to use any equipment and additionally take away all your spells except for those of the Restoration type. As a result, you will have to limit to defensive. I'd suggest alternating between healing and casting spells protecting you from the enemies' attacks (screen above). Also make sure not to use up your MP too often, as you won't be able to regenerate it with potions.
During this battle you will however be able to trick the Augur a bit, as he didn't forbid your party member from following you. As a result he should fight the enemies, drawing away the attention of at least some of them.
Regardless of whether you used your party member's help or not, you will have to defend for less than a minute, until you get informed of passing the trial (screen above). The Augur will reward you with the powerful spell Bane of the Undead. I'd additionally suggest returning to Colette, as you will be able to buy a new precious book from her, namely the Spell Book: Guardian Circle. Note - Before heading out, don't forget to put back on your equipment, as the game won't automatically do it for you!
Note! This mission is optional and doesn't even appear in the journal, though you should repeat it from time to time, especially if you have excess Soul Gems and want to sell them for a good prize. You will get the chance to receive this quest no sooner than after finishing the first main College quest, First Lessons.
Find Sergius Turrianus (he's usually on the main square or at the Hall of the Elements) and ask if he doesn't need your help with anything. One of the missions that he might give you is bringing him a random number of Soul Gems of random quality (most of the time petty, lesser or common). If you have the right Gems, you can just give them to him. Otherwise you will have to search for them. I wouldn't recommend buying them, as it would make the whole quest pointless. It's much better to look around for them. Inside the College Gems can be found most of all inside mages' quarters, though in most cases you would have to steal them. You can also check the big light pillars found in the main areas of the College from time to time. In return for brining Sergius the gems, you will receive gold.
Note! This mission is optional and can appear in your journal under various, random names depending on the objectives. I'd recommend playing it over from time to time, as it's an easy way to earn gold. You will get the chance to receive this mission no sooner than after finishing the first main College of Winterhold quest, First Lessons.
Find Sergius Turrianus (usually he's walking along the main square or at the Hall of the Elements) and ask him if he needs your help. One of the missions that he gives you might be heading to a certain person who asked him to enchant an item. Leave the College of Winterhold, open the world map and head to the random location. Approach the client and ask him for the random item which needs to be enchanted (screen above). Afterwards return to Sergius to receive a prize in gold.
Note! This mission is optional and appears in the journal under various names, depending on random objectives. I'd recommend repeating it from time to time, as you can therefore enrich yourself and "clear" some of Skyrim areas from monsters. You will get the chance to receive this mission no sooner than after finishing the first main College of Winterhold quest, First Lessons.
Find Urag gro-Shub, who should be at the College library, known as the Arcanaeum (accessible from the Hall of the Elements). During the conversation, ask him if he needs your help with anything (first dialogue option - screen above) and you might get sent for search of a random books to a random part of the world.
Leave the College of Winterhold, open the world map and head to the marked area. After getting there, you will unfortunately have to reckon with the fact that the area is guarded by enemies (screen above). During the fight, most of all take care of eliminating the ones capable of using magic and look out for the elite types as they can deal serious damage.
Depending on the type of location, the book can be either on the surface or inside an underground structure. The exact place can very as well, as it might be lying in a well visible place (e.g. on a table) or hidden inside a chest (screen above). After obtaining the book, return to the College of Winterhold and give it to Urag, receiving gold in return.
Note! This mission is optional and can be completed multiple times (on average once every couple days). You will get the chance to receive this mission no sooner than after finishing the first main College of Winterhold quest, First Lessons.
Find Drevis Neloren (screen above) who should be travelling through various College rooms, including the main square, Hall of the Elements and Arcanaeum. Speak with him to surprise him that he's visible for you and ask if he needs your help with anything. He will ask you to purify three magical energies and for that give you the Mystic Tuning Gloves.
Open the inventory and equip them in place of your standard gloves. The first magical focal point is on the main square of the College of Winterhold (screen above). In order to cleanse it, just approach it and press E. Keep in mind that you might get hurt during it, so heal up if you do. On the other hand, you can also hope for a random Soul Gem.
The second focal point is in the middle of the Hall of Attainment (screen above).
The third and last point can be found in the central part of Hall of Countenance (screen above). Return to Drevis and inform him of completing the mission, returning the gloves as well.
Note! This mission is optional and doesn't even appear in the journal at first, though it's worth completing as you might get a quite precious item easily. You will get the chance to receive this mission no sooner than after finishing the second main College of Winterhold quest, Under Saarthal.
Find Brelyna Maryon, one of the College apprentices. Most of the times she can be met at the Hall of Attainment, though she can also be travelling throughout other locations. Make sure you used up all dialogue options and Brelyna should address you with a request of helping her in testing out her spells (screen above). Agree to her proposal of course.
Brelyna will cast the first spell, causing a green glimmer to appear on-screen (screen above). The woman will be surprised with the result and state that the effect should fade away.
Head to your room and wait for around eight hours for the spell to fade away. Return to Brelyna and say you're ready for another test (screen above).
You're in for some rather funny scenes, during which you will be successively turned into a cow, horse and in the end a dog (screen above). Luckily you will eventually return to your normal form. Speak with Brelyna again to receive a magical necklace in return for your hardship. Moreover, you will be able to ask her to join your party from now on.
Note! This mission is optional and isn't even displayed in the journal. I'd recommend replaying it from time to time, as you can enrich yourself that way. You will get the chance to receive this mission so sooner than after completing the second main College of Winterhold quest, Under Saarthal, as only afterwards Toldfir will return from the excavations to the College. If you can't find him anyway, complete the third main quest - Hitting the Books.
Find Tolfdir (he's usually at the main square or the Hall of the Elements) and ask if he needs your assistance with anything (screen above). Tolfdir will tell you that he hast lost his alembic and therefore you will be asked to find it.
Tolfdir's Alembic (screen above) is unfortunately hidden in a randomly-selected place in the Hall of Countenance, though you should look for it inside one of the public areas. Therefore you can pass on checking any mage's private quarters. After obtaining the Alembic, return to Tolfdir to return a prize of gold and a random Soul Gem.
Note! This mission is optional and doesn't even appear in the journal, though it's worth completing as you can easily gain at least a couple precious items.
The daedric relic can be found in the Midden Dark. The exact way of reaching it can be found in the description of the Good Intentions College main quest. As a reminder, you have to use one of the hatches leading to the Midden, for example the one on the College main square. Afterwards you need to pass through the Midden, a door leading to the Midden Dark (screen above).
The relic is in the north-east part of the map and it's a gauntlet (screen above) with which you can't do anything at first. Search one of the nearby tables for the Investigator's Key and the Midden Incident Report. You of course should read the report from the inventory level to learn of dead College students who were found after a failed summoning. The report will also mention four rings connected with the Relic, hidden inside the College.
Leave the Midden and head to the Arcanaeum. Explore the northern part of the library and you should come across a locked Investigator's Chest (screen above). Open it with the recently obtained key and take the four rings: Balwen's Ring, Katarina's Ring, Pithiken's Ring and Treoy's Ring. What's interesting, you don't have to worry about stealth, as none of the mages seems to be interested in the ring.
Return to the Relic and proceed as follows:
1) Put Pithiken's Ring onto the little finger.
2) Put Balwen's Ring onto the ring finger.
3) Put Treoy's Ring onto the middle finger.
4) Put Katarina's Ring onto the index finger.
If you do everything correctly, the gauntlet should start moving (screen above).
Wait for Velekh Sain, surprised that you were able to break the binding spell, to appear. The Dremora will tell you that the students' souls are trapped in Mundus. Velekh will want to make a deal with you, consisting of letting him go free. If you don't agree to his offer, you will have to fight him (screen above). Winning shouldn't be hard, though you should keep the Dremora at distance.
If you agree to set Velekh free, he will in return give you a map leading to his treasure. Watching the map from the inventory level is optional (screen above).
Leave the College of Winterhold and head west. Velekh's treasure can be found on a small island, below a large Talos statue (screens above). Also keep in mind that the treasure will be visible only after approaching it close enough.
The main occupation of the Thieves Guild is performing bold and often spectacular robberies, mostly without any bloodshed. Simple burglaries and stealing purses isn't however the only thing that this organization does. Many of its members make money on falsifying documents, planting fake evidence or other discreet operations. If this style hits you, you can find the Thieves Guild in Riften - a small town at the south-east edge of the land. There, after entering the sewers, will you reach The Ragged Flagon - an underground tavern in which the best pickpockets of Skyrim can be found (screen below).
As most of the mission received from the Guild doesn't require violence, you can join it at any level you like. If only you can move silently and use the Sneak skill wisely, you will surely handle each challenge. Completing missions will be also good training before the other challenges, like joining The Dark Brotherhood - both these organization value discretion and subtleness.
The members of the guild are not only professional thieves, but also merchants and teachers. You can use them to raise skills such as: Sneak, Pickpocket or Lockpicking. What's interesting, after joining the group you will gain partial impunity in Riften - if case of getting caught by the local guards, you can call up your connections to halve the prize for your head. It's especially useful in the beginning part of the game, where you don't have too much gold.
In order to reach the Guild you need to speak to Brynjolf, who can be found at the Riften marketplace or at The Bee and Barb tavern, the entrance to which is right beside. This character is connected with the A Cornered Rat main quest, but in case you haven't got that far in the story, you can focus on completing missions for the Guild itself (A Chance Arrangement).
Open the world map and you will note that Riften is in the south-east part of Skyrim (screen above). If you have already visited that area, it of course would be best to use fast travel. Otherwise, you will have to plan your journey there. The easier solution is using the carriage, for example the one stationed in Whiterun Stable. If you want to reach Riften on your own, it would be best to start at Ivarstead, heading east and making use of the road signs on your way.
Regardless of the chosen method, you need to approach the city from the northern side (screen above). During the first attempt of entering Riften you will be stopped by the Riften Guard. You can either pay the fee for accessing the city or use Speech to convince the guard to your rights or intimidate him. Afterwards, head to the big gate to enter the city.
The characters which can lead you to the Thieves Guild can be found either at The Bee and Barb (at night) or on the marketplace (during daytime). Brynjolf should approach you after you get nearby him. The man will ask you for a favour. You will have to steal a ring belonging to Medasi and afterwards slip it into the pocket of the merchant Brand-Shei.
Thieves Guild quest unlocked: A Chance Arrangement
Head out of The Bee and Barb and stay at the Riften main square. In accordance with the information Brynjolf gave you, you can meet him here only during daytime, i.e. between 8 a.m. and 8 p.m. If the hour isn't right, you can use any bed or just wait until morning comes. In the latter case, press T and choose how many time should pass. Find Brynjolf (screen above) and initiate a conversation to begin the whole action. He should call the other traders to him, thanks to which you will be able to begin.
Approach Madesi's stand and stand by the sliding door. Make sure you have at least a couple lockpicks and crouch. You need to make sure that you're hidden (screen above) and the eye icon doesn't appear, as otherwise you would get noticed by a guard at once. Additionally take a look around to check if any of the guards is heading this way. Items and skills boosting the Sneak skill might come in handy here, though it won't be necessary as you will be able to complete this mission even by playing with a character without experience in pickpocketing. Use the lockpick to open the lock in the door.
Additional note - If you get caught red-handed during this quest, you will traditionally have to choose if you want to pay the fine, go to prison or try to defeat the Riften Guards in direct combat.
It's not the end though, as now you will have to break into Madesi's chest. Just like before, make sure that you're hidden before making any attempts (screen above), thanks to which you won't get caught stealing. Use the picklock to open the chest and take all the items, especially Madesi's Ring.
Return to where Brynjolf is giving a speech and stand in the spot presented on the screen above, i.e. behind Brand-Shei's back. Crouch and once again make sure that you're hidden (the game should inform you about that, instead of showing an icon of an eye). Press E to open the pickpocket menu.
Go to your own inventory, choose Apparel, mark the recently gained Madesi's Ring (screen above) and press R to put it into the pocket of the trader that you interacted with. You can close the window afterwards.
Return to Brynjolf. If you managed to steal and plant the ring, you will be rewarded with gold. If you got caught in the process, he will only tell you that he's disappointed by your actions. Brynjolf will have more work for you, even if you failed the first time.
Thieves Guild quest unlocked: Taking Care of Business
After completing A Chance Arrangement, Brynjolf will ask you to come to the Thieves Guild, found in the sewers of Riften.
Locating the sewer entrance might prove difficult at first, as it's on the lower level of the city. I'd suggest using the stairs south of the passage marked by the game (screen above). After getting below, you just need to approach the door and therefore reach The Ratway.
Begin exploring The Ratway. Soon enough you will come across Hewnon Black-Skeever and Draff (screen above). You will have a chance to avoid fighting them, if only you have a high enough Speech skill and use persuasion, but you will more likely be attacked by them immediately. Adjust your tactic depending on who you're fighting with at the moment. As the battle will take place in a narrow corridor, you can also use the Unrelenting Force Shout. Search the bodies of the defeated enemies and return to exploring the sewers. Eventually you need to reach the raised drawbridge. Ignore it and jump onto the lower level.
There are two paths leading to the next location. The shorter one implies having to open the secured eastern gate (screen above). If you can't open it or want to explore the area more thoroughly, use the western door. Look out for the first trap connected with that passage, in the form of spikes coming from the side after you open the door.
If you have chosen the longer path, you need to take into account that you will have to eliminate Skeever and Gian the Fist (screen above). The second one prefers close combat, so try to attack him from a distance if he causes you problems. Inside the room where Gian was you will also have to look out for bear traps, either avoiding or disarming them. Luckily even if you fall into one, you won't lose too much health. Continue onwards. On your way you will come across one more trap, connected with the pressure plate on the stairs leading onto the upper level.
Both paths described above lead to the same room, inside which you will have to get rid of a lowlife (screen above). Afterwards be sure to search the table for the Beggar book, boosting your Pickpocketing. Use the door leading to the underground inn, Ragged Flagon.
After going round the water container, you will reach Brynjolf and his company. After a short conversation with the red-bearded thief you will receive another mission. It's important to thoroughly ask him about the objectives, as that way you will make completing the mission easier. Take a look around - you can trade with the bartender and Delvin Mallory will teach you sneaking for a small fee.
You will find the debtor at Haelga's Bunkhouse, right beside the Riften entrance. After getting inside, you will see a young, slick woman - that's Helga. Speak to her and she will tell you that she isn't willing to pay her debt to the Thieves Guild (unless you have taken care of the other debtors already, in which case she will pay you immediately). In order to make her pay, you will have to speak with Brynjolf about her weakness (if you haven't already). You will therefore learn that the most precious item at her home is the Statue of Dibella, found behind the wall by the door (screen below).
When the owner isn't looking, you should steal the statue. After obtaining it, return to the woman and threat that you will destroy it. After hearing such horrors she will decide to return the debts, therefore satisfying Brynjolf's greed.
Note! There's also an alternative way of completing this quest - when the debtor refuses to pay, you can challenge her for a fight. A fist fight will begin, one you shouldn't have trouble winning. You will receive the payment afterwards.
Bersi and his wife can be found at the Pawned Prawn, in the central part of Riften (screen above). You can't hope for a warm welcome and your threats will make no impression on Bersi (unless you have taken care of the other debtors, in which case he will give you the money back immediately). In order to extort the money, you will have to speak to Brynjolf about the merchant's weakness (if you haven't done it already). You will learn that the most precious item in the pawnshop is the Dwarven Urn, standing opposite to the merchant (screen below).
You just need to break the artifact with a strong enough blow (press and hold the mouse button). Afterwards, Bersi should calm down and return the Guild what he owes.
Note! There's also an alternative way of completing this quest - when the debtor refuses to pay, you can challenge him for a fight. A fist fight will begin, one you shouldn't have trouble winning. You will receive the payment afterwards.
Keerava is an inn maid at The Bee and Barb, located right beside the Riften main square. As you might have guessed, she won't be delighted with your visit - the Guild's bad shape is widely known, so the Argonian will refuse to pay you (unless you have taken care of the other debtors, in which case she will pay you immediately). At this points you should decide to blackmail her - her loved one, Talen-Jei, can be found in the inn and will be surprisingly willing to help (screen below).
During the conversation with the lizard, suggest him that opposing the Guild isn't a good idea. The reasonable man will be easily persuaded and reveal his sweethearts' weakness - she has a family in Morrowind. Luckily you won't have to go to the distant province, as simply telling Keerava that you know of her relatives will be enough. The inn maid will lose her cool and decide to return her debt.
Note! There's also an alternative way of completing this quest - when the debtor refuses to pay, you can challenge her for a fight. A fist fight will begin, one you shouldn't have trouble winning. You will receive the payment afterwards.
After extorting all three debts, return to The Ragged Flagon. Give the money back to Brynjolf and in return you will receive: Fortify Stealth Skill potion, Healing potion and a Poison potion.
Having completed the task, you gained the thief's trust. He will open the passage to the further part of the underground, the Ragged Flagon Cistern, where the leader of the Guild - Mercer Frey - lives (screen above).
Thieves Guild quest unlocked: Loud and Clear
As you become a member of the Guild after completing Taking Care of Business, Brynjolf will let you use the Guild's supplies. Speak to Tonilia (she's at The Ragged Flagon) to receive your equipment. After a short conversation you will receive the armor, boots, hood and gloves. Each of these items has useful magical properties, so they can be useful even further in the game.
If you have found any of the Unusual Gems, Tonilia will suggest that you should head to Vex, who has some knowledge about such items.
Quest unlocked: No Stone Unturned
Note! This mission is available only after becoming a member of the Thieves Guild!
The conversation is only but a pretext to a bigger series of quests - the Guild is in a quite bad shape and taking care of that should be one of your main priorities. Therefore you can ask Delvin Mallory for additional missions - ranging at everything from falsifying documents, creating commotion to "fishing" (as Thieves call pickpocketing). You can only do one mission at a time, so think twice before choosing. If you don't want to complete them, there's no problem with it - they're all just optional quests which you don't necessarily have to take on. After completing five such missions in each town, you will unlock bonus quests which will bring you closer to becoming the Guild Leader (see: City Influence).
Each mission received from Delvin takes place rather far from Riften - at cities like Markart, Whiterun, Windhelm or Solitude. If you haven't yet been to one of them, you will need to get there now.
Thieves Guild quest unlocked: The Fishing Job
Thieves Guild quest unlocked: The Numbers Job
Thieves Guild quest unlocked: The Bedlam Job
The tacit elf can be met at The Ragged Flagon, beside the large water container - she spends most of her time there. After you complete Taking Care of Business and Brynjolf tells you to reach the Goldenglow Estate, you will be finally able to speak to Vex. At first she will treat you rough, but don't worry - that's just the way she is.
Vex is the last who tried breaking into Goldenglow Estate - unfortunately she wasn't able to complete this task and the mission was passed onto you. Before heading out on the mission you should ask the experienced thief for hints. You will learn that she reached the estate through the sewer hidden at the western part of the island. It's the easiest way of reaching the enemy area, so you should follow it during Loud and Clear.
What else has the grey-haired thief to offer? If you find any of the Unusual Gems, she will tell you their story and give you a mission of collecting the others. There's a total of 24, so collecting all of them won't be easy.
Thieves Guild quest unlocked: No Stone Unturned
Just like Delvin, Vex can give you some side missions. They mainly consist of breaking into houses, thefts, heists and framing innocent people into complicated intrigues. The missions take place in cities such as Markart, Whiterun, Windhelm or Solitude. If you haven't been there yet, you will need to head there now. After completing five such missions in each town, you will unlock bonus quests which will bring you closer to becoming the Guild Leader (see: City Influence).
Thieves Guild quest unlocked: The Burglary Job
Thieves Guild quest unlocked: The Shill Job
Thieves Guild quest unlocked: The Sweep Job
Thieves Guild quest unlocked: The Heist Job
After you finish Taking Care of Business, Brynjolf will start trusting you and decide open the secret passage to the Guild headquarters, the Ragged Flagon Cistern. Follow the quest giver. Listen precisely to what the Guild leader - Mercer Frey - has to say, as he will give you many valuable information.
After listening to your new boss' tirade, speak to Brynjolf - he will order you to break to the Goldenglow Estate and burn three bee hives found there. Getting inside is quite hard, though if you speak to Vex she should show you an easy passage through the sewers.
Before moving on to this mission, use up all dialogue options with Brynjolf - that way you will not only get some useful tips regarding the quest itself, but also additional mini-missions.
Before leaving The Ragged Flagon, speak with the character inside - some of them might teach you something, other (like Delvin Mallory or Vex) will offer additional missions. Once you're ready to head outside, go to the secret passage found in the south-east corner of the Cistern (a ladder visible in the screenshot above).
Goldenglow Estate, to which you have to break in, is found in the middle of a lake slightly west of Riften. In order to reach the island, you will have to use the sewers entrance marked on the map by Vex. Before heading out, make sure you have something to set fire to the hives with - either a torch or a fire spell. Both can be easily found throughout Skyrim, as well as bought from merchants.
If you prefer more invasive methods, there's no problem - instead of going to the sewers below the estate, you can just kill the guards by the entrance gate and take their keys. It's however a solution meant for characters who can fight - the guards are rather strong. If you decide on such an option, skip to the Clear out Aringoth's safe section.
If you like more stealthy gameplay, it's very important that you head out during the night - it will increase your chances of staying unnoticed. After swimming to Goldenglow Estate, enter the sewer - the hatch is in the northern part of the location (see screen above). After getting down, you will have to fight a few Skeevers - they however aren't very demanding enemies.
You should note that at some point, a weird orange substance will start appearing on the floor. It's very flammable, so look out no to get hurt. It's however a good idea to set fire to it from a safe distance, thanks to which you can clear the whole corridor of enemies. Don't try to get through the corridor beforehand - while fighting the Skeevers you might accidentally touch the wall with your weapon, creating a dangerous spark (in which case you will burn together with the enemies).
After crossing the dangerous part of the tunnel, keep going along it. You should quite fast come across a locked gate on the right - picking the lock will let you access a small cell (screen above). Inside it you will find the Guide To Better Thieving (+1 to pickpocket) and a chest containing a minor healing potion and some gold.
After taking everything you think might come in handy, return to the main part of the corridor. Keep following it, until you reach a bigger room. There kill two Skeevers and avoid a trap beside the exit (screen above). Afterwards go up the ladder to the surface\.
After getting out of the sewer, head to the Goldenglow Estate - the big building right beside you. Lockpick the door and head inside. Remember to sneak all the time - you aren't welcomed here and the guards will raise an alarm if only they get your trail. You don't however need to stay discreet at all costs - killing all the enemies won't affect the mission outcome in any way.
After entering the building, you should see an information that you need to obtain the key to Aringoth's safe. It's not necessary to complete the mission itself (you can also pick the safe lock), but creates an interesting alternative.
Thieves Guild quest unlocked: (Optional) Obtain the key to Aringoth's safe
Sneak through consecutive rooms, avoiding getting noticed by the guards - two of them are sitting by the table and one is patrolling the corridor. Tricking them is trivial - you just need to avoid the one who's patrolling the area (screen above) and will be able to freely explore the building afterwards. If you don't want to look for the key to Aringoth's safe and head to the safe at once, you will need to head to the basement. Therefore open the steel door to the basement and go down the ladder (screen below).
After reaching the lower level, open the door leading to the Goldenglow Estate Basement. In the corner of the room you will find two enemies who you can ignore completely - they won't notice you if only you sneak past them quietly. The enemy in the next room might prove a bit more problematic - he's sitting in such a position that he will spot you if you want to reach Aringoth's safe. You might play cat and mouse inside the corridor with him, therefore gaining access to the lower level of the basement (a bow might come in handy to create noise in distant parts of the corridors). A much better tactic is however setting fire to the substance on the floor- the enemy is sitting in the middle of a big puddle, so he'll burn (screen below). Once he's dead, just take his basement key - it will let you move throughout the building easier.
After dealing with the human torch, you can head down to reach Aringoth's safe (screen below). If you have obtained the key (see Obtain the key to Aringoth's safe), opening it won't be a problem. Otherwise, you will have to use picklocks, though the end result will be the same. After opening the safe, take the Goldenglow Bill of Sale - it's a very important document, in which Brynjolf will be very interested.
Leave the building afterwards - you can either do it by following the same way you came here, or through the sewers (passage to right of the safe).
After entering the Goldenglow Estate, try to reach the second floor. It's not all that difficult - two guards are be sitting by the table with their back to you and one is patrolling the corridor. He can be easily avoided by going through the parallel room. Afterwards go up the stairs onto the upper level.
You shouldn't have any trouble here as well - only three guards who can be easily tricked by going through the rooms that are out of their sight. Keeping everyone alive isn't required during this quest, so you can kill all the guards if you only wish to.
After reaching the room in which the key is, you will be in for a surprise - as it turns out, the key is in the pocket of Aringhoth himself. There are a couple ways of solving this problem: you can sneak to him from behind and steal the key, persuade him to give it to you out of his own free will (Speech) or take it by force. In the latter case, you will unfortunately have to take into account that all his servants from this floor will come to help, so it's not the optimal solution.
Regardless of which solution you choose, while inside Aringoth's room you should steal the Queen Bee Statue from the table - Delvin Mallory will buy it from you with pleasure.
After taking care of Aringoth's safe, you will still have to deal with the hives at Goldenglow Estate. The order here is very important - if you start by setting the hives on fire, quietly infiltrating the basement will be made much harder.
The hives can be set on fire in a few ways - with a bow enchanted with fire, spells or with a torch. Regardless of the method, you should quickly approach the hives and set them on fire. There's no sense in sneaking, as the hives are protected so well that reaching them unnoticed is pretty much impossible. Therefore the best solution is sprinting towards them and setting fire to all three (look out not to destroy any more - Brynjolf won't be happy and will cut your payment).
After the fire gets above the palisade, jump into the water and run from the Goldenglow Estate. You should head back to The Ragged Flagon, where Brynjolf is.
After getting out of Goldenglow Estate, go meet with Brynjolf and give him the documents that you found in Aringoth's safe. The red-haired thief will pay you for completing the mission (100 gold) and let you use the Guild equipment - from now on, anything you find at The Ragged Flagon you can keep for yourself. Use the chance and check all the chests and barrels that you come across.
After satisfying your greed, you can move to the next mission. Brynjolf suggests that you should meet with Maven Black-Briar.
Thieves Guild quest unlocked: Dampened Spirits
Head out of The Ragged Flagon and go to The Bee and Barb , where Maven Black-Briar is. Go to the upper floor and speak to her - she will ask you to eliminate the Honningbrew Meadery, Maven's competitor, from business. In order to set things into motion, you need to head to Whiterun and there speak to Mallus Maccius.
You will find your contact at The Bannered Mare tavern, in the room on the left. Mallus has a quite easy idea how to get the Honningbrew Meadery out of business. The Meadery is currently fighting with a recent pest infestation, with bad influence on its renown. He will cleverly suggest that you hire yourself at the Honningbrew Meadery as a pest exterminator and afterwards poison the vat with the precious liquor. Head to the company's headquarters and speak with the owner, Sabjorn.
In order to reach the Honningbrew Meadery, head out of Whiterun and go south-east. There you will find two inconspicuous buildings, out if which the bigger one is the company headquarters (see screen above). Upon getting inside you should see two dead Skeevers on the ground and Sabjorn quite confused by your intrusion. Tell him that you can take care of the pests. You can do it in three ways: using Speech, intimidation or just offering to help (the difference is that in the two first cases you will receive your payment - 500 gold - in advance).
Sabjorn will give you the Pest Poison and ask you to get rid of the infestation by spilling the poison on the pest nest. In order to get there, you will need to head to the basement - use the key received from the Honningbrew Meadery owner. After getting inside, get ready to fight a great number of Skeevers - they inhabit not only the basement, but also the underground twisting tunnel.
As you head deeper into the corridor, you will eventually come across spider-webs. That's right, not only Skeevers live here. Be ready for a fight before heading into the big cave covered with a greasy substance - there are a few Frostbite Spiders inside.
After dealing with the arachnids, head onwards. Look out for traps - there are many of them on the ground and before reaching the further part of the underground complex you will come across a thin line that activates a spiked ball. Before heading into the next cave, equip a bow and try to eliminate a couple Skeevers from a distance - they're weaker than the ones you fought before so you shouldn't have problems with eliminating them. Hamelyn - the mad mage who looks after the pests - might however prove much harder. Drink some potions giving you fire resistance and be ready to heal yourself quickly during the fight. Luckily the enemy doesn't have too much health points, so a couple good hits should calm him down.
After dealing with the mage, just poison the nest. It can be found in the corner of the room, beside the mage's stuff (screen above). While you're at it, you should note the book on the chest which can boost your Sneak skill.
Get out of the underground using the corridor to the left of the Skeevers nest. As you're reaching the surface, look out for the snares planted right beside the tunnel. Afterwards you will just need to reach the Honningbrew Vat and poison it (screen below). Therefore go up the stairs onto the upper floor and open the lid. Afterwards get back onto the floor, take the exit door key (it's hanging right beside it, on a hook) and return to Sabjorn.
After getting inside Honningbrew Meadery, you should note not only Sabjorn, but also the Guards Captain and Mallus. You have returned just in time to watch the company's fall. Speak with the owner and watch the cinematic.
The Captain of course won't like the taste of the poisoned liqueur, recognize it as assassination attempt and take Sabjorn to the Whiterun dungeons. The company will move to Mallus, with whom you should speak.
After getting rid of Sabjorn, his Honningbrew Meadery will practically be taken over by Maven Black-Briar. Speak to Mallus and tell her that your customer wished to know who was financing her competitor. The pale man will suggest that you take a look inside Sabjorn's office on the upper floor.
During your next visit to the Medaery, you will be able to speak with Mallus again. He will become a Fence, to whom you will be able to sell stolen items.
Go onto the upper floor and open the door to the office at the end of the corridor. Inside the dresser in the corner of the room, find the Promissory Note that Maven is looking for (see screen below). The content of the document doesn't give much information, apart from the fact that Sabjorn's partner is highly interested in bringing your employer down.
After obtaining the documents, take a look around the room - on one of the tables you will find the A Game At Dinner which can boost your Alchemy. Inside the room next door you can find the Honningbrew Decanter - it will interest Delvin Mallory.
The destination is at the same location as before - inside The Bee and Barb tavern at Riften. Give Maven the obtained documents and she will state that they don't make much sense to her and that the Guild should learn of them as fast as possible. On your way out you will also receive a magical weapon, the quality of which depends on your level.
After talking with Maven, you should meet with Brynjolf and tell him of the development. Your superior will be very happy with your progress, though the fact that the symbol found on the Promissory Note is identical as the one from Goldenglow Estate will worry him.
The situation is serious enough for the Guild Leader - Mercer Frey - to take interest in it. You should speak with him as fast as possible.
Thieves Guild quest unlocked: Scoundrel's Folly
The Thieves Guild Leader is very concerned with the recent events - without a doubt, someone is trying to destroy his organization. Luckily the enemy has made a mistake thanks to which you will be able to get on his trail. As you will learn from Mercer, one of your mysterious enemy's servants is Gulum-Ei - the Guild's old contact, currently inhabiting Solitude. You should head there and squeeze out all the information you can from him.
Before heading out, you can speak to Brynjolf who will give you some advice.
Brynjolf should as always be hanging around The Ragged Flagon - you won't have any problems with finding him. During the conversation you will learn that Gulum-Ei is very important for the Guild, therefore killing him isn't an option. Bribing the insidious bastard or spying if the first option fails would be a better idea. The Argonian is known for wide connection with the East Empire Company which might be directly related with the whole conspiracy.
After speaking with Brynjolf, head to Solitude where you will find Gulum-Ei.
In order to reach the deceitful Argonian, you will need to head to Solitude. The city is in the north-west edge of Skyrim, on a large rock. If you haven't been there yet, you should head to Dawnstar and afterwards go west, or alternatively backtrack to Whiterun or Morthal to head out from there.
Gulum-Ei can be found at The Winking Skeever tavern, just left of the city gate. The lizard will dodge giving you any clear answers. You can either use Persuasion (he's very resistant though - you probably won't succeed), Intimidation (also pretty pointless) or Briber. The latter option will interest the Argonian enough for him to give you some answers, if only you bring him a case of Firebrand Wine.
If you did manage to convince Gulum-Ei with Persuasion, skip to Shadow Gulum-Ei. Otherwise keep reading the guide normally.
In order to satisfy the Argonian's thirst, head to the Blue Palace in the south-east part of Solitude. After heading inside, go a bit left where you will find a case of Firebrand Wine just lying on the table. As there's no one guarding it, stealing it shouldn't be a problem (screen below).
Having obtained the beverage, return to Gulum-Ei.
Return to The Winking Skeever tavern, where you previously left the Argonian. Give him the case of Firebrand Wine to receive three Soul Gems (two lesser and one petty) and some information on the person trying to destroy the Guild in return.
Unfortunately Gulum-Ei will be very brief and you won't learn too much from him. You should therefore shadow him - he should fall into trouble sooner or later.
After getting out of The Winking Skeever tavern, Gulum-Ei will head towards the East Empire Company Warehouse, found below the rock on which Solitude was built. The area was marked on the map with an anchor. Getting there is quite easy - you just need to head out of town and go towards the harbour below. If you take a look around, you should note a small door beside the sea gate (screen below). What's interesting, you don't need to strictly follow the Argonian - Gulum-Ei will immediately appear after you enter. You also don't have to be very discreet - even if the lizard notices you, he won't make too much out of it (though he can call in some rather weak guards).
Keep following your target after entering the warehouse. The Thieves Guild doesn't limit you in any way regarding the East Empire Company servants - you can kill them all if you only want to. It's also a quite reasonable option, as they have good gear and multiple potions. What's interesting, Gulum-Ei won't pay attention to what's going on around him at all - until you don't attack him, you have a free hand. If plundering the guards doesn't satisfy you, you can always look around for stashed goods - you can find some pretty good items, especially potions. Also check the director's room to find the East Empire Shipping Map - Delvin Mallory will be very interested in it.
Eventually the Argonian will head inside the Brinewater Grotto - in order to get there, you will need to go past the equipment shelves and wet your boots a bit (follow the lizard's footsteps).
Once inside the cave, look out for traps set throughout it. Afterwards get ready to fight with two Horkers found at the end of the corridor. After defeating them (you rather won't be able to avoid them), look around the nearby shelves - you will find many useful potions there. After collecting all of them, you will have to wonder how you want to move onwards - you can continue going along the wooden platform, therefore coming across two more Bandits (including one mage) or turn right and make your way through the webs (you however won't be able to avoid a fight with Frostbite Spiders). Regardless of the chosen path, you will eventually reach an identical part of the cave.
Keep following the only possible path. You need to keep looking out for traps, found pretty much everywhere. You will also have some minor fight with Bandits, though they shouldn't cause you much trouble (remember that you deal additional damage when attacking by surprise). Eventually you will reach the cave in which Gulum-Ei is hiding. Kill his guards and it will make a big enough impression on the lizard that he will decide to give you any information you need.
The terrified Argonian will tell you that a certain woman under the name of Karliah is behind the whole conspiracy against the Guild. To confirm his words, he will give you the Goldenglow Bill of Sale which you should give to Mercer Frey at The Ragged Flagon. It's important that you don't kill Gulum-Ei after he tells you the truth - the Guild wouldn't be happy about losing one of its members. If you let the lizard live, you will be able to find him at The Winking Skeever - he will become your Fence. If you happened to kill him, inside one of the chests in the Brinewater Grotto there's a note from which you will learn all that the Argonian would tell you.
Pull the three levers in the corner of the grotto in which you found Gulum-Ei - that way you will open a secret passage thanks to which you will return to the surface of Skyrim. Afterwards head to Riften and speak with Mercer at The Ragged Flagon. As it turns out, Karliah is well known to the Guild Leader - she's the one who murdered his predecessor. The information that you have gained will help the man in finding the place in which the woman is hiding - it's the Snow Veil Sanctum, where you should both head.
If you haven't killed Gulum-Ei during your investigation, Mercer will tell you to speak to Tonilia who will exchange a part of your armor.
Thieves Guild quest unlocked: Speaking with Silence
After completing Scoundrel's Folly without killing Gulum-Ei, Mercer Frei will reward you with new equipment. Head to Tonilia at The Ragged Flagon and ask her to upgrade one of your equipment parts. You will be able to choose from four items:
Thieves Guild Boots: +25% to pickpocket success rate
Thieves Guild Armor: +35 to carrying capacity
Thieves Guild Gloves: +25% to lockpicking
Thieves Guild Hood: 15% better prices
Your destination is quite far to the north - somewhere between Windhelm and Winterhold. The best way of reaching the Sanctum is by starting at one of those two locations - just head at the right direction and follow your compass. If you would have any problems with finding the place where you're supposed to meet with Mercer Frey, it has been marked on the map below.
After reaching the destination, speak to the Guild Leader - he will tell you some important facts regarding the organization and you will also learn more about Karliah herself. She was Gallus' - Mercer's predecessor - lover, which didn't however stop her from killing him. Such a ruthless person cannot live and threat the Thieves Guild - you should therefore enter the Sanctum and face the killer.
After speaking with Mercer, climb to the top of the Sanctum and go down the stairs to its middle part. Afterwards wait for your boss - only he can unlock the gate leading to the Snow Veil Catacombs. After the gate is unlocked, head inside. As you're exploring the underground, try to be as discreet as possible - the Catacombs is home to numerous undead which are easier fought by surprise.
Follow the only possible path, going through consecutive corridors. Keep sneaking at all times - that way you will be able to surprise the Draugrs easier, making killing them much easier. Also be mindful of the traps and look around - gold and useful equipment can be found on the shelves and inside coffins. If you don't manage to stay quiet enough not to wake up the undead, don't worry - Mercer Frey is powerful enough to deal with any threat.
While passing through the Catacombs, note the traps found here and there - the hanging bones are specially dangerous, as they can wake up more Draugrs (screen below). If you want to make things easier, you can get off the main road and check the locked room on the right, from which you will have a great view of the main hall. It's a perfect place to hide with a bow and take out the monsters from a distance - with some luck, they shouldn't notice you. Therefore you will be able to clear out the whole room, without risking your own life.
Move onwards, eliminating all the monsters that stand in your way. At some point you will reach a room with a Ship Model on a pedestal (screen below). In order to get there, inside the room with lots of Draugrs you need to go onto the upper floor and head further, eventually coming across the ship. It's important to quickly pick it up and run from the room right afterwards - the floor is covered with a flammable liquid which will start burning as you steal the item. Delvin Mallory will be interested in the model, you can take it to him after this mission.
After obtaining the ship, return to the main hall and go up the stairs onto the upper floor. Afterwards follow the upper, grated corridor and enter the proper Snow Veil Sanctum. There, defeat a few undead and look out for traps - one of them will activate when you open the gate to the further part of the underground. At some point Mercer Frey will state that the room that you will now enter is a perfect place for a trop. He's not at all far from truth - as you cross the gate, a Draugr Deathlord, disposing powerful spells and one of the Shouts, will raise from the grave (screen below). The enemy is a rather hard nut to crack, so it would be good to send out your boss to focus its attention on him, letting you safely attack the monster from behind.
After the beast has fallen, get onto the pedestal from which it came and check the chest - there are a few precious items inside. Having that behind, head to the big wall crowing the room to learn another Dragon Word - Disarm - which makes fighting that much easier. With the new power onboard, head to the corridor ending with a Nord door. If not for Mercer, you wouldn't be able to go though it - it require a special key and only the Guild Leader can open it without it.
After crossing the game, there will be a sudden turn of events - you will fall to the ground and lose consciousness, while Mercer will head out to meet with the woman you were looking for. From their conversation you will learn that it was really the Thieves Guild Leader who murdered Gallus and Karliah was framed for it. Eventually the woman will escape and Mercer Frey will leave you in the lurch.
After waking up, you will see a mysterious and worried person above you. It's Karliah, who has taken you out of the underground and cured your wounds - there's no doubt that you owe her your life. From the short conversation that you will have it will turn out that she's innocent and Mercer Frey is responsible for everything. The thief wants revenge, but not in the form of murder - she prefers to judge the traitor in front of the whole Guild.
The only evidence against your recent boss is the Gallus's Encoded Journal, now in the hands of Karliah. She will ask you to decipher its content, as part of the Hard Answers quest. You will also receive some poisons which might come in handy in the further missions.
Thieves Guild quest unlocked: Hard Answers
Note! Despite the "misunderstanding" with Mercer Frey, you will still be able to visit the Thieves Guild headquarters, though you won't find the Leader there. Brynjolf has also gone missing and you will meet him in the further part of the story.
After getting out of Snow Veil Sanctum and speaking with Karliah, head to Winterhold - there you will find Enthir, to whom you should give Gallus's Encoded Journal. The town is best reached by heading north-west of the current location. After getting there, visit The Frozen Hearth tavern where you will find the Bosmer you're looking for.
Enthir will tell you that the journal was written in the language of Falmers and only the scholars of Markart are capable of understanding it. You should therefore head there.
Markart, to which you must now head, is a city at the far west of Skyrim. You can get there either by a carriage (most cities offer such services) or by foot - by heading west of Rorikstead. The further road is long and dangerous, so you should prepare yourself well before heading out.
After getting there, head to the Understone Keep (screen above). Unfortunately, after a short conversation with Calcelmo it will become clear that he's not willing to help you. There are three options: you can use Persuasion (if you succeed, you will receive the Dwemer Museum Key), offer a bribe (pointless) or Intimidation (no use in trying as well). Also if your character doesn't have high enough Speech, all those attempts will lead to nothing.
You can have three options: steal the key from Calcelmo (see Obtain the key to Calcelmo's Museum), take it from his desk (screen above), picklock the door or complete the Miscellaneous: Kill Nimhe inside Nchuand-Zel.
If you fail to convince the mage to give you the Dwemer Museum Key and you don't intend to complete a mission for him, you can put trust in your fingers. Robbing Calcelmo isn't easy, though at the same time isn't necessary - the key can also be found on the mage's table and taking it is the easiest solution.
Regardless of which option you take, the door to the Dwemer Museum will now be wide open.
After approaching the door to the Dwemer Museum, you will be stopped by one of the museum guards. Luckily you don't have to worry about him too much - if you sneak by to the gate and open it, nothing should happen.
The Museum Key can be obtained from Calcelmo, who is at the other end of the corridor (see Speak with Calcelmo). If you don't feel the need of getting inside legally, you can always use lockpicks.
The most interesting part of the mission begins now - if you were unable to convince Calcelmo to you rights with Persuasion, you will have to sneak to the museum and avoid the guards there. If you got the mage's permission, there's no problem - you can freely move through the room. However if you're not in his favour, each time you get caught you will be arrested and punished with a fine.
Even though the museum is protected by only three guards, you shouldn't fight them - it would result in a big prize for your head (3000 gold), one you certainly would rather avoid. Therefore it's much better to just quietly reach the door on the other side of the room. If you have developed Sneak enough and try to stay in shadow, you should be able to do it without any problem.
After getting past the guards you will reach Calcelmo's Laboratory. This area isn't protected by guards, but regular thugs - you won't get a bounty for killing them. Therefore you can either kill everyone in your way, sneak or... explore the room on the left to find the Spider Control Rod and use it to control the Dwemer Spider, who will be more than happy the tear to pieces anyone you tell it to.
Regardless of the method of reaching the Laboratory, you should take a look around the underground - you can find a few interesting items here, in addition to the key to the Laboratory itself (you can steal it from the guards or from the sleeping room). Get ready for a fight after heading to the Laboratory gate - you rather won't be able to avoid the mage and bandit sitting there. After dealing with them, read the book found on the table to increase your Alchemy. Inside the same room, on the pedestal on the left you will find the Dwemer Puzzle Box which will surely interest Delvin Mallory at The Ragged Flagon.
After defeating the guards, enter the balcony and head to Calcelmo's Tower. Inside, go into the corridor on the left and into the mage's room. There, on the desk, you will find the Chimarvamidium, Ancient Tales of the Dwemer Part VI, boosting your Heavy Armor skill. After increasing your knowledge, open the door behind which you will find Calcelmo's Guide. However you're in for a surprise, as the mage's notes don't have the form of a book, but were carved into a stone (screen below).
Unfortunately, you aren't able to take the whole stone onto your back and use it to translate Gallus's Journal. There is however an easy way of solving this problem - just return to Calcelmo's office and take the Charcoal and the Roll of Paper, thanks to which you will copy the notes.
As you complete your work, a big group of Wizards' Guards will enter the room - fighting them isn't the best idea, so you would do best by avoiding them and running outside.
After obtaining the needed information, get out of the room in which Calcelmo's Stone was - it might prove rather hard, with the army of guards that just came in. You shouldn't fight them - there's just too many of them and running out of the room isn't all the hard. After reaching the balcony, head right - you should therefore be able to reach a waterfall, using which you can easily get out of the Understone Keep.
After a daring escape, return to Winterhold. Enthir can be found in the basement of The Frozen Hearth tavern, where you will also meet Karliah.
Based on the notes, it can be clearly said that Gallus has been doubting Mercer Frey's loyalty for a long time. Moreover, the Thieves Guild Leader is now in even bigger trouble - he has desecrated The Twilight Sepulcher.
The information has clearly shocked Karliah - you should speak to her about your discovery. Meanwhile Enthir will become a Fence at whom you will be able to sell stolen items.
Approach Karliah and she will tell you of "The Nightingales" - a secret organization tasked with protecting The Twilight Sepulcher. She, Gallus and Mercer Frey were all members of the organization, though Mercer decided to break the oath given to Nocturnal - the Thieves patron - and desecrate her temple.
Karliah will in gratitude give you the very powerful Nightingale Blade and ask you to meet her at The Ragged Flagon.
Thieves Guild quest unlocked: The Pursuit
Get out of Winterhold and head to Riften. As you have probably notice, the cemetery entrance to The Ragged Flagon has been closed, so you will have to use the one leading through The Ratway (the same one you used to get here the first time).
After reaching the destination, speak to Karliah - you need to agree on a plan. Luckily you have the decoded Gallus's Journal which is key evidence against Mercer Frey. Now you will need to tell Brynjolf of your suspicions.
The Thieves Guild members have Karliah for a traitor, so you won't be welcomed too warmly: if not for Brynjolf's cold blood, Vex would probably kill the refugee right away. Luckily the red-haired man runs the organization during Mercer's absence, thanks to which you will be able to give him Gallus's Encoded Journal.
The thieves at first won't believe in what has been written in the journal - they need proof. Brynjolf will decide to check the vault - if Gallus was right and Mercer has been stealing from the Guild for years. As he opens the gate, it turns out there's literally nothing inside. At this point it will be obvious that Karliah is the one telling the truth. You should speak to Brynjolf as to how deal with this treachery.
After discovering the theft, Brynjolf will have a few question for you - it's the best moment to tell him the whole story. As you tell him everything, the thief will tell you to get into Mercer Frey's residence - the Riftweald Manor - found in Riften. At the same time you will be warned of the guard - he's supposed to be a quite strong enemy. The Guild is desperate enough that it will let you do anything - including killing anyone who will cross your path.
During the conversation with Brynjolf, ask him how to reach the Riftweald Manor - that way you will learn of the mysterious mechanism which you can use to get inside relatively safely. If you try to ask him about the guard, he will tell you to speak with Vex - supposedly they used to know each other.
The grey-haired woman can be as always found at The Ragged Flagon, nearby the bartender. Ask her about Vald to learn that he's a ruthless thug, valuing only money. Bribing him isn't an option - Mercer would probably kill him before he could use the money.
The case with Vald can be solved otherwise - he has a large debt at Maven Black-Briar. Cancelling it might make him more willing to cooperate.
There are a couple ways of reaching Riftweald Manor. The hardest, but not requiring any violence option, implies cancel Vald's debt - that way you will get rid of the largest problem.
Maven Black-Briar can be met at the marketplace, Black-Briar Meadery or The Bee and Barb tavern. Regardless of where she's at, the conversation will take a rather unexpected turn - it seems like Vald ran into debt because of losing Maven's pen. It however wasn't a simple writing tool, but the Quill of Gemination - a magical artifact of exceptional powers.
If you bring Maven the artifact that Valdo lost, his debt will be paid and the man won't have to guard Mercer Frey's manor anymore. The boat in which the Quill was san in a lake beside Riften. The boat-wreck and the Quill of Gemination can be found midway between the Riften harbour and Goldenglow Farm - exactly as seen in the above screenshot. Dive underwater to retrieve the precious item and take it to its lawful owner. In return you will receive a document confirming Vald's debt being paid.
If you don't want to help the guard, you try to trick him. A quite interesting option is stealing his keys as he's walking beside the gate (screen above) and afterwards slipping inside. The problems is that the courtyard is rather small and doesn't create much place to hide, while Valdo will attack immediately upon noticing you. Of course nothing stand in the way of killing the dull thug, though you would have to reckon with getting a fine for the murder.
What's interesting, you don't need to worry about Vald at all - you just have to shoot an arrow at the mechanism on the upper floor or the residence to create a quite comfortable passage inside (screen above). What's important is that the residence cannot be accessed in any other way - all the doors are locked from inside. If you didn't get the key from Vald, you can use picklocks - the only problem is therefore avoiding the guard.
After getting inside the Riftweald Manor, you need to focus and move very quietly - many dangers await you here. Inside the first room on the right there are two well-equipped bandits and fighting them is rather impossible to avoid. After defeating them, go down to the ground floor and search for a suspicious wardrobe (screen below) - inside of it you will find a passage to the underground.
After crossing the secret door, be ready for a whole series of traps. Keep looking on the floor at all times - there are a couple pressure plates which activate complicated and deadly mechanisms. At some point you will reach a room with untypical, green floor tiles (screen below). If you step on the bad tile, you will be burned. Luckily the path you need to follow is very easy - looking from above, it will resemble an inverted S.
After crossing this room, it's time for the swinging blades and ram (screen below) - it will be hard to dodge them in the narrow corridor, so you should make use of the Whirlwind Sprint to reach the other side.
Continuing onwards, you will reach a door protected by yet another trap (poisoned arrows). Open the entrance from a safe distance. Inside, steal Mercer's Plans which can be found on his desk. Use the chance to take a look around the room - on the table you will find a book which will increase your Sneak and inside the showcase a powerful sword - the Chillrend. There are also lots of Gems and the Bust of the Gray Fox which should interest Delvin Mallory.
After ransacking Mercer's residence, head out of the underground and go through the door on the right (you will therefore avoid having to deal with the trap all over again). Afterwards, by going through the Ratway Sewer, reach Brynjolf at The Ragged Flagon.
As it turns out, Mercer Frey has left the city - the Guild spies are unable to locate him. The documents that you have obtained suggest that the traitor wants to obtain the Eyes of the Falmer - an ancient artifact that even Gallus dreamed of obtaining. Without a doubt, you need to stop him before he reaches the powerful relic.
Thieves Guild quest unlocked: Trinity Restored
After reporting to Brynjolf, you should speak to the elven Thief. During your absence, it has been decided that Mercer Frey is too great of a threat to the Thieves Guild and needs to be eliminated. In order to do that you will have to follow his footsteps and reach the place where the Eyes of the Falmer are.
The Guild Leader is a powerful enough enemy that Karliah will accompany during this mission. meet her by standing stone at Riften.
Head out of Riften through the southern gate and keep going up. eventually you should note a big stone, beside which Karliah is standing - it's the Nightingale Hall, where the Nightingales used to meet (screen below).
If you ask the elf about the history of the Nightingales, you will learn that their role is to serve Nocturnal - the patron of all thieves. The Nightingales thus far were Karliah, Gallus and Mercer Frey, however after the betrayal of the latter one the strange "order" is no more. Your role will be to rebuild it.
After entering Nightingale Hall, you should note that Brynjolf has also joined your expedition. Seem like you're not the only one who's going to join the elite Nightingale group.
Fallow Karliah and listen to her story - you should learn more about your heritage. After reaching a big cave the thief will ask you to put on special Nightingale armor.
Go across the rope bridge and turn left - you will find three stones in the big room. Touch the middle one and the Nightingale Armor will appear in your inventory. Equip it to activate the further part of this mission.
Even though the Nightingale Armor isn't the most powerful in the game, it surely has one of the best designs. It's worth to complete this mission just to obtain it.
Before following the two thieves to the big room at the end of the corridor, check out both side paths. At the end of each of them you will find chests with random content - you just might find something useful.
Once you're done robbing stray items, return to Karliah. She will tell you the conditions of becoming a Nightingale. As you swear the oath, you will be able to use Nocturnal's blessing, in return for becoming a guardian of her temple - both alive and after death. As you don't have a choice, you have to agree to this proposal. Brynjolf will agree as well.
Follow Karliah deeper into the corridor. After a few steps the thief will open the gate behind which the proper Nocturnal temple is. Behind the main, middle pillar you should see three glyphs - one of them is meant for you.
Take the vacant place and Nocturnal herself will appear in the middle of the room to take your oath. After a short ceremony the ghost will disappear and you will receive the goddess' blessing, giving you supernatural luck.
After swearing an oath to Nocturnal, Karliah will reveal to you the true crime of Mercer Frey - he desecrated the goddess' temple by stealing the Skeleton Key. The artifact lets the owner open each and every lock, regardless of its complexity. It's thanks to that artifact that he was able to enter the Snow Veil Sanctum.
The order's objective is now not only catching Mercer Frey, but also returning the Key to Nocturnal. Keeping it would result in losing the blessing - the Thieves Guild would once again suffer from misfortune. As it turns out, you once again don't have a choice and have to once again head out on a quest.
Before finally leaving Nightingale Hall, you should speak to Brynjolf again. The thief won't beat around the bush and downright tell you that you were chosen to be the new Thieves Guild Leader.
Before you can be officially nominated, you will still need to complete certain missions to bring the Guild its old renown back - speak to Vex and Delvin Mallory about the additional quests (see City Influence in this guide). Of course before being able the top place among the thieves, you will still need to eliminate its late leader - Mercer Freya.
Thieves Guild quest unlocked: Blindsighted
Irkngthand are ancient Dwemer ruins, found on one of the mountain slopes in the middle of Skyrim. In order to get there, start off at Whiterun and head east, where the Valtheim Towers are. From there, go north and climb the hill from which you should be able to see the fortress. IF this path seems inconvenient to you, you can start off at Fort Dunstad and head south-east - this option is even easier, as it doesn't imply climbing.
After reaching the destination, it will turn out that the whole place is overrun by thugs. You might try to sneak between them and reach the fortress door, though simply killing everyone is a much easier option. As they are just normal bandits, you should handle them without any problems (remember that surprise attacks deal more damage!).
At some point you will reach a grated passage to the further part of the fortress - you don't have to worry, as the gate can be easily avoided (road on the right). After getting to the other side, pull the lever to open the passage (screen above) - it will make getting out of the castle later on easier. In order to get inside Irkngthand, you need to get to the very top by following the footbridges - the only door can be found there.
After getting inside the dwarven fortress, you should note dead bandits laying on the floor. Corpses have been scattered throughout the whole room - there has surely been a terrible fight here. Inside the next room you will find piles of destroyed machines - they surely didn't break down on their own. Inside the third room you will have to focus - it's patrolled by five Dwarven Spheres, quite strong enemies. As avoiding them is rather impossible, you should probably stand in the corner of the room and send arrows at them. They will eventually come at you, but your strategic position will cause them to only be able to attack you one at a time, thanks to which you should be able to deal with them.
Head onwards and you will come across fire-spitting pillars - they move clockwise and avoiding them shouldn't be too hard. If you have any trouble, you can always use the Whirlwind Sprint Shout which will solve the problem instantly. At the same time you need to remember to stay quite - if you don't sneak, one of the Dwarven Spider Workers hiding throughout the room will probably notice you.
After leaving the fire room, head to the elevator which will take you to the Irkngthand Grand Cavern where Karliah and Brynjolf are waiting for you. Before heading there however, take a look into the corridor to the left of the elevator - apart from another Dwarven Spider you can also find a chest with some precious items inside.
After riding the elevator onto the lower level, speak to Karliah. She will tell you that the bandits that you came across in the first room have been killed by Mercer Frey. The elf will also warn you of traps that are probably waiting for you in the further part of the fortress.
Karliah was right - the whole underground has been covered with traps. Opening the very first door will cause a spiked ball to come falling at you - you need to be very careful. In the corridor before the trap, note the locked door (Expert level) - behind it you can find a few dwemer items and potions that will make this mission much easier.
Moving onwards, you should note Mercer fighting off some Falmers - in order to follow his footsteps, you will have to turn right and head further through the twisting corridors of Irkngthang. Look out for Falmers who will attack you at first sight. You won't however have to worry too much - Brynjolf and Karliah are quite good warriors, so going through the underground shouldn't be all that hard.
Deeper into the ruins you will come across a trap in the form of a propeller - while it won't be too much of a challenge for you, it certainly will be for your teammates - be ready for Brynjolf and Karliah going through this room in a very long and painful way. Luckily you might move this a bit further in time - inside the tower on the right you will find a dwarven ballista, thanks to which you can kill the Falmers below. That way you will at least have one problem less on your mind.
Afterwards open the gate leading to the further part of the underground - it can be done by pulling two levers found on opposite sides of the room (screen above). For the gate to open, both levers must be activated - each deactivates eventually after some time. That's why you should activate one of them and rush to the other one (the Whirlwind Sprint Shout will come in handy here).
After going through the gate you will reach a room with lots of dwarven towers. Most of them will be manned by Falmers who will try to shoot at you from bows - luckily they aren't very skilled at it and additionally they are easy to surprise. One of them is a Shaman, capable of casting a few spells - you have to look out for him especially. After he's defeated, search his body to find a shaman key, required in the further part of the underground.
Head onto the upper level of the fortress and afterwards look out for the snares. Take a look around the rooms to find two Detect Life Scrolls - even if you don't intend to use them, it's worth to take them as they're priced at 500 gold each. Inside the next cave you will have to fight a whole bunch of Falmers - you need to eliminate them quietly, as there's just too many of them for direct fight. There is however a very easy way of solving this problem - to the right of the entrance, right by the ground there's a button which activates the Centurion standing in the middle of the room. Press the button to activate the machine and cause it to attack everything around it. After the slaughter is over, kill the survivors and head onwards. Kill the rest of Falmers and Frostbite Spiders and afterwards enter the Irkngthand Slave Pens.
As you enter the next area, it will turn out it's a torture room. Pull the lever in the room on the left to kill two Falmers standing beside the table with a dead thief. Beside his corpse you will find information regarding the Eyes of the Falmer - the artifact which Mercer Frey is looking for. Keep going along the corridor and look out for the pressure plates (they activate a fire trap) and enemies in the next room - you can either avoid or kill them, depending on your liking. Head further and enter the small corridor behind the Falmers camp, killing two enemies inside.
Another camp awaits for you, this time inhabited now only by Falmers but also giant worms known as Chauruses. Luckily you don't have to fight the whole happy herd - if you get onto the pipes running below the ceiling, you will be able to avoid fighting or at least kill the enemies from a safe distance (screen above). Having dealt with them, head onwards and defeat two more enemies. Find a dwarven chest beside the tents - inside you will find some surprisingly powerful artifacts. Further on you will reach the Irkngthand Sanctuary, where Mercer is hiding.
As you enter the Sanctuary, you will see the traitor poking out the Eyes of the Falmer from the statue in the middle of the room. Mercer will eventually notice your presence and cast a spell on Brynjolf, causing him to fight with Karliah. Therefore you will have to face the Guild Leader alone.
Mercer is a very good swordsman, fighting with two swords (one of them can drain life). What's worse, the enemy can also temporarily disappear, becoming nearly invisible. You can use the previously found Detect Life Scrolls or just set the enemy on fire (it will point to his location). If that isn't enough, use the compass at the top of the screen (it will always point Mercer's current position) or look for ripples in the water. Remember that the enemy can attack and receive damage eve then invisible - don't let him hit you from behind!
After plunging your sword into the traitor's throat, quickly search his body. Apart from some useful equipment you will also find the Eyes of the Falmer (for Delvin Mallory) and the Skeleton Key for which you came here.
As you kill Mercer, the room will become completely flooded. The door through which you came here are blocked, so you will have to wait for the water the level to raise and escape though the tunnel above the Falmer statue. There's nothing to worry about, just keep floating on the water.
After reaching the corridor, head onwards. Eventually you should reach a cave in which nothing will threat you anymore. At this point you should speak to your companions.
After escaping Irkngthand Sanctuary, it will finally be time to catch some breath. Use this moment to speak to Karliah. The elf will tell you that your mission isn't over yet - you still need to take the Skeleton Key to its proper place. It however won't be easy - in order to return it to Nocturnal, you will have to cross the dangerous Pilgrim's Path. Bidding the thieves farewell, you will receive the Nightingale Bow - the most precious item of such kind in the game (it's quality depends on the wielder's level).
Before heading out, visit The Ragged Flagon - sell the obtained artifacts, restock on supplies and raise your skills. It will all be necessary, as the last Guild mission awaits you now. Remember that using the Skeleton Key you can open any lock (it's pretty much like an indestructible lockpick). Before returning it to the goddess, you can use it for your own purposes.
Thieves Guild quest unlocked: Darkness Returns
The place you need to head to is at the south-west edge of Skyrim. In order to get there, start off at Falkret and go west, heading towards the mountains. If you have found the Dark Brotherhood Sanctuary already, it would be even better as a starting point.
After reaching the western mountains, search for a cave entrance. You should find it without any problems - it's surrounded by a waterfall from one side and from the other by burning vessels and menhirs (screen below).
Enter the cave and you will see one of the former Nightingales in front of you. Soon it will turn out that it's not an ordinary ghost, but Gallus - the one who Mercer Frey murdered. The man will be very happy to hear that Karliah is still alive and you are in possession of the Skeleton Key. Unfortunately, you can't give the artifact to the ghost - as the Guild traitor desecrated the temple, the door in its depths have shut, therefore weakening the ghost inhabiting the dungeon and causing them to lose their senses. Apart from Gallus, every ghost you come across will be very aggressive.
If you ask the late Guild leader for any hints, he will tell you that nearby you should find the corpse of one of your predecessors, who wanted to speak to Nocturnal. That way you will activate the optional objective Retrieve Nystrom's Journal.
Turn left of Gallus and go towards the cave wall. Eventually you should see a skeleton - search it to find the Nystrom's Journal between the bones. As it seems from its content, the clever thief pretended to be a Nocturnal acolyte, meanwhile the only thing he cared about were the riches hidden in her treasury. In order to reach it, he had to go through five trials, the hints to which he has noted in the journal. Unfortunately they aren't very useful, being puzzles themselves.
Beside Nystrom you will also find his money-bag and a quite powerful Dwarven Battle Axe. Take whatever you need - the dead don't need equipment anymore. As you take the items, the skeleton will break up into pieces - probably in a helpless act of protest.
Go past Gallus and take the stairs up the corridor. As you cross the iron gate, be ready for a fight - two Nightingale Sentinels await you. The enemies are quite strong, so you would do better by killing them with sneak attacks - fighting them directly would cost you too many potions. After dealing with the enemies, look inside the room upstairs to find a Soul Gem.
Move onwards and look out for a trap - there's a pressure plate on the ground which activates poison arrows. Avoid it and sneak up onto the next enemy - he's standing alone, almost as if he's waiting for you (screen above).
After defeating the guardian and going through the next gate, you will reach a very peculiar, dark doom. Don't approach the light sources - it's deadly. The only way to stay alive is staying in the shadows at all times. You need to follow the narrow streams of darkness, manoeuvring between the light. You also need to look out for traps - they can be easily missed in the darkness (screen above). Luckily only the stationary light is deadly - nothing stands in the way of using a torch to safely avoid the dangers.
Going out of the dark room, you will stand opposite to a Nocturnal statue. Beside her feet you will find some riches and a bandit corpse. If you take a closer look, you should note two chains on both sides of the statue (screen above). pull them to activate a secret mechanism which will open the gate behind the goddess.
Having crossed the secret passage, be ready for another surprise - swinging axes and a series of floor traps await you. You might try to go through this part of the corridor (the Whirlwind Sprint Shout can come in handy here), though it's not necessary: if you turn left, you should some across a door leading into a corridor which will let you avoid the dangerous part. Inside the large room that you will come across while you're at it, you will meet Nightingale Sentinels and some treasures (including the Proper Lock Design skillbook, boosting your Lockpicking). After dealing with the enemies, head to the Twilight Sepulcher Inner Sanctum.
Head across the lit room and jump inside the well. After landing, you should note that the skeleton of Anders - Nystrom's accomplice, whose body you found by the entrance - is lying beside. Based on the notes that you can find beside him, it would seem that the poor man fell here and couldn't find an exit. It would seem that you're in for the same faith, though luckily the Skeleton Key will come in handy, as it will start vibrating and destroy the floor. Therefore you should reach a room in which you have to return the ancient artifact.
Being in the middle of the room into which you fell, put the Skeleton Key into the hole in the centre. As you do it, Nocturnal herself will appear before you. In a short conversation she will thank you for returning the artifact, though she won't hide the fact that she expected it, as you were in fact only a puppet playing a role in a higher plan.
Afterwards you should speak to Karliah, who will surprisingly appear in the room.
The elf will congratulate you on completing the mission and thank you for your help. From now you will become an Agent of Nocturnal - chosen by the goddess herself. Before leaving The Twilight Sepulcher, you can absorb one of three power which the goddess will grant you with. Choose wisely, as you can change your mind only after 24 hours have passed.
You can choose one of three Nightingale powers: Shadowcloak of Nocturnal, Nightingale Subterfuge or Nightingale Strife. In order to absorb a certain power, you need to stand on the corresponding pedestal: crescent moon, half moon and full moon.
Shadowcloak of Nocturnal (crescent): once a day you can cause a chosen enemy to go berserk.
Nightingale Subterfuge (half moon): once a day you can become invisible while sneaking. IF you attack or interact with the environment in any other way, the spell's effect will fade away. Crouch to reactivate it.
Nightingale Strife (full moon): once a day you can suck out 100 health points out of an enemy.
Before leaving the Twilight Sepulcher Inner Sanctum, you will be able to encounter Gallus and Karliah reuniting. The lovers will bid themselves farewell for the last time, therefore ending a certain chapter in the history of the Thieves Guild. The elf will remain here, guarding the Skeleton Key and ready to help, should you want to come here again. You can change the Nocturnal's blessing once every 24 hours - it's a good reason to visit the Sanctum from time to time. If you have already completed all the City Influence quests, you can return to The Ragged Flagon and become the Leader of the Guild.
At this point, the main storyline of the Thieves Guild comes to an end. You still however have some chests and infinite locks to open - who knows, maybe the biggest wave of robberies in the history of Skyrim is soon to come?
If you have already found one of the Unusual Gems, in your journal you will find a mission of finding a person who knows something about such items. A specialist in these cases can be found at The Ragged Flagon in Riften - a grey-haired woman named Vex. She will tell you the history of the Gem (known as the Stones of Barenziah) and give you a mission of gathering the others. There's a total of 24, so collecting all of them isn't easy.
All gems have been marked on the map above. Their exact locations are as follows:
1 - Solitude, Proudspire Manor (in order to get inside, you have to buy the manor for 25000 gold and get the Jarl's agreement)
2 - Solitude, Blue Palace (on a shelf in the Jarl's quarters)
3 - Elenwen's Solar in the Thalmor Embassy, north of Solitude (you can get there only thanks to the Diplomatic Immunity main mission)
4 - Riften, Mistveil Keep (in the Jarl's quarters)
5 - Riften, Black-Briar Lodge (above the bedroom)
6 - Dainty Sload (in the captain's quarters)
7 - Pinewatch (in the catacombs, behind a secret passage inside one of the Draugr coffins)
8 - Dark Brotherhood Sanctuary (inside a dresser in Astrid's room)
9 - Winterhold (on a shelf in the Arch-Mage quarters)
10 - Yngvild (in the room behind the throne)
11 - Sunderstone Gorge (opposite to the Word Wall)
12 - Hob's Fall Cave (in the necromancer's bedroom)
13 - Ansilvund (beside Fjorl's ghost)
14 - Markarth, Treasury House (beside Thonar's bed)
15 - Markarth, Understone Keep (inside the Dwemer Museum, below a locked display case)
16 - Stony Creek Cave (in the area inhabited by the wizard)
17 - Windhelm, House of Clan Shatter-Shield (above the bedroom on the left)
18 - Windhelm, Unliving's Quarters (in the catacombs, inside one of the crypts)
19 - Whiterun, Hall of the Dead (in the catacombs, beside the skeleton)
20 - Whiterun, Dragonsreach (in the Jarl's bedroom)
21 - Whiterun, Jorrvaskr (in Kodlak's bedroom)
22 - Dead Crone Rock (opposite to the Word Wall)
23 - Rannveig's Fast (on a table beside the water prison)
24 - Fellglow Keep (in the workroom)
After collecting all of the Stones of Barenziah, take them to Vex. The grey-haired woman will be surprise that you were able to collect them - after all, they were separated for quite some time. Unfortunately, in order to connect all the Stones and therefore complete the quest, you will still need the Crown of Barenziah. It can be found at Tolvald's Cave, in the eastern part of Skyrim (screen below).
After bringing Vex the crown, the Stones will be placed in it and the complete artifact put onto the dummy at The Ragged Flagon. In return for your trouble, you will be granted with an unusual blessing - each time you open a container of any kind, there's a high chance you will find some precious stones inside. Apparently Berenziah cared about his servant deeply.
Note! This mission is available after completing Under New Management!
After the whole commotion you caused at the Guild, you will have to improve its condition a bit. For that, speak to Tonilia at The Ragged Flagon. She will moan about problems with selling stolen items. The thief thinks that the best way of solving this problem is reaching an agreement with the Khajiit travelling merchants - especially with their leader, Ri'saad. You will receive some Moon Sugar and will be asked to negotiate with him.
Reaching the Khajiit might be quite problematic, as he's constantly on the move with his caravan. You will have to depend on the map indicator (M) to find him. After finally finding the caravan, speak to Ri'saad about making a deal with the Thieves Guild. At first he won't be very positive towards the idea, though the Moon Sugar should convince him to take the Thieves' side. from now on each Khajiit travelling merchant will be your fence - it will make exchanging items for money much easier.
After completing the objective, return to The Ragged Flagon and speak to the fence. Tell her that the problem has been solved to receive a couple hundred gold and gratitude. You were able to support the Guild once again.
Note! This mission is part of a series of quests that you can receive from Delvin Mallory at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Fishing Job missions have the same objective: pickpocketing. Each time Delvin will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and steal a valuable from certain rich citizen. After obtaining it, return to the quest giver and collect your reward.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! This mission is part of a series of quests that you can receive from Delvin Mallory at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Numbers Job missions have the same objective: putting changes in ledgers. Each time Delvin will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and false given positions in the books. Afterwards return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine.
Note! This mission is part of a series of quests that you can receive from Delvin Mallory at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Bedlam Job mission have the same objective: stealing goods of a given value. Each time Delvin will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and steal some valuables (the choice is up to you - the end value matters). Afterwards return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! This mission is part of a series of quests that you can receive from Vex at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Burglary Job missions have the same objective: burglary. Each time Vex will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and steal a valuable. After filling up your pockets, return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! This mission is part of a series of quests that you can receive from Vex at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Shill Job missions have the same objective: plating forged evidence in the victim's house. Each time Vex will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and planting an item in the victim's house. Afterwards return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! This mission is part of a series of quests that you can receive from Vex at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation and give you additional City Influence missions.
All The Sweep Job missions have the same objective: stealing three valuables from the victim's house. Each time Vex will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and steal the items. Afterwards return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! This mission is part of a series of quests that you can receive from Vex at The Ragged Flagon. Completing them isn't necessary, though it will improve the Guild's financial situation.
All The Heist Job have the same objectives: robbing stores. Each time Vex will order you to reach a certain location (Markart, Whiterun, Windhelm or Solitude) and steal an item. Afterwards return to the quest giver and collect your prize.
You can repeat this mission as many times as you like - further objectives will be randomly chosen and there's no limit to them. Just remember not to kill anyone while you're at it, as it will deprive you of any prize and additionally you will have to pay a fine. If you get caught red-handed, you will fail the mission.
Note! You will receive this mission after completing five additional quests in Whiterun (given by Vex or Delvin Mallory at The Ragged Flagon).
Note! Completing all the City Influence missions and finishing the main Thieves Guild storyline will let you become its Leader.
Head to Whiterun and meet with Olfrid Battle-Born - you will probably come across him during one of his walks through the city. During the conversation you will learn that the Nord' friend, Arn, is being held in a dungeon. He was arrested for drunkenness, though it's a blessing in disguise as his charges in the distant Solitude cause that he will be executed after extradition. Arn's luck is in the fact that Whiterun guards don't yet know about his external crimes. If only you can get your hand on the prison registry and cross out the Nord's name, he will be able to live happily ever after.
Head to Dragonsreach - it's the large keep towering over the whole city. Get inside, go up the stairs onto the first floor and enter Jarl's quarters. It's important not to get caught by guards while sneaking between the rooms and above all not fight the, (it would result in failing the while mission). if you earned the Jarl's trust and became Thane during Dragon Rising (main storyline), you will be able to move throughout the whole keep without any problems.
Upstairs, force the prison registry (screen above) - the book can be found at Proventus Avenicci's bedroom, on the right side of the corridor. Once you're done playing scribe, go up the sitars even higher and take the letter from Solitude from the Jarl's office (screen below).
After completing the mission, return to Olfrid Battle-Born and collect your prize. On your way out the man will tell you that if Delvin Mallory would ever need help, he can count on him.
Note! You will receive this mission after completing five additional quests in Windhelm (given by Vex or Delvin Mallory at The Ragged Flagon).
Note! Completing all the City Influence missions and finishing the main Thieves Guild storyline will let you become its Leader.
After completing five additional jobs in Windhelm, Delvin or Vex will offer you a special mission: explaining the newly formed, rival Thieves Guild that they're trespassing your territory. For that, you will need to head to Windhelm and meet with Torsten Cruel-Sea (screen above). The man will be probably walking throughout the city, so finding him won't be hard (check his position on the mini-map: M and then L). speak to him to learn that the members of the new Guild don't avoid violence - they killed your interlocutor's daughter during a robbery. The vengeful Nord will give you a name of a possible Guild member. You should meet her and set things straight.
The Altmer can be met at her house or at the marketplace where she works. After reaching her, you will have a few possibilities. You can use persuasion and force her to speak, intimidate her by threatening to call the guards, kill (searching her corpse will give you a note with needed information) or tell her that you must have mistaken her for someone else (which will activate the optional Discover leverage to sway Niranye). Three first option will let you establish that there's a new thieves organization in Skyrim, calling themselves Summerset Shadows.
Their headquarters can be found at the Uttering Hills Cave, where you should now head. The gang consists of only High Elves, so you shouldn't have any problems fighting them (High Elves aren't the best warriors around).
If you don't succeed at persuading or intimidating the Altmer and you don't want to spill any blood, you can admit to making a mistake and end the conversation. You will therefore have to search the Elf's house for evidence that you can use during the interrogation.
Break into Ninanye's house during the night or when she's out working at the marketplace. Approach the hidden door and open it (screen above). head down into the basement and picklock the safe - inside you will find the Second Letter from Linwe which will be perfect for leverage. Find the woman and show her the document to make her talk.
Head out of Windhelm and turn west. Keep following the path until you reach the thieves camp. Finding it isn't at all easy, so I marked it on the map below.
Inside the camp you will find two thugs, who you can kill without any formalities. Afterwards enter the cave.
After getting inside the cave, keep heading onwards and eliminating the enemies that cross your way. The Altmer have very little health points and are vulnerable to magic attacks, so you will be able to kill them without breaking a sweat. They also don't pose any danger in direct fight - it can be clearly seen that they're beginners.
Heading deeper into the cave, you will at some point come across the thieves' banner - setting it on fire will let you complete Destroy the Summerset Shadow's Banner (it will increase your prize in the end). In the room right of the banner you will find Linwe, who's in possession of the Fjolti's Silver Locket. Afterwards you can return to Torsten Cruel-Sea, though killing all the other competing thieves will surely be a good warning for others who would think about opposing the Guild in the future.
Return to the mourning Nord and give him Fjolti's Silver Locket. The man will thank you for completing the mission and tell that if Delvin Mallory ever needs help in Kinesgrove, he can count on him.
Niranye, the Altmer from who you learned of the Summerset Shadows, will become you fence at Kinesgrove. It's worth to pay her a visit from time to time - she often has some powerful artifacts.
Note! You will receive this mission after completing five additional quests in Markart (given by Vex or Delvin Mallory z The Ragged Flagon).
Note! Completing all the City Influence missions and finishing the main Thieves Guild storyline will let you become its Leader.
After getting to Markart, head to the Silver-Blood Inn (just left of the city entrance). Nearby the bonfire you should see a black man - that's Endon. During the conversation you will learn that his Silver Mold, needed to forge new items, has been stolen. The precious item is now in hands of the bandits of Pinewatch - you should head there and recover it.
The bandits headquarters in midway between Falkret and Helgen - those are also the places from which it's best to head out. If you decide to start at Falkret, be ready for a trap - the bandits will want to pull down rocks at you and rob your corpse. A fight awaits you at Helgen as well - after the dragon has burnt the village at the beginning of the game, a couple bandits have inhabited it.
Approach the Pinewatch and break inside. The house might be guarded by a couple bandits, though it's not a rule - they're just wandering around the area.
Head inside and take a look around the room. Beside the door you will find a letter nailed to the door with a knife - from it you will learn of the traps awaiting you in the treasury. Go down the stairs onto the lower level and be ready to meet Rhorlak. If you entered the house during daytime, you will be able to speak with him and bribe him to show you the secret passage into the basement. If you don't like the idea of paying for such information, you can kill the man (he should be sleeping in his bed at night) or just ignore him, finding the button by the shelf (screen below) and entering the dungeons.
As you enter the dungeons, you will come across four bandits standing at the opposite side of the room. The easiest way of eliminating them is of course using the bow - if you manage to surprise them, one arrow per each should do the job. After clearing the room, go down - on the right you will find a chest with treasures and on the left a spiked pit (some dead Khajiits included). Plunder the corpses and head onwards, across the bridge to the further part of the underground. On your way you can visit the small room on the fight where you will find a couple potions.
Keep exploring the underground until you reach the Bandit Sanctuary. Defeat or sneak past all the enemies - they're sitting in a couple adjoining rooms. Eventually you should reach an intersection with Draugr corpses. If you turn right, behind the locked door you will find some treasures, a chest secured by a trap and one of Stone of Berenziah (No Stone Unturned quest). Follow the left path and you will reach a sort of bandit inn - there's no chance of sneaking past them here, so just kill everyone and head onwards afterwards. Try not to hit any of the bones (screen below) - if you make too much noise, the bandit leader Rigel Strong-Arm will wake up and fighting her isn't the easiest.
You don't need to kill Rigel - you can also just sneak to her while she's asleep (if only it's night) and steal the Treasure Room Key. With this item, head onwards and go through the door with a Master lock on it (without the key, you will have to sacrifice a few lockpicks). After getting through it, be careful not to step onto the pressure plate as it activates a dangerous trap. Follow the corridor and avoid another plate, therefore avoiding yet another unpleasant surprise (screen below).
If you accidentally set the blades into motion, try to slowly walk between them. If you use the Whirlwind Sprint Shout, you will bump into yet another trap. A bit further you will come across a spiked ball falling right onto your head and another one after opening the treasury door. Don't step onto another one while approach the alter with some valuables and the Silver Mold (screen below).
After obtaining the artifact, return to Endona and return him his property.
In order to return to the surface, you luckily don't have to go through all the traps again - just open the door behind the alter and cross the short tunnel. While you're at it, you can take a peek inside the large chest right beside the exit to find some useful items.
Return the silver mold to its proper owner. He will thank you for your help and state that the Thieves Guild can count on him. From now on Endon will be your fence, at whom you will be able to sell some stolen items from time to time.
Note! You will receive this mission after completing five additional quests in Solitude (given by Vex or Delvin Mallory z The Ragged Flagon).
Note! Completing all the City Influence missions and finishing the main Thieves Guild storyline will let you become its Leader.
Head to Solitude and find Erikur - he's usually at his house (during night) or at the Blue Palace, where he works during daytime. From the short conversation you will learn of your mission - planting contraband on a pirate ship. First you will however need to acquire the illegal goods from Sabine Nytte.
The drug you're looking for can be found at the hold of one of the ships beside the East Empire Company Warehouse. In order to obtain it, speak to Sabine Nytte who can be always met at the ship deck. The woman is willing to sell you the drug, though it would cost you 1500 gold. If you agree, you will receive the Balmora Blue without further delay. Remember not to attack Sabine - she's immortal!
If you won't want to spend money, you can always use your thief skills. Sneak onto the woman from behind and steal two keys - Red Wave Safe Key and Sabine's Footlocker Key. Having obtained both of them, get below the deck and open the safe there (or use a picklock if you don't have the key). Upon opening it you will discover that the drug isn't there and a note saying that it's hidden below the ship.
You will have to dive and reach the chest at the bottom of the lake. It can be found beside the footbridge leading onto the Red Wave (screen below). Open it (with lockpicks if you don't have the key) and take the Balmora Blue.
The Dainty Sload can be found north-east of Solitude, nearby the Lighthouse. After getting there, you need to make a decision - you can approach things stealthy or in a more butchery style. The quest giver doesn't mind you killing the whole crew - it will just save him some trouble. If you however prefer a more subtle approach, you will need to stock a few invisibility potions - the enemies are placed so that you can't just get past them unnoticed.
The chest into which you have to throw the Balmora Blue can be found at the lowest deck. After getting there, take a look below the captain's table (opposite to the container) to find one of the Stone of Berenziah (No Stone Unturned quest) and the A Dance in the Fire skill book which can boost your Speech.
As you return to the quest giver, he will reward you for completing the mission and state that Delvin Mallory and the whole Thieves Guild can count on his help in the future.
What's interesting, he will tell you that The Dainty Sload's captain is probably being taken to prison as you speak - even if you have killed him. Maybe the developer didn't predict such a possibility and the bug will be fixed in one of the upcoming patches.
Note! This mission is available only after finishing the Thieves Guild main storyline and completing all the additional City Influence jobs!
After killing Mercer Frey and leading the Guild to prosperity, no one should have doubts regarding who should become the new Guild Master. Speak with Brynjolf and he will tell you to head to the centre of the Cistern to accept the new position there.
After standing in the middle of the Cistern, a short but rich ceremony will take place. All the Guild members will gather around, while Brynjolf, Vex, Delvin Mallory and Karliah will declare you the new Guild Master. From now on you will be able to proudly lead the organization.
After the official ceremony, you should speak to Brynjolf about your new privileges and responsibilities. Don't worry - the crown won't be much of a burden.
From the short, male conversation with the red-bearded thief you will learn that your responsibilities are keeping the Guild at peace and taking care of its members. It's not a very hard mission - as you have probably noticed by now, most of the Guild members are professionals and you won't have problems with them.
If you ask Brynjolf if that's all, he will suggest that you should speak to Tonilia about your new armor. You will also receive an unique amulet which increases your Speech and causes nearly all persuasion attempt to succeed. You will also receive a key to a chest with extortion money - you will find some valuables inside from time to time which you can claim yours.
As the Guild Master, you have some privileges - one of them is being able to wear a special, powerful armor. Speak to Tonilia to receive a very good light armor - the same as Brynjolf, Vex or Delvin Mallory have.
Despite the undeniable honour of being able to wear the Guild Leader armor, you will be better off sticking with the one you got for becoming a Nightingale. The reason is simple - your new armor has worse statistics:
Guild Leader Armor: +50 carrying capacity
Guild Leader Gloves: +35% pickpocket success rate
Guild Leader Hood: 20% better prices
Guild Leader Boots: +35% lockpicking success rate
Everyone makes mistakes. If you accidentally robbed or hurt a Guild member, you won't get away unpunished. If you commit a more serious crime, like killing one of the thieves at The Ragged Flagon, be ready for everyone there to jump at you, bloodthirsty.
Keep in mind that you're not able to kill all the Guild members. Brynjolf, Vex, Tonilia, Mercer Frey and Delvin Mallory are immortal, so defeating them isn't possible. Also, attacking the thieves doesn't have any sense whatsoever - you won't again anything and just deprive yourself of teachers.
If you happened to commit a crime, you will have to pay in gold. Escape from The Ragged Flagon and wait three days. Afterwards you will be able to return to the Guild, but don't expect a warm welcome. You will regain the thieves' trust after paying a fine - 100 gold which you should give to Vex. Afterwards you will be able to continue completing the Guild quests.
The best moment to decide to join The Dark Brotherhood, which specializes in quiet elimination of persons to be killed, is later on in the game. It is mostly because in order to effectively and imperceptibly when possible eliminate designated victims, your hero should be well-developed. Of course it is not "a must", but will undoubtedly help you completing missions. Another important issue is that by getting rid of person designated to be murdered, you may unintentionally lock the opportunity to use its services or complete a mini-quest connected with this person. Fortunately, in most cases people to be killed are not important persons, so they won't be missed and the fun will stay on the same level.
At the beginning The Dark Brotherhood headquarters can be found in the underground Sanctuary (screen above) and you'll get an access to it during completing the quest With Friends Like These. You should visit the Sanctuary not only to get info on other main quests of The Dark Brotherhood. You can also rest there or talk to another The Dark Brotherhood members. It is worth mentioning that some of them act as trainers, allowing you to improve your skills. The situation regarding the hideout of The Dark Brotherhood changes in the final part of working for this organization, but the details on this subject can be found in the overview of main Brotherhood quests.
Remember not to accidently attack any of the Brotherhood major members, unless you want to destroy this organization (more on this subject can be found in description of quests Destroy the Dark Brotherhood and Honor Thy Family). Do not also worry if even before joining the Brotherhood someone else wants you to be killed, because even though you eliminate the killer, you'll be able to join this organization.
Note! This quest is optional and completing it won't get you any closer for joining The Dark Brotherhood. However you might consider completing it, because it is connected to one of the members of this organization. If you want to do it, you have to make decision before joining the Brotherhood. After that completing the quest won't be possible.
Markings on the map: 1 - Whiterun; 2 - Dragonsreach; 3 - Meeting point with Cicero.
In order to activate this quest, you have to find a man dresses as a jester, whose cart is broken. In order to find this person, go to the north-east of the Whiterun. The exact location is shown on screens above.
The Dark Brotherhood unlocked quest: Delayed Burial
Go to Cicero and start conversation with him (screen above). You'll learn that he was transporting body of his dead mother on the cart but the wheel was damaged. A nearby farmer named Loreius doesn't want to help him for unspecified reasons, so you'll be asked to persuade farmer to change his mind.
Head west, reaching Loreius's farm after few moments. Locate Vantus Loreius, its owner (screen above) and talk to him. Depending on your preferences you can act in two ways now: agree with farmer that Cicero behaves suspiciously and promise to report it to one of the local guards or persuade Loreius to help Cicero fixing the cart.
If you've decided to report Cicero, look around for a nearby Whiterun guard, marked by the game. After initiating a conversation with him, select an option to report a crime. You have to use the Speech skill now and choose one of the dialog options connected to persuasion (screen above). You can now watch the guard arresting Cicero or return to Vantus Loreius, who will reward you with gold.
If you've decided to help Cicero, then you'll have to use the Speech skill during the conversation with Vantus Loreius and choose a dialog option connected to persuasion (screen above). After the farmer agrees to provide you with tools you need, return to Cicero and inform him about settling the matter, receiving a "gold" reward. This option is better in my opinion, because you'll meet Cicero again during completing The Dark Brotherhood quests.
Note! Completing this quest will draw The Dark Brotherhood's attention on your character, so you'll be able to join them later. But before you start this quest, make sure that you've completed the previous one, described in this part of the guide (Delayed Burial), because after joining the Brotherhood it will be not possible.
There are many ways to find out about this quest. One of the easiest methods is to go to any of taverns in the game world and ask the innkeeper about interesting gossips (screen above). With a bit of luck you'll learn about a boy named Aventus Aretino, living in Windhelm. He apparently wants to contact the Dark Brotherhood and sentence someone to death.
Another easy method to find out about this quest is to go to the Windhelm and find any of Windhelm Guards, who would tell you a similar rumor (screen above). Less obvious variant is to travel to Riften. You could talk there to Maul and ask him about the Dark Brotherhood (bribe or Speech) or enter the Honorall Orphanage building and talk to any child there.
Regardless of your behavior, you should see a new sidequest in your journal - Miscellaneous: Talk to Aventus Aretino.
You can now go to Windhelm. After reaching the destination, locate the Aretino Residence in its eastern part (screen above).
Further action should be taken up at the night, because Aretino Residence is closed during the day. Once you get to the residence, wait until people standing near to it (Grimvar and Odesa Sadri) will walk away. Then proceed with your action (screen above). The main door has a weak level lock, so you should be able to open it even if your character is not a thief (remember to have at least one lockpick in your inventory).
Enter the residence and walk up the stairs. Move to Aventus Aretino chanting The Black Sacrament in order to talk to him (screen above). It doesn't matter whether you'll try to chat with him or keep silent during the conversation, because in both cases you'll learn the same. The boy wants Grelod the Kind, a matron of the Honorall Orphanage in Riften, to be dead, because she is abusing children in the orphanage.
The Dark Brotherhood unlocked quest: Innocence Lost
Leave the Aretino residence and go to Riften. After reaching the destination, locate the Honorall Orphanage building, which can be found in the southwestern part of the location (screen above). Since during the day, there are children inside walking around, a better idea is to enter the building in the night.
If it is your first visit in the orphanage, you'll have to wait until Grelod the Kind delivers a short speech to children gathered in the main chamber. Otherwise you can immediately take an action. The woman should go to her chamber located in the southern part of the building (screen above).
You might have a short conversation with Grelod, but this is not required. And it is better to keep your victims in ignorance until the last moment, in the case of multiple murders, you will execute in future. In this particular case, you can approach sleeping Grelod with no problems (screen above) but in future killings you should act from hiding. Unfortunately even if you kill the headmistress while crouching from behind, she will scream, waking up all people in the orphanage. Quickly leave the building. If it is your first crime in Riften, you'll probably make it safe. Otherwise, local guards can step into action and in this case you have to choose whether you want to pay a fine, go to the jail or try to defeat them in direct combat (not recommended).
Leave Riften and go to Windhelm again. You should go now to Aretino Residence and walk up the stairs. Report to Aventus Aretino about orphanage's headmistress death (screen above) and collect your reward - Aretino Family Heirloom. Description of further events connected with joining the Dark Brotherhood can be found in the description of the quest With Friends Like These.
You can return to your plans of joining the Dark Brotherhood after executing the contract in the quest Innocence Lost and leaving Windhelm. Shortly after reaching some other location in the game, a courier should run up to you, giving you a mysterious note (screen above). Open your inventory, go to the Books category and take a look at the note, which has an imprint of the hand on it and a sign "We Know".
You must now use any bed in the game world. It is important that this bed doesn't belong to anyone else, so choose a bed in friendly fraction hideout, in your house (screen above) or in a tavern. It doesn't matter how long you'll sleep.
If you've done everything according to the plan, then during your sleep you'll be captured by Dark Brotherhood member named Astrid and transported to an Abandoned Shack (screen above). During conversation with Astrid you'll find out that contract for killing Grelod the Kind was assigned earlier to another Dark Brotherhood assassin, so you've thwarted his designs. Astrid says that this murder must be paid back and will demand from you to kill one of the people held in the shack.
The Dark Brotherhood unlocked quest: With Friends Like These
If, for some reason, you want to change your mind and opt out of joining the Dark Brotherhood, do not even try to deny Astrid during the conversation, because it will not work. In this situation the only solution is to attack the assassin (screen above). But you have to know that this will make joining the Brotherhood impossible and Astrid is very difficult to defeat. Killing Astrid will lead to unlock the quest Destroy the Dark Brotherhood and you'll find details in its description.
The most obvious solution is to agree for Astrid's demands. There are three people held in the shack (screen above): Fultheim the Fearless, Alea Quintus and Vasha. You should have a short conversation with each of them. It is not required but you can improve your Speech ability this way, because the game will allow you to use persuasion or intimidation.
As you've probably guessed yourself, it doesn't matter which person you kill, because during the conversation Astrid just said that you must kill someone. She didn't want you to determine, which prisoner deserves most to be killed. The assassin will give you key to the Abandoned Shack and invite you to join the Dark Brotherhood, giving you exact location of headquarter and revealing the secret password needed to access it.
Use the key to exit the Abandoned Shack and open the world map. According to the information given by Astrid, the Dark Brotherhood's Sanctuary is located in the southwestern part of Skyrim (screen above). The easiest way to get there is to use Fast Travel to the nearby city of Falkret and then head west.
The entrance to the Dark Brotherhood hideout is hidden among the rocks (screen above), but nevertheless you should not have big problems with finding it. Walk to the Black Gate guarding the access to the hideout and interact with it. Gate guard will ask you for the password and then you have to choose the first option from the top: Silence, my brother.
You can now enter the Dark Brotherhood's Sanctuary. Go to the first chamber of the underground hideout, where you'll be welcomed by Astrid (screen above). Astrid will give you valuable parts of equipment, which will be very helpful in future killings: Shrouded Armor, Shrouded Boots, Shrouded Gloves and Shrouded Helmet. While waiting for Night Mother, Astrid will send you to meet Nazir, who has several minor contracts for you and now you should be interested in completing this quest (Sanctuary). Note - use this free time to familiarize with the entire Dark Brotherhood's Sanctuary. It is particularly worth to look for additional items useful for an assassin (taking them will not be treated as theft), books improving your abilities and a Word Wall with a Power Word on it.
The Dark Brotherhood unlocked quest: Sanctuary
You'll probably find Nazir in the main cave of the Dark Brotherhood's Sanctuary or in the dining room. Start the conversation and ask him about assigning you with the first contracts (screen above). Nazir will give you three contracts, unlocking the Dark Brotherhood sidequests connected with them.
The Dark Brotherhood unlocked quest: Side Contract: Kill Beitild
The Dark Brotherhood unlocked quest: Side Contract: Kill Ennodius Papius
The Dark Brotherhood unlocked quest: Side Contract: Kill Narfi
You'll be able to start another major quest of the Dark Brotherhood only after completing one of the above mentioned side contracts. Of course it is best to murder all three people, so that later in the game you'll easily unlock other optional contracts. Regardless of how many contracts you've completed, return to the Dark Brotherhood's Sanctuary to watch a new cutscene in the main cave (screen above) and activate the quest Mourning Never Comes. You can now proceed to the description of the next quest.
A chance to activate this quest will appear after completing the quest Sanctuary, but additionally it is required to execute at least one of three side contracts received from Nazir. Return to the Dark Brotherhood's Sanctuary and head to the main cave. You'll notice that Cicero has appeared - the man dressed as a jester you met before next to the damaged wagon (screen above). Cicero came here with his death mother, which is, as it turns out, the Night Mother mentioned earlier by Astrid.
Listen to quite long conversation. After it ends, Astrid should come to you. The assassin will ask you to execute more important and also more difficult contract, sending you to Markarth to meet with woman named Muiri (screen above).
The Dark Brotherhood unlocked quest: Mourning Never Comes
Leave the Dark Brotherhood's Sanctuary, open the map of the world and choose Markarth as your target (screen above). It is located next to the western end of Skyrim. It doesn't matter what time of day you'll get there because Muiri should be available all the time.
You can find Muiri in one of few places in Markarth. She is an apothecary helper, so it is most likely to meet her at the Hag's Cure shop. You might also look for her walking around the town or in the Silver-Blood Inn (it is best to follow game's suggestions). After finding her you can just accept the contract or figure out why the woman wants Alain Dufont dead. Muiri will also have an optional contract for you, connected to assassination of Nilsine Shatter-Shield, and since it is bonus contract, we will deal with it later. At the end of the meeting Muiri will give you two Lotus Extracts, which can be used to poison your weapons and easier kill both persons indicated by her.
I suggest assassinating Alain Dufont first, because the main contract is made on him. Leave Markarth and open the map of the world. Your current target is dwarven ruins named Raldbthar (screen above). I assume that you haven't discovered this location yet, so you should plan your travel carefully. I suggest starting at Windhelm and then following roughly a straight line to the west.
An entrance to the ruins is located high in the mountains and it is best to reach it from the north. On your way there you'll be probably passing by smaller buildings (screen above) but you can ignore them, focusing only on getting closer to the main entrance to the ruins.
Unfortunately you have to reckon with the fact that there are few bandits outside to be defeated. If you're going to sneak in, it is best to get them from flank and attack from a distance (screen above). If you do not mind the direct combat, you can attack them frontally, but in this case you should quickly deal with archers.
Markings on the map: 1 - Ruins entrance; 2 - Shorter way; 3 - Longer way; 4 - Corridor leading to Alain's hideout; 5 - Closed gate; 6 - Ballista; 7 - Alain Dufont.
After fights, locate the huge entrance gate to the Raldbthar ruins (screen above). Once you get inside, you'll be able to choose whether you want to keep sneaking or fighting. You'll find a new opponent right in the first chamber of the ruins and if you use spells or ranged weapons, you'll be able to kill him before he wakes up and stands up.
There are two paths leading to the large chamber, where Alain is located. An easiest way is to choose a corridor leading south-west (screen above), but you would have to watch out for the flames. In order to bypass them you might use the run option or Dragon Shout - Whirlwind Sprint. After few moments you would get to the closed gate, which can be open with one or more lockpicks.
A longer way to your target implies choosing a corridor leading to the south-east (screen above). Unfortunately, this area is guarded by three bandits in total. At least two of them can be attacked by surprise though. Watch out for a bandit thug, who is far tougher than his colleagues.
Assuming that you've chosen a longer way to get to Alain, at its end you can choose whether to use a corridor leading to the north-west or open the southwestern gate (screen above). A much better solution is to open the gate, but unfortunately it has an excellent quality lock.
Regardless of the path you've chosen, it is worth to open the inventory and use Lotus Extract (category: Potions) before entering Alain's hideout. Thanks to that your actual weapon will be enhanced with the possibility of poisoning the attacked target. If you've chosen one of the standard paths, it is best to attack Alain from the distance (screen above) and then deal with his colleagues (or quickly escape the ruins).
If you've chosen a longer way to reach your target and you've managed to open the gate mentioned before, you'll be able to get to the upper walkway. In this case it is good to interact with the lever next to the middle ballista (screen above), so you can kill two bandits visible at the bottom. After that, quickly kill Alain, whether in direct combat or using a poisoned arrow.
As Alain Dufont is dead, we can now take care of Nilsine Shatter-Shield and assassinate her. So exit the dwarven ruins of Raldbthar, open the world map and travel to Windhelm (screen above).
It is best to eliminate Nilsine during the night, because then streets of Windhelm are depopulated. Nilsine can be found in the western part of the town (screen above). If you want to avoid trouble with guards, you should kill her from hiding, stabbing her with the dagger or using a bow with an arrow poisoned thanks to Lotus Extract.
Another possibility is to kill Nilsine while she sleeps, but this involves one serious impediment. Go to the western part of the town and look for Shatter-Shield Manor (screen above). When you try to enter the building, it turns unfortunately out, that it has a very advanced lock, so your character must have highly developed thieving skills or be prepared to lose at least few lock-picks here.
If you've managed to open the clan's door, then crouch and head carefully north, finding the stairs leading to the upper floor. Locate the Nilsine's bedroom and slowly move close to her (screen above). Depending on your preferences you can kill Nilsine by stabbing her with the dagger or shooting her head with an arrow. After the successful action carefully exit the manor.
You can now leave Windhelm and return to Markarth. Same as previously you might take few moments to find Muiri. Initiate a conversation with her and tell her about eliminating both targets (screen above). The woman will reward you with gold and a very valuable Muiri's Ring.
Leave Markarth and travel to the Dark Brotherhood's Sanctuary. Once you get inside the hideout, look for Astrid (she should stay in the first chamber) and talk to her (screen above). The assassin will have an unusual request for you. She will persuade you to hide inside the Night Mother's coffin to eavesdropping with whom and what Cicero speaks.
The Dark Brotherhood unlocked quest: Whispers in the Dark
Head to the main cave of the Dark Brotherhood's Sanctuary and choose a passage leading north-east. After getting to the upper level, turn right when possible and soon you'll reach a place where Cicero installed the coffin (screen above). In order to open it, you need at least one lockpick but fortunately it has the lowest difficulty level. After a successful action, approach the Night Mother and the main character will automatically close the coffin.
You do not have to do anything for a while, just listen to Cicero speech. Soon, however, you'll witness quite unexpected turn of events, because the Night Mother herself will talk to you (screen above). From the "conversation" you'll learn that the Night Mother wants you to go to the location named Volunruud and find Amaund Motierre.
The main character pops out of the coffin soon, what of course will irritate Cicero. But do not worry that he will attack you. The jester will radically change his attitude to you, after learning that the Night Mother has chosen you to be the Listener (screen above).
You do not have to look for Astrid because she should be here in a moment (screen above). The assassin won't let you go immediately in a search for the person the Night Mother mentioned. As a result you'll be forced to complete few more side contracts.
Look for Nazir in the Dark Brotherhood's Sanctuary and ask him for new contracts (screen above). Note - if you haven't completed previous contracts yet, you must first take care of them! Nazir will order you to assassinate two more persons but will warn you however, that elimination of at least one of them (a vampire) may be a little harder.
The Dark Brotherhood unlocked quest: Side Contract: Kill Lurbuk
The Dark Brotherhood unlocked quest: Side Contract: Kill Hern
You'll be able to start another Dark Brotherhood main quest (The Silence Has Been Broken) after completing one of side contracts mentioned above. Of course it would be best to eliminate both persons indicated by Nazir.
Chance to activate this quest will show up after completing the quest Whispers in the Dark, but additionally you're required to complete at least one of the side contracts ordered by Nazir. Return to the Dark Brotherhood's Sanctuary and right after you get there, Astrid should run up to you. The assassin will now allow you to go to the Volunruud crypt in order to find Amaund Motierre, who was mentioned in the previous quest by the Night Mother.
The Dark Brotherhood unlocked quest: The Silence Has Been Broken
Leave the Dark Brotherhood's Sanctuary and open the world map. The Volunruud crypt you're looking for is located in the central part of Skyrim (screen above). Assuming that you've not encountered this place yet, it is worth to begin your travel in one of two places. You might go to Whiterun and then head north or go to the Loreius's farm (location where first quest associated with the Dark Brotherhood takes place) and then head west.
The Volunruud crypt fortunately is not hidden high in the mountains, and its entrance is located inside a large hole in the ground (screen above). Go down and use the small door to enter this underground construction. Move to the north-west. You might attack the skeleton you're passing by before it gets back to life, but fortunately it is the only opponent on your way to the destination. When you reach a junction, turn left choosing a passage leading to the southwest.
Enter the small room with dead draugr and open a door to the right. You can now approach Amaund Motierre in order to talk to him (screen above). You'll learn from him that he wants to give few contracts to the Dark Brotherhood and last of them is a task to assassinate the Emperor of Tamriel himself. You'll get from your interlocutor an Amaund Motierre's sealed letter and a jeweled amulet and you'll be asked to deliver these items to your supervisor. If you're curious type, you can open the sealed letter right now and learn a bit more about the assassinations you'll commit in the future. Breaking the seal won't affect your relations with the Dark Brotherhood.
You can now exit the Volunruud crypt the same way you came here and then go to the Dark Brotherhood's Sanctuary. Once you get there, look for Astrid and start a conversation with her. Inform her about your talk with Amaund and give her items you've received from him (screen above). The assassin will ask you to visit her friend named Delvin Mallory in order to price the amulet.
Leave the Dark Brotherhood's Sanctuary, open the world map and go to Riften located in southwestern part of Skyrim (screen above). Delvin Mallory can be found in the Ragged Flagon inn and if you already know this place (you might have visited it during completing one of the primary quests and shortly after starting cooperation with the Thieves Guild), you can skip this part and jump to the section discussing the conversation with Delvin. Otherwise, see below.
In order to get to the Ragged Flagon, you have to pass through the Ratway. The entrance is located on the lower level of Riften. I suggest using the stairs south of the passage shown by the game (screen above). After getting downstairs, just walk towards the door and you'll be moved to the Ratway.
Start exploration of the Ratway. After few moments you'll encounter Hewnon Black-Skeever and Drahff (screen above). The game can let you go without the fight, by using highly developed Speech and relying on the persuasion, but more likely scenario is that you'll be attacked by these bandits. Adjust your tactics depending on your current opponent. Due to the fact that you're fighting in the narrow corridor, you might use the Shout Unrelenting Force. Examine corpses of defeated enemies and continue exploring the sewers. Ultimately you have to reach the raised drawbridge. Ignore it and jump down to the lower level.
There are two paths leading to the next location. Using the shorter one involves opening a well-protected eastern gate (screen above). If you're not able to open it or just want to thoroughly explore the area, then use the western door. Watch out for the first trap behind this door - spikes which come out from the side when you open the door.
If you've chosen a roundabout path, then you have to reckon with eliminating skeevers and Gian the Fist (screen above). The latter one prefers melee combat, so if he makes any trouble, try to attack him from the distance. In the room where Gian was staying, you have to watch out for bear traps, bypassing or disarming them. Fortunately even if you step on one of the traps, you won't lose too much health. There is one more trap on your way, connected to pressure plate on the stairs leading to the upper level.
Both paths described above lead to the same room, where you'll have to get rid of vagrant. After the fight use the door leading to the Ragged Flagon (screen above).
After getting inside the Ragged Flagon inn, locate Delvin Mallory and talk to him (screen above). During the conversation you'll learn that the jewel you got from Amaund is very valuable, because it belongs to one of the Emperor's Elder Council. Despite an enormous risk of possessing such an amulet, Delvin wants to purchase it from you, giving you a letter of credit in exchange.
You must return now to the surface and therefore walk again through the Ratway. The only difference this time is that after getting to the room where you've killed vagrant, you'll have to choose the northern passage and interact with lever lowering the drawbridge (screen above).
Open the world map and confirm that you want to travel to the Dark Brotherhood's Sanctuary. Once you get there, look for Astrid in order to give her a letter of credit and getting the first contract from Amaund's letter (screen above). If you've already opened the letter, Astrid will mention this fact, but you won't be punished because of this. The assassin will describe you details of first contract. You have to go to the wedding organized in the Temple of the Divines in Solitude and assassinate the bride - Vittoria Vici. It is worth mentioning that you can get a bonus if you kill her during one of her speeches. You can now visit other assassins present in the sanctuary, asking them about ideas of assassinating the bride. The most useful clue is offered by Gabriella, who tells you about "presents" left on one of the balconies near the wedding. I suggest visiting Nazir too, because the game will unlock the possibility of completing all other optional contracts.
The Dark Brotherhood unlocked quest: Bound Until Death
Exit the Dark Brotherhood's Sanctuary and open the world map. The wedding is supposed to have place in the Temple of the Divines, but as you will get there after it ends, decide to travel to Solitude (screen above). Once you get to the destination, I suggest saving the game, so you can carefully plan your next steps and try different variants of completing the quest. You do not need to worry about the time of day, because even if you get to Solitude by night, the party would be in progress.
Markings on the map: 1 - Young couple (place of rest and a balcony located directly above it); 2 - Stairs leading to the castle walls; 3 - Interactive gargoyle; 4 - Passage leading to the balcony with Gabriella's presents; 5 - Suggested place for using the bow.
Head to the northern part of the city, to a courtyard of Castle Dour. After getting there, turn right and you should find yourself in a relatively small area adjacent to the entrance to the Temple of the Divines. The wedding party takes place exactly here (screen above).
As mentioned before, Vittoria Vici can be assassinated in few different ways, but I recommend three of them. The most obvious solution is to stab the bride. In this case it is best to approach her from behind, after she walks with her husband on the upper balcony and starts one of her speeches (screen above). After assassination you must, of course, escape quickly, because all surrounding guards will run after you (escape details are discussed later in this quest description).
The second option assumes getting on the castle walls, so you can find yourself above the area where the party takes place. I suggest going west from the Vittoria Vici place, where you'll find training guards. Once you get there, look for stairs leading up (screen above).
After you get to the castle walls, walk around the tower from the left (there is an entrance to the Thalmor headquarters). Then turn slightly right, stopping when you're exactly above the young couple. Note the unstable gargoyle there (screen above). Wait with pushing the gargoyle until Vittoria and her husband walk on the balcony located under you to begin the speech. Do not worry if you fail at first try, because she will keep returning to the balcony from time to time.
A third option is the best in my opinion. It assumes eliminating the bride with a bow. Start in the place where the wedding party takes place, looking for the small northern door (screen above).
Use the door and you'll be moved to a new balcony, from which you can see the young couple. Do not try to attack anybody yet, but look around for items left by Gabriella (screen above). These are the Firiniel's End bow, few elven arrows and a potion of true shot.
Return downstairs and head to the stairs mentioned in the description of a second variant, located on the castle courtyard west from the wedding party and leading to the castle walls (screen above).
Head now north-east, and stop when you reach the wall of the Temple of the Divines. Turn around and place yourself in the place similar to that shown on the above screen. It is important to crouch when possible and stay in hiding.
Prepare the newly obtained bow (or your own if it is better) and wait until Vittoria and her husband appear on the upper balcony to give a speech. Drink the potion of true shot, which increases damage inflicted and use zoom if possible (screen above). One arrow should be enough to murder the woman, so back up immediately after shot. This will reduce the risk of being detected.
If you've chosen the fastest solution and used a melee weapon to kill Vittoria, then escaping from Solitude will be more difficult. What's interesting, you can meet Veezara on your way, which is a member of the Dark Brotherhood and offers you help in distracting some guards. Do not try to fight your opponents because you would be surrounded easily and also mages could join the fight. Instead use the sprint option, regenerating stamina if needed.
If you've chosen more subtle solution and pushed a gargoyle upon Vittoria or killed her with a bow, you'll start on the castle walls. If you're lucky, you'll stay unnoticed and even if guards are alarmed of your position, you'll be able to escape easily. Stay on the castle walls, heading south-west (screen above). This path will lead you to the tower and when you get down you'll find yourself next to the exit gate from the town. And remember that only those guards who were close to the wedding party will be alarmed about your actions. So if you see other guards next to the exit from Solitude, do not worry that they will attack you as soon as they notice you.
Leave solitude and go away to a safe distance if needed. You can now open the world map and confirm travel to the Dark Brotherhood's Sanctuary. Once you get there, look for Astrid and report her back (screen above). A main reward for completing this quest is power named Summon Spectral Assassin (you can select it in Magic section), allowing you to summon a ghostly helper. If you've killed Vittoria during her speech, you can count on bonus gold pieces. Astrid now will send you to Gabriella to talk about your next contract.
The Dark Brotherhood unlocked quest: Breaching Security
Look for Gabriella in the Dark Brotherhood's Sanctuary and ask her about the details of the new task (screen above). You'll learn from her that there are currently preparations for the visit of the Emperor and some of them consist of checking the security of major settlements in Skyrim. Gabriella wants you to assassinate Gaius Maro, son of commander responsible for security. But that's not all. She also wants you to plant an incriminating letter on Gaius's corpse. It is worth noting that you can get a bonus if the indicated person is killed in one of the settlements he is visiting and not during his journey between towns.
Leave the Dark Brotherhood's Sanctuary and open the world map. A person you're supposed to assassinate will start his journey in a small settlement called Dragon Bridge, located in the northwestern part of Skyrim (screen above). If you've already unlocked this location, you can use fast travel option. Otherwise start your travel in Solitude and then choose a main road leading west.
Once you get to Dragon Bridge, move to the Penitus Oculatus Outpost area. You'll witness there a farewell conversation between commander Maro and his son Gaius, who is going to check major settlements in Skyrim (screen above). If you want to finish the quest as soon as possible, just wait until Gaius leaves the town and attack him on the road, but it is better to complete additional Gabriella's request and kill him in one of the major settlements.
Stay in Dragon Bridge and enter the Penitus Oculatus Outpost. If you do not want to kill anyone here, you can only take a look at Gaius Maro's Schedule lying on the table (screen above). These are its contents:
If you want to take a schedule with you, make sure that there is only Penitus Oculatus agent left in the room. You can wait until he walks away and steal the schedule or perform a quiet execution on him, sneaking behind his back.
With the schedule in your hands, you can now plan your main actions. The goal is of course to appear in the right place at the right time. Remember that a current day of the week can be checked in the world map or by pressing T key (screen above). Your further moves must be planned ahead so that after reaching the city you can meet Gaius Maro there.
I strongly advise not to attack Gaius during the day, because he visits almost only public places, so you would be immediately surrounded by local guards. So you should ambush him by night. In this case I do not recommend the cities, where Gaius stays for a night in the castle or in barracks, because in such places there are other guards and this fact practically prevents silent assassination.
In my opinion it is best to wait for Gaius in Whiterun, in the Bannered Mare inn (screen above). Commander's son will appear there at Turdas evening (I suggest using sleep option to speed time).
The man should spend a few hours in the main inn chamber, but sooner or later he will go to the guest room and lay down to sleep (screen above). Crouch and carefully enter this room, closing the door behind you. Approach Gaius and attack him. It is worth noting that he is very tough, so you should better equip a good dagger or a bow. Otherwise a surprise attack won't kill him, but only wake him up and you'll have to not only fight him but also will alarm other guests in the inn.
Regardless of how and where you assassinated Gaius Maro, you have to approach his corpse and interact with it. Open your inventory, select Books section and mark a position named incriminating letter (screen above). Now press R key to move this object to Gaius's inventory. You can now close this window.
Make sure that you're in place where you can start fast travel and journey to the Dark Brotherhood's Sanctuary. Once you get there, Gabriella will run up to you. You have to report her about your mission (screen above). As a reward you'll receive gold and Olava's token, which can be used to meet local fortune teller (sidequest). Gabriella will send you to the main chamber of hideout, informing you about crisis situation connected with Cicero.
The Dark Brotherhood unlocked quest: The Cure for Madness
The Dark Brotherhood unlocked quest: Miscellaneous: Receive a reading from Olava the Feeble
Go to the main chamber of the Dark Brotherhood's Sanctuary. According to other assassins and two short conversations with Astrid you'll learn that Cicero has gone mad. The jester has attacked Brotherhood members, wounding Veezara and trying to kill Astrid. Cicero has fled from the sanctuary but he is followed by Arnbjorn. You'll be asked to find Cicero and your first goal is to search his room.
Cicero's room is the chamber far most east. Once you get there, you can spend some time to find and read four volumes of Cicero's journal or you can approach the final volume marked by the game (screen above). Read the journal and take it with you (E key), because this is the only way to complete this objective.
Return to the main cave, look for Astrid and start a conversation with her (screen above). Inform the assassin that Cicero has gone to another sanctuary and that you've learned a password needed to get an access there. Astrid will agree to explore that place and give you her horse named Shadowmere.
Exit the Dark Brotherhood's Sanctuary and walk to the left tank with dark substance (screen above). Wait until Shadowmere approaches in front of you. I recommend mounting this horse immediately and make him as default one, because he is more tough and faster than ordinary horses and he can also attack your opponents!
Open the world map. A place where you have to travel to is called Dawnstar Sanctuary (screen above) and it is located in the northern part of Skyrim. If you haven't unlocked this location yet, you should start your travel in Dawnstar, a settlement close to it.
In order to reach the sanctuary entrance, you should follow the shore. Once you get there, walk to injured Arnbjorn to start the conversation (screen above). He will tell you that Cicero hides inside the sanctuary and that Arnbjorn wounded him seriously.
Walk to the Black Door, guarding an entrance to Dawnstar Sanctuary (screen above) and after you hear the voice, say a password from the Cicero's journal, which is Innocence, my Brother (first dialog option). Wait until you're moved inside the sanctuary and save the game, because you'll have to deal with enemies and traps.
Head north. Once you get to the first room, you might be interested in valuable jester items lying on the table, although only jester's hat is better part of an armor received earlier from Astrid. You'll encounter first enemies, sanctuary guardians, in the next location (screen above). You can use standard weapons to eliminate them, but they are very tough and inflict heavy damage. If you want, you can summon ghostly helper, using the power unlocked after completing one of the previous quests.
Head towards the western passage, reaching the drawbridge (screen above). I recommend attacking the guardian visible in the distance, provoking him to come to this place. He should be killed upon a contact with one of the spears. You can avoid spears in two main ways: walk carefully between them, stopping often or use the Shout Whirlwind Sprint.
I recommend destroying from the distance oil lamps attached to the ceiling (near the bridge) and then quickly run down the stairs, so at least some of new guardians will get injuries from fire (screen above). Deal with all opponents and look for the skill book Fire and Darkness, increasing One Handed skill. You can now choose the northern exit from this room and then turn east.
Be careful, because there is another group of sanctuary guardians to eliminate in the next room. After the fight, ignore all the doors because they are locked. Instead use the north-east passage (screen above). Follow the ice corridor and be ready to disarm at least two bear traps along your way.
After getting to the largest part of the ice cave, you'll be forced to fight a monster named Udefrykte, resembling in many aspects a snow troll (screen above). I advise to keep him at the distance if possible, unless your character is capable to inflict serious damage in melee combat and armed well enough so you do not have to heal yourself all the time. You can use of course the Shout Unrelenting Force, so the beast can be knocked down and thus become an easy target for your attacks.
Fight until you defeat the monster. You can now explore the cave. After that, use the narrow south-west passage (screen above) Open the gate and pull the chain, unlocking an access to the tombs.
There are many large groups of sanctuary guardians to eliminate in this area. You can fight them in melee combat or use a trick and return to the chain you've used previously. The advantage of this solution is that creatures won't be able to get through obstacles, making them very easy targets for attacks from a distance.
I recommend exploring a corridor leading to the south, because you can find there a masterfully protected chest. If you manage to open it, you can take several extremely valuable items, including dwarven bow of flames. Continue your journey through the tombs. Eventually you should reach a new interactive chain (screen above). Unlock the passage and save the game, because you're approaching the Cicero's hideout.
Walk to the end of the corridor and choose the door to the right, ignoring fact that the game has temporarily blocked the usage of weapons and spells. Approach seriously wounded Cicero to activate a conversation (screen above). The jester will ask you not to kill him and to lie Astrid about his death. A final decision about his fate is up to you.
If you're going to kill Cicero, then you have to provoke him to fight (screen above). As the fight takes place in a relatively small room, you have to watch out, especially if your character prefers attacks from a distance. After winning the battle examine Cicero's corpse, because you'll be able to pick valuable and useful for an assassins elements of jester's armor, as well as an ebony dagger.
If you're going to keep Cicero alive, then you have to follow his advice and leave him alone and exit the Sanctuary. Turn around and approach the door in front of you (screen above). Interact with the door bar. After unlocking the door you'll return to one of the rooms explored previously.
Also here you can use shortcuts and pull the chain (screen above). The bars visible in a distance will lower down. Regardless of your decision about Cicero's fate, you have to get to the exit from assassins' hideout.
Open the world map and confirm your decision to travel to the Dark Brotherhood's Sanctuary. Once you get there, talk to Astrid. If you've killed Cicero, then you'll tell her the truth. Otherwise you have to lie (screen above) an in this case fortunately you do not have to use the Speech skill. Astrid will let you to take care of her horse permanently and send you to Festus Krex to talk about details of further contract.
The Dark Brotherhood unlocked quest: Recipe For Disaster
Look for Festus Krex in the Dark Brotherhood's Sanctuary and start a conversation with him, to ask about details of a new contract (screen above). There is a plan to murder a personal emperor Tamriel's chef, known as Gourmet and then replace him. As Festus doesn't know who Gourmet is, you'll have to ask Anton Virane about it. He lives in Markarth. At the end of conversation Krex will tell you that you can get a bonus, if you hide Gourmet's corpse well after assassinating him.
Leave the Dark Brotherhood's Sanctuary and open the world map. Anton Virane is a cook in the Understone Keep (screen above), but if you haven't unlock this location yet, you can move to Markarth and then walk to the huge entrance to the keep.
Once you get inside the Understone Keep, go to the south-western part of this area, reaching a kitchen. Find Anton Virane here and start a conversation with him (screen above). The man initially doesn't want to cooperate and will change his mind only after you telling him, that you're the Dark Brotherhood member. Virane will then tell you that Gourmet is in fact and orc named Balagog gro-Nolob and he is actually staying at the Nightgate Inn.
At the end of conversation Anton will beg you of course to let him live. Such an option is unacceptable, although it is better to lie, promising to leave him alone (screen above). If during the conversation you say that he has to day, Virane will start fleeing from you and that fact will increase the risk of being noticed by local guards. In such a situation you would have to figure out if you want to flee after assassinating Anton or pay a fine or go to jail.
If you've promise Anton not to kill him, you have to wait until dusk, because he should go to sleep then. Crouch and carefully approach his bed (screen above). Make sure that you're in hiding and that no one is coming in this direction. You can now assassinate the cook, by stabbing him with a dagger or shooting an arrow into his head.
Leave the Understone Keep and open the world map. The Nightgate Inn is located on the hill in the north-eastern part of Skyrim (screen above). If you've already discovered this place, then you should use fast travel option. Otherwise you should start your travel in Windhelm (head west) or next to the Loreius's farm (head east).
After getting to the inn, you have to locate Balagog gro-Nolob. A most likely scenario is that orc can be found inside the inn. Look for the stairs leading to the cellar (screen above). Since Balagog is not demanding opponent, you can defeat him in melee combat, though it is better to perform a surprise attack (when he gets rest for example).
Less likely variant is that Balagog can be found outside the inn and in such case you'll probably come up on him by the lake (screen above). In this case you can simply sneak up him from behind and stab him in the back.
I recommend searching orc's corpse, picking the Gourmet's Writ of Passage. When it comes to hide his corpse, it is very simple. You have only to drag it to the place marked by the game. Inside the inn's cellar it is probably one of the corners, and outside the inn it is an area next to the lake (screen above). In order to grab Balagog's corpse, you have to hold E key. After dragging the corpse to the proper place, you'll complete optional objective. Do not forget to let the corpse go after that.
You can now open the world map and decide to travel to the Dark Brotherhood's Sanctuary. Find Festus Krex and report back about the mission (screen above). If you've completed both objectives, that is you've killed Gourmet and hidden his corpse, you'll receive two rewards: gold and very valuable Nightweaver's Band. In order to get the next task, you have to talk to Astrid.
The Dark Brotherhood unlocked quest: To Kill an Empire
Return to Astrid and ask her about details of the most important contract (screen above). A plan is to go to the feast organized by the emperor, claiming to be Gourmet, killed in one of the previous quests. After getting to the closely guarded Castle Dour zone, you'll have to assassinate the emperor. Astrid will suggest at this point, that it is best to poison one of the meals. She will also give you a Jarrin root needed to accomplish this task.
Leave the Dark Brotherhood's Sanctuary, open the world map and decide to go to Solitude. After reaching the destination, head to the Castle Dour, located in the northern part of the city. Find commander Maro there (screen above) and approach him to start a conversation. Maro doesn't want to let you in, but he will change his mind after showing him the Gourmet's Writ of Passage.
Use the door leading to the Castle Dour location named Emperor's Tower. After getting inside the castle, head south looking for a kitchen. Start a conversation with Gianna (screen above) to inform her that you're Gourmet. Before you can continue, she will ask you to put a chef's hat.
Turn left and pick up a chef's hat from one of the shelves (screen above). Open your inventory and replace your current headgear with a new obtained hat. You can now return to Gianna, who will tell you that the emperor has ordered Gourmet's signature dish - Potage le Magnifique.
Since Gianna doesn't know the exact method of preparing the dish according to the Gourmet's recipe, she will periodically ask you for ingredients. It doesn't matter whether you choose to select ingredients from the list or stay silent, because the dish will be prepared anyway (in the first case you can count on some humorous elements). At the end Gianna will ask you if you want to add anything to the dish. So if you want to poison it with a Jarrin root, you have to select the bottom dialog option (screen above). Do not worry if you accidentally select wrong answer, because you'll be able to get rid of the emperor in another way.
According to the name of this objective, wait until Gianna pours the soup to a stew pot, move away and then follow her (screen above). She will carry the dish to the dining room located on the floor, where the emperor and his guests are feasting.
You can eliminate the emperor Titus Mede II in two main ways. If you haven't poisoned the soup or you just do not want to wait, until he tries it, then you have to assassinate him personally (screen above). This solution has one, major disadvantage - you'll be attacked by all local guards immediately.
If you've poisoned the emperor's soup, you should wait until Gianna puts a pot down and the emperor starts tasting the dish prepared by Gourmet (screen above). I suggest staying next to the narrow passage at the back of the room and proceed with further actions as soon as the emperor is poisoned.
Regardless of how you eliminated the emperor, you have to use the door in the southern part of the room as soon as possible (screen above). They will be unlocked exactly when the emperor is dead. As I mentioned before, it is much easier if you've poisoned him, because in such case you can just wait next to the door and do not worry how to get there after successful assassination.
You should find yourself on the large bridge. Move forward. After few moments commander Maro will stand on your way (screen above). He will give you rather surprising information: you not only didn't kill the real emperor, but also have been betrayed by one of the Dark Brotherhood members, who traded you in return for leaving the organization in peace. Maro, however, has other plans, because apart from killing the main character, he also wants to destroy the Dark Brotherhood as a revenge for assassinating his son.
Be prepared, because after end of conversation with Maro, you'll be forced to eliminate group of Penitus Oculatus agents (screen above). You might use the Shout Unrelenting Force, so they will be thrown away and die immediately or become at least easy targets.
You should quickly deal with mentioned opponents, because Solitude guards among others are coming to get you. When you win the fight, run inside the tower and go down the stairs (screen above). If you're fast enough, you won't meet anyone along your way. Otherwise you'll encounter new opponents and you can start fighting with them or try to bypass them. Keep running down the stairs until you reach an exit from the tower, being automatically moved outside Solitude.
I suggest focusing on getting away from Solitude, because for the reason that you are pursued, you can't use fast travel option right now. Optionally you can also run up to one of the Solitude guards and pay a fine or go to the jail, because in the near future you'll be forced to return to this area. Open the world map and note that you're unable to move directly to the Dark Brotherhood's Sanctuary because this location is temporarily inactive. So I suggest traveling to Falkret, which is located directly east from the sanctuary (screen above) and then walk or ride horse to your destination. This quest ends when you approach an entrance to the Dark Brotherhood hideout.
The Dark Brotherhood unlocked quest: Death Incarnate
Before approaching the Dark Brotherhood's Sanctuary I suggest to wait for the night, because it will make easier planning your further actions. The entrance to the Brotherhood hideout is guarded by fur Penitus Oculatus agents and if you're lucky, you can attack by surprise at least few of them (screen above). Once the fight begins, focus on eliminating mages and archers first. Make sure that you've eliminated all opponents and then move to the main entrance to the Sanctuary. Once you get there, you'll learn that the hideout is being attack, so you can only try to save those fellows who have not yet died.
Start exploring the Sanctuary. You'll encounter two Penitus Oculatus agents in the first room (screen above) and you should be able to attack them by surprise with no problems. Go to the main cave now. Do not try to save Arnbjorn, because you won't make it. Instead be ready to eliminate two more agents - an archer and a warrior. Head progressively toward the dining room (a path is very linear because other corridors are blocked by flames).
After reaching the dining room you should hear battle sounds coming from the sleeping room. Quickly use the stairs to get to the upper level and help Nazir to get rid of the person he's fighting with - Arcturus (screen above). This character is tougher than regular agents, but he is busy attacking your ally, so you do not have to fear him. After the fight talk to Nazir, who suggests fleeing the burning Brotherhood hideout as soon as possible.
Fortunately you do not have to think too much here - just follow Nazir. The Night Mother will "speak" to you on your way, inviting you to her coffin. Wait until you get there and the approach the sarcophagus (screen above), closing yourself inside. A longer cutscene awaits you, during which you have to rely almost exclusively on your her sense. At the end the Night Mother will ask you to find Astrid.
First you have to talk to only surviving members of the Brotherhood, Nazir and Babette (screen above). Inform them that according to the Night Mother, Astrid stays somewhere in the Sanctuary. Head towards already secured first chamber of the hideout.
Once you get there, turn right twice and you'll get to the room with dying Astrid (screen above). You'll learn from her that she was the one to betray you, trying to save the Brotherhood from extinction. In the meantime she understood her mistake and now she wants to atone for it. It doesn't matter how you react to the news of Astrid's betrayal, but at the end of conversation she will ask you to kill her.
Look for the Blade of Woe lying next to Astrid and pick it up (screen above). This item is a perfect dagger, although you do not need necessarily to use it to kill Astrid. Listen to comments of gathered people about Astrid's betrayal.
Return to the main chamber and look for the Night Mother's sarcophagus (screen above). Approach the coffin and listen to her speech. It turns out that she wants the contract to be fulfilled - you must trace down the real emperor. You'll learn also that previously met Amaund Motierre should help you in this task.
The Dark Brotherhood unlocked quest: Hail Sithis!
Locate Nazir and walk to him to start a conversation (screen above). Tell him that the Night Mother has spoken to you and she wants you to finish a started contract connected to assassination of the emperor. Nazir will approve that and tell you about his plans to move the Dark Brotherhood hideout to the previously explored Dawnstar Sanctuary.
Leave the Dark Brotherhood's Sanctuary, open the world map and decide to fast travel to Whiterun. Once you get there, find the Bannered Mare inn, which you've probably visited already during completing the contract to kill Gaius Maro.
You'll find Amaund Motierre in one of the quest rooms and you have to start conversation with him. The man will be glad to hear that you want to complete the contract and will tell you that the real emperor resides currently on the ship called Katariah, anchored in a bay near Solitude. You might also ask Amaund about current commander Maro location (screen above), so you can take revenge on him. It will lead to unlock an optional objective of this mission.
I suggest eliminating commander first. Exit the inn, open the world map and decide to travel to East Empire Company Warehouse (screen above). If you haven't discovered this location yet, then you should start in Solitude and then go to docks. Note - if you're still wanted by Skyrim guards, then after getting to the destination you'll be forced to solve this matter. I suggest paying a fine, but you might as well go to jail for few days. Anyway, you do not have to worry that emperor's ship sails away suddenly.
You should find commander Maro on one of the wooden bridges in docks, but I do not recommend talking to him, because you would alarm local guards this way. Instead, wait for the dusk, so most of the guards will leave this area. Approach commander carefully, make sure that you're in hiding (you have to crouch) and stab him in the back (screen above). You should use a good weapon to kill him (Blade of Woe for example, obtained in the previous quest), to make sure that you need only one attack. Quickly move away from the murder place, before someone notices you.
We can now deal with boarding to the emperor's ship. Head east and after few moments you should see the ship. Jump into water and swim towards Katariah. Explore it from the east side and you should see an anchor chain. Swim towards it and press E key, so you will be automatically moved to the lower deck.
Markings on the map: 1 - Start place; 2 - Kitchen; 3 - Stairs; 4 - Closed door (expert or key); 5 - Captain Avidius's cabin; 6 - Lieutenant Salvarus's cabin; 7 - Stairs; 8 - Passages to upper deck; 9 - Emperor's closed cabin (master or key).
You can get inside the emperor's cabin in two different ways. First option is to sneak and stay in hiding all the time. Another variant is to eliminate all opponents along your way. As sneaking is more demanding, we will describe it in details. Before taking any action, make sure that your thieving skills are high enough or you have proper potions and spells to make you temporarily invisible (you can always leave the ship and return here later). Head south, following one of the sailors, who is joined by another one after a while (screen above).
Stop in a place, where the second sailor appeared, and that's because one more sailor will come out from the room visible in a distance. If possible try to check from time to time if he already entered the kitchen located on the right. Once he did it, carefully approach the kitchen (screen above).
Now you have to wait until Penitus Oculatus agent appears in the left. He should walk to the right and sit at the bar (screen above). Approach him carefully, but watch out for the man with a flute standing near. Try to stay out of his sight. Make sure that it is safe and use the nearby north-western stairs.
If you've done all steps according to the plan, you should find yourself next to the closed door, with expert difficulty level lock (screen above). The simplest solution is of course to use lockpicks to open this door.
The problem with closed door can be also solved in another way. Head south and use the invisibility to pass by two agents. Enter the captain Avidius's cabin located to the right (screen above) and pickpocket the Katariah Master Key from him.
After you've successfully opened the north door (by using lockpicks or a stolen key), you could start exploring the northern part of the ship. Watch out for opponents staying in cabins there. You can encounter lieutenant Salvarus among others. Move north (screen above) and then use the stairs on the right (or on the left). After a while you'll face the emperor's cabin.
A northern closed door, mentioned above, can be bypass in a different way. Head south, using the invisibility when needed. In the southern part of the ship you'll find a ladder (screen above) leading to the upper Katariah deck. But be warned, because this area is full of opponents, so you would have to be very careful. Look for a northern door on the upper deck. After opening them you would find yourself next to the emperor's cabin.
Finally, a few words about aggressive variant. If you're going to eliminate all opponents on your way, the biggest battle will probably take place in the main room of the ship, which is the kitchen. You have to watch out particularly for both officers mentioned previously - captain Avidius and lieutenant Salvarus (screen above). Use the Katariah Master Key found at Avidius's corpse to open the first door or walk through the upper Katariah deck, reaching the emperor's cabin.
The door leading to the emperor's cabin unfortunately has master difficulty level lock (screen above), however you can open it by using the Katariah Master Key (in possession of Avidius and Salvarus). If you've avoided these persons so far, you have to decide whether you try opening the door using lockpicks or return to mentioned officers and pickpocket or kill them.
The meeting with the emperor will probably surprise you a little, because he won't try to flee nor fight with you, knowing that his time has come. Titus Mede II has however the last request before his death. He wants you to murder a person who sentenced him death, which is Amaund Matierre. You can promise him to think about it (screen above) or refuse to do it. Then kill Titus with any weapon.
Before you decide to return to Amaund, I strongly recommend exploring the entire ship in search of valuables. Ship exploration will be also possible in the future, so it is not a "must" right now. The most valuable items can be found of course in the emperor's cabin: in closet cabinets and in his bedroom. When you're done with exploration, I suggest using the exit located in the emperor's cabin (screen above).
Open the world map and return to Whiterun, heading to the Bannered Mare inn. Go to the room where Amaund Motierre stays and inform him about assassination of the emperor (screen above). He will tell you that a reward for completing this contract awaits you in the same place you've met for a first time, which are Volunruud ruins.
You can now fulfill last emperor's wish and decide to murder Amaund Motierre. Before you assassinate him, do not forget to wait until the night and close the door, so no one can see you. A single attack by a surprise should be enough to kill Amaund (screen above). Do not forget to examine his corpse, because he has few jewels with him.
You can now leave the inn (close the door behind you, so no one can see the Amaund's corpse) and open the world map. Decide to travel to Volunruud tomb. Eliminate a skeleton in the first corridor and then go to the chamber, where you've first met Amaund. Approach a large urn (screen above) and collect 20000 gold pieces.
Leave the tomb and select fact travel option to previously explored Dawnstar Sanctuary. Once you get there, go inside and look for Nazir in one of the largest hideout chambers (screen above). It doesn't matter if you tell him the truth or lie about how big amount of money you got for killing the emperor. Nazir will be glad hearing about completing the last contract and share with you plans on rebuilding this Sanctuary. He will also ask you to contact Delvin Mallory in Riften again, who can help Nazir in his plans (not for free of course).
The Dark Brotherhood unlocked quest: Where You Hang Your Enemy's Head
Leave Dawnstar Sanctuary. If you've spare Cicero's life previously, then you should meet him here right now (screen above). Do not worry though that he will be hostile to you. What's more, you can even invite him to join you (screen above)!
Open the world map and travel to Riften. In order to get to the Ragged Flagon, where Delvin Mallory stays, you have to go through the Ratway. An entrance is located in the lower level of the city. After reaching the inn, find Delvin, start a conversation with him and ask him for help in rebuilding the Sanctuary (screen above). You can now decide whether you want to buy all upgrades from the list or only few of them, spending for this purpose gold received thanks to elimination of the emperor.
Buying new banners will modify the Brotherhood hideout only visually. Buying Poisoner's nook results in small plant allotment and an Alchemy Lab in the Dark Brotherhood's Sanctuary (screen above).
If you buy a Torture Chamber, then the chamber where you've fought Cicero previously will be filled with torture tools. What's more, four prisoners will be hang there, which could tell you about their hidden treasures (screen above), unlocking sidequests Miscellaneous: Take the hidden treasure.
Buy a Secret Entrance to unlock a new method of getting inside and outside from Dawnstar Sanctuary. An entrance to the hidden tunnel is located near rocks next to Dawnstar settlement (screen above). Inside the Brotherhood hideout you have to interact with a large stained glass in the main chamber to get inside the tunnel.
After buying the Master Bedroom, one of the chambers in the Brotherhood hideout will get a large bed and many valuable items (screen above).
Once you buy all these things, the quest ends and starting from this point you'll be only able to deal with minor orders associated with the Dark Brotherhood.
A chance to activate this quest will appear only during the quest With Friends Like These, where you have to prove your usefulness to the Dark Brotherhood (even before the official joining this organization). You have to lead to a situation, where you'll be kidnapped by Astrid and forced to kill one of the persons held in abandoned shack. Do not kill prisoners but attack the assassin instead (screen above). Be careful though, because Astrid has a dagger which drains life energy and she is very agile. Described quest will be unlocked when Astrid is dead.
Note: Attacking Astrid cancels your all chances of further cooperation with the Dark Brotherhood!
The Dark Brotherhood unlocked quest: Destroy the Dark Brotherhood
After winning the fight examine Astrid's corpse and pick up an abandoned shack key. You should also consider picking up a valuable Blade of Woe. Before you leave this place, I suggest walking to prisoners held here and releasing them after conversation (screen above).
You can now exit the abandoned shack. Note, that current objective doesn't specify the guard you have to report to. So you can go anywhere, to Solitude for example, located not far from here. Walk to one of the guards and during a conversation tell him about killing Astrid (screen above). You'll be sent then to commander Maro.
Open the world map. A person, you have to talk to, is located in a small settlement called Dragon Bridge, in the north-western part of Skyrim (screen above). If you've already unlocked this location, then you might use fast travel option. Otherwise you should start your journey in Solitude and then choose a main road leading west.
Once you get to your destination, enter the building marked by the game - the Penitus Oculatus Outpost. Locate commander Maro and tell him about killing the leader of the Dark Brotherhood (screen above). The man will be glad and ask you to get rid of the rest of assassins, giving you a password needed to get into their hideout.
Exit the building and open the world map. Your current target, the Dark Brotherhood's Sanctuary, is located in the south-western part of Skyrim (screen above). The easiest way to get there is to start in the nearby settlement called Falkret and then head west.
An entrance to the Dark Brotherhood hideout is hidden between rocks (screen above), but you shouldn't have any problems with finding it. Approach the Black Door guarding an entrance and interact with it. A gate keeper will ask you for a password and you have to select first upper dialog option, Silence, my brother.
There are five assassins in total inside the Dark Brotherhood Sanctuary, which have to be eliminated. I suggest attacking them one by one, because every duel will be a challenge. You'll probably encounter Arnbjorn first. After eliminating him, take care of all other members of the Dark Brotherhood. You should watch yourself mostly fighting Festus Krex (screen above), because this mage can cast powerful spells.
Before you decide to leave the Dark Brotherhood's Sanctuary I suggest looking for additional items, especially useful for a thief. You can also find Skill Books and Word Wall where you can learn a new Word of Power. You can now return to Penitus Oculatus Outpost in Dragon Bridge. Tell commander Maro news about killing all Dark Brotherhood members (screen above) and collect your reward - 3000 gold pieces.
This quest appears in your journal if you've injured or killed (intentionally or unintentionally) one of the Dark Brotherhood members. As a "punishment" you have to go to Nazir, who stays in the hideout of the organization and after starting a conversation with him agree to pay the fins - 500 gold pieces (screen above).
Note! This quest is optional and a chance to get it will show up during completing the quest Sanctuary.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that in order to unlock next main Dark Brotherhood quest, Mourning Never Comes, you have to complete at least one of the side contracts (I suggest completing all of them). Leave the Dark Brotherhood's Sanctuary and open the world map. Beitild can be found in the settlement named Dawnstar (screen above), located in the northern part of Skyrim. Travel there now.
Beitild is an owner of the mine, which means that she spends almost entire day with other workers (screen above). Do not attack her then, unless your character is able to sneak well and attack from a distance. Otherwise you will be immediately attacked by local guards and even if you surrender, you will have to pay a fine or go to jail.
It is much better to wait until night, because Beitild should go then to sleep to her hut near the water (screen above). Walk to the hut's door, crouch and make sure, that you're hiding. Now break a low difficulty level lock.
Once you get inside the hut, crouch and start sneaking towards the bed, where Beitild sleeps. It is worth using the complete Shrouded Armor, which you've received from Astrid at the end of the quest With Friends Like These (or other, better parts if you have them). Get rid of Beitild in any way, stabbing her with a dagger for example or shooting an arrow in her head.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest Sanctuary.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that in order to unlock next main Dark Brotherhood quest, Mourning Never Comes, you have to complete at least one of the side contracts (I suggest completing all of them). Leave the Dark Brotherhood's Sanctuary and open the world map. Ennodius Papius stays in the camp in the wilderness, located west from Windhelm (screen above). So it is best to start in Windhelm and walk in direction of Anga's Mill, the former Papius work place.
Since other people shouldn't appear near the Ennodius's tent, you can try to attack him during the day. But it is safer to wait until the night, because he should go to sleep then (screen above).
Crouch and start sneaking towards the tent, where Ennodius sleeps. It is worth using the complete Shrouded Armor, which you've received from Astrid at the end of the quest With Friends Like These (or other, better parts if you have them). Get rid of Ennodius in any way, stabbing him with a dagger for example or shooting an arrow in his head.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest Sanctuary.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that in order to unlock next main Dark Brotherhood quest, Mourning Never Comes, you have to complete at least one of the side contracts (I suggest completing all of them). Leave the Dark Brotherhood's Sanctuary and open the world map. You should look for Narfi in the settlement called Ivarstead (screen above), located in the southern part of Skyrim. Travel there now.
Narfi is a beggar, who inhabits one of the devastated houses in Ivarstead. So do not attack him during the day, unless your character is able to sneak well and attack from a distance. Otherwise you will be immediately attacked by local guards and even if you surrender, you will have to pay a fine or go to jail. It is better to get inside that house during the night, when the beggar goes to sleep.
Crouch and carefully enter the devastated house. It is worth using the complete Shrouded Armor, which you've received from Astrid at the end of the quest With Friends Like These (or other, better parts if you have them). Go to the last room, where you'll find sleeping Narfi. Get rid of the beggar in any way, stabbing him with a dagger for example or shooting an arrow in his head.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest Whispers in the Dark.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that in order to unlock next main Dark Brotherhood quest, The Silence Has Been Broken, you have to complete at least one of the side contracts (I suggest completing all of them). Leave the Dark Brotherhood's Sanctuary and open the world map. Lurbuk can be found in the settlement named Morthal (screen above), located in the northern part of Skyrim. Travel there now.
Lurbuk is a bard in the Moorside Inn, located in the northwestern part of the settlement (screen above). Since it is very unlikely that he will come out form the inn, you have to go inside.
I do not recommend attacking Lurbuk while he stays in the main inn room, because you'll almost certainly call attention of local guards. You should wait until Lurbuk goes to sleep to one of the inn rooms instead. Crouch and carefully enter the room with sleeping bard. It is worth using the complete Shrouded Armor, which you've received from Astrid at the end of the quest With Friends Like These (or other, better parts if you have them). Carefully approach Lurbuk (screen above) and get rid of him in any way, stabbing him with a dagger for example or shooting an arrow in his head. After successful action you should leave he inn, because Lurbuk corpse might be noticed by one of guests and the room where he was sleeping has no door.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest Whispers in the Dark.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that in order to unlock next main Dark Brotherhood quest, The Silence Has Been Broken, you have to complete at least one of the side contracts (I suggest completing all of them). Leave the Dark Brotherhood's Sanctuary and open the world map. Hern stays in the location Half-Moon Mill, which is unfortunately located far from major settlements (screen above). The best solution is to start your travel near the village Falkret or next to the Dark Brotherhood's Sanctuary and head north.
Hern is a vampire, so choosing a strength solution is even less advisable as in previous assassinations. But that is not only difficulty. Also Hert, his wife, who stays in this location too, is a vampire (screen above). Hern himself very rarely goes to sleep to a small hut, which additionally is closed.
Most sensible solution is to eliminate Hert when he is outside the hut. If you plan to attack him by surprise, then wait until he is alone (usually it is in the evening) and attack him from behind (screen above), preferably by stabbing him in the back. If you prefer direct combat, then attack the vampire during the day, because these creatures become stronger by night. In such situation, after winning the battle, check yourself for injuries which may result in transforming you into a vampire. If so, purchase a cure potion or heal yourself in other way.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest The Silence Has Been Broken.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Anoriath lives in Whiterun (screen above), so travel there now.
Anoriath spends most of the time running the market store at the marketplace in Whiterun (screen above) or walking down the streets. I do not recommend attacking him then, unless your character is able to sneak well and attack from a distance. Otherwise you will be immediately attacked by local guards and even if you surrender, you will have to pay a fine or go to jail.
You could wait until Anoriath leaves the town and goes hunting, but unfortunately he rarely decides to do this. So it is best to wait until night, because then Anoriath should go to sleep to the Drunken Huntsman inn (screen above).
Enter the inn and find the hunter in one of the side rooms. A there are other guests inside the inn during the night, do not forget to close the door. After that, carefully approach sleeping Anoriath (screen above). Get rid of him in any way, stabbing him with a dagger for example or shooting an arrow in his head. After successful action carefully open the door, leave the room and close the door again.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest The Silence Has Been Broken.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Khajiit, whom you must assassinate, travels with a caravan, which means that there is no one specific place of his stay (a caravan stops near Markarth and Solitude among others). So you have to determine current location of the caravan (fortunately it doesn't move all the time), travel to the nearest discovered location and then reach the Khajiits camp (screen above).
Another problem with this contract is fact, that Ma'randru-jo almost never goes to sleep, so he can't be eliminated in similar way as previously murdered persons. So I suggest to wait for the night (screen above), because it will reduce the risk that your actions will be noticed by guards patrolling this area.
Depending on your preferences, you can act in two main ways. You can attack all Khajiits and deal with them in direct fight or focus only on eliminating Ma'randru-jo. In the latter case it is good to use a bow (screen above), preferably with poisoned arrows, so you would need only one lucky hit. An advantage of this solution is also fact, that after eliminating Ma'randru-jo you can quickly flee, avoiding the fight with the rest of Khajiits.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest The Silence Has Been Broken.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Deekus stays in the location named Hela's Folly (screen above). This place is located in the northern part of Skyrim and if you haven't unlocked it yet, you should start your travel in Dawnstar, lying close to the shipwreck.
Deekus has set his camp on a small island near the shipwreck (screen above), which means that you have to swim there. Watch out, because you might encounter wild animals there. You do not have to worry about guards however, because the person you're looking for resides in complete wilderness.
I strongly recommend waiting for the night, because Deekus should go to sleep then. Crouch and carefully approach him (screen above), watching out for bear traps set in this area. Get rid of Deekus in any way, stabbing him with a dagger for example or shooting an arrow in his head.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete other contracts received from him, you should return to the assassins' hideout only after completing them all. Nazir will reward you with gold.
Note! This quest is optional and a chance to get it will show up during completing the quest The Silence Has Been Broken and all other side contracts.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Agnis is a servant in Fort Greymoor (screen above), located west from Whiterun. If you haven't unlocked this location yet, then you should start you travel in Whiterun, choosing pavement path leading towards the fort.
Agnis can be found inside the fort of course, but getting there is not so easy. By default the fort is bandits' headquarter and when you try to get inside this area, you'll be attacked (screen above). If you agree to this variant, you should eliminate archers first, looking for them at the outer walls.
There is another possibility that the fort was taken over by Imperial Soldiers or by Stormcloaks, but this is only possible if you've started civil war quests. If the fort is occupied by opposite forces of conflict, nothing changes. But if it is occupied by your allies, you'll be able to explore it without any problems. In all described situations, after reaching the main fort square and optional elimination of opponents, you should head to the large entrance to the building (screen above).
Markings on the map: 1 - Start place; 2 -Agnis quarters.
If the fort is controlled by enemy forces, best solution from the assassin's point of view is to sneak into and further part of this description shows you how to do it. Wait until the night and explore north-western part of the wall surrounding the fort, finding the mid-flooded basement entrance shown on the above screen.
Once you get inside the fort, head east but watch out not to step onto bear traps along your way (screen above). After reaching the wall, turn right and cut the rope which triggers another trap. After this, use the stairs to get to the upper level and leave the basement.
Be very careful, because you'll find yourself in the room with one of bandits (screen above). Try to silently execute him (stabbing him in the back with a dagger for example). Optionally you can try to sneak behind him, but it will make your return way after assassinating indicated person more difficult.
Regardless of whether you killed the bandit or not, you have to head east now. After reaching the junction, turn left (screen above), choosing the northern corridor.
You can now carefully approach the door to servant's bedroom. Inside, except Agnis, you might encounter another bandit (screen above). Depending on your preferences you can wait until he leaves this place or open the door and attack him by surprise. Know however, that if you are too loud, at least one more guard will appear here.
Regardless of how you've reached Agnis's bedroom, she should lie in her bed or sit on the chair. Carefully approach her. Get rid of Agnis in any way, stabbing her with a dagger for example or shooting an arrow in her head. Note - if you were sneaking so far, then it would be safer to leave the fort same way you came here.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. Nazir will reward you with gold.
Note! This quest is optional and you can start it after completing the quest The Silence Has Been Broken and all other side contracts. It is unlocked together with a contract Side Contract: Kill Maluril.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Helvard is the housecarl in Falkret (screen above), which is located near the Sanctuary and that's why it is probably already discovered by you.
Helvard can be found during the day inside the Jarl's Longhouse next to the main street (screen above). I do not recommend attacking him when other persons are present, because in such situation you will be immediately attacked by guards, and even if you surrender, you'll have to pay the fine or go to jail.
It is much better to stay in jarl's house and wait until the night, because Helvard should go to his room on the floor to get a rest. Wait until others do the same and carefully sneak into housekarl's room, closing the door behind you and approaching the bed (screen above). Get rid of Helvard in any way, stabbing him with a dagger for example or shooting an arrow in his head.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete second contract received from him, you should return to the assassins' hideout only after completing them both. Nazir will reward you with gold.
Note! This quest is optional and you can start it after completing the quest The Silence Has Been Broken and all other side contracts. It is unlocked together with a contract Side Contract: Kill Helvard.
In order to unlock this quest, you have to ask Nazir for new contracts during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. You should look for Maluril in dwarven ruins of Mzinhaleft, located in the northern part of Skyrim (screen above). You'll get there fastest by starting in Dawnstar and travelling south-west.
Mzinhaleft ruins are located in valley and you can use this fact on your advantage - you can slide down on one of the lighter slopes (screen above). By doing it, you may avoid confrontation with all bandits, who have gathered in this area.
If you don't mind fighting bandits, then you should approach your target from south-east (screen above). Good news is that elimination of most opponents will be very easy because they are not too though and do not have any good armors or magical abilities. Whichever variant you've chosen, you have to get to the gate leading to the ruins.
Markings on the map: 1 - Entrance to ruins; 2 - First bandits encampment; 3 - Second bandits encampment; 4 - Entrance to Maluril's chamber; 5 - Maluril's location.
There is also nothing to fear during your journey through the ruins. Follow linear corridors until you get to the first bandits encampment with two bandits (screen above). With luck, you'll be able to surprise both of them. Continue you walk, but be ready to eliminate single opponent patrolling one of the local corridors.
After a while you should reach a second bandits encampment (screen above) and you should watch out here, because both opponents here have magical abilities. If your character can sneak well, you may consider bypassing this encampment.
Finally you should get to the gate guarded by a single guard (screen above). It would be good to eliminate him silently, for example with bow and headshot, because otherwise you may alarm rest of bandits and Maluril. Examine bandit's corpse, picking up Maluril's room key. Use the key to open the large gate (if you want to increase your thieving skill, you can skip this step and use lockpicks).
Be very careful, because you are in the mage Maluril's chamber. It would be best to attack him by surprise, using the opportunity when he turns back to you (screen above) or goes to sleep. Get rid of Maluril in any way, stabbing him with a dagger for example or shooting an arrow in his head. Note - if Maluril gets alarmed, prepare to fight him. It won't be easy, because Maluril can cast powerful spells.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. If you're going to complete second contract received from him, you should return to the assassins' hideout only after completing them both. Nazir will reward you with gold.
Note! This quest is optional and at the same time the last one ordered by Nazir. You can deal with it after completing the quest The Silence Has Been Broken and all previous side contracts.
In order to unlock this quest, you have to ask Nazir for a last contract during conversation with him. It is worth noting, that this contract and others will be unlocked only if you have completed all previous side contracts. Leave the Dark Brotherhood's Sanctuary and open the world map. Safia is a captain of pirate's ship named the Red Wave. This ship is anchored near the East Empire Company Warehouse, located in northwestern part of Skyrim (screen above). If you haven't discovered the warehouse yet, then you should start your travel in Solitude and then head to docks.
Once you get to your destination, locate the ship commanded by Safia - the Red Wave (screen above). Walk through the bridge and use the door leading under the deck, which should be open by default. If the door is closed, wait until the night and then open it with lockpicks, staying in hiding all the time.
After opening the door, do not worry that you've found yourself in a place, where you're not welcome, because crew members shouldn't attack you. Find Safia, who stays in one of cabins (screen above).
Silent elimination of Safia is unfortunately not an option, because you won't catch her sleeping, neither you can't stand behind her. I do not recommend attacking her directly, because in such situation you would be probably attacked by her crew (screen above) and even Solitude guards. Winning such a battle would be very difficult, because opponents are not only very tough, but also they are supported by at least one powerful mage.
Best solution is to start conversation with Safia and inform her, that you're here to fulfill a contract. Once the conversation is over, quickly run to the lowest deck and wait for the captain (screen above). Fighting here shouldn't alarm anyone. It doesn't mean of course, that it will be easy, because Safia can inflict huge damage and is very agile. After winning the fight examine Safia's corpse (there are few very valuable items), wait a while and then carefully return to the docks.
You can now return to the Dark Brotherhood's Sanctuary and report Nazir what you've done. Nazir will reward you with gold and tell you that he has no more contracts for you.
This sidequest is unlocked after starting the last main Dark Brotherhood quest, Where You Hang Your Enemy's Head. During your stay in Dawnstar Sanctuary you might be contacted by the Night Mother, asking you to hear her. Walk towards a coffin near the exit then (screen above). The game will be giving you here random contracts. Every time the Night Mother will tell you who the client is, and then you'll learn from him who your target is. Every successful mission is rewarded with gold of course.
This sidequest can be obtained after completing the quest Breaching Security, during final conversation with Gabriella. She will give you Olava's token, which can be used to visit a fortune teller and get a reading from her. Note - if you haven't got a token, make sure that you killed Gaius Maro according to additional instructions from Gabriella, which is during his visit in one of major settlements.
Open the world map and travel to Whiterun. Visit the city during the day, finding the Olava the Feeble's House. An old lady should sit in front of it (screen above). Start a conversation and show her the token. A reading differs depending on the current active Dark Brotherhood quest (you can also visit Olava after completing all quests). A second part of conversation is always the same, because Olava will tell you about treasures in ruins of Deepwood Redoubt, where an assassin of old is buried.
The Dark Brotherhood unlocked quest: Miscellaneous: Locate the assassin of old
You can begin this task after completing the quest Miscellaneous: Receive a reading from Olava the Feeble. Open the world map and look for your target - Deepwood Redoubt (screen above). It is best to get there starting in Dragon Bridge, which lies to the east and then choosing a path leading to the mountains. Once you get there, prepare to eliminate few forsworn (watch out for forsworn pillager with magic abilities). After the fight, look for an entrance to the underground complex.
Start exploring this underground location, watching out for a trap on your way, triggered by a pressure plate. Soon you'll get to the larger cave. Prepare to eliminate few forsworn. Begin with closest one and then deal with opponents in the bridge visible in a distance (spells or ranged weapon). After the fight choose south-western corridor but watch out for a bowman and swinging blades. Mentioned trap can be easily bypassed with the Shout Whirlwind Sprint. In the next room avoid rune traps painted in the floor. You can pass them by or drag corpses on them, "detonating" them with no injuries. Look for a closed door (screen above). You can open it with lockpicks or obtain Deepwood Redoubt's key from a forsworn pillager in an adjacent room.
Enter the unlocked passage, watching out for another pressure plate. Walk through the bridge, previously occupied by forsworn. Eliminate other enemies and locate the door leading to Deepwood Vale. This location is vast and unfortunately you'll have to fight here very large group of forsworn (screen above). Attack you enemies from a distance and by surprise if possible, and when the battle begins, focus on eliminating mages. Watch out for additional enemies, who can join the fight running out from other parts of the valley of from tents. After the fight look for a gate leading to Hag's End.
According to location's name, prepare for fights with witches. You'll encounter first group of them at a very beginning. Ignore standard witches and start attacking the hagraven (screen above). That is because the hagraven can cast powerful spells and summon other creatures. What's more this monster will disappear after you damage badly. After winning the fight, look around and then use the stairs leading to the upper level.
Watch out for a pressure plate activating the trap and get inside the room where you can prepare for similar battle as previously. So attack the hagraven first and once it disappears, deal with other witches. After winning the battle, approach the throne and look for interactive handle. Pull it, revealing a hidden alcove, where you'll find a dead Brotherhood assassin you're looking for (screen above). Pick up all elements of shrouded armor: Ancient Shrouded Helmet, Ancient Shrouded Armor, Ancient Shrouded Boots and Ancient Shrouded Gloves. You might also look into nearby chest.
Despite the fact, that this quest has officially ended, I highly recommend completing the exploration of Hag's End, because there are more treasures hidden there. In order to continue exploration, you have to lower the bridge. Do not forget to open caches on your way (you will be able to return here with a key), watch out for traps and prepare to face the hagraven again. In the last chamber of Hag's End you'll find a Word Wall with new Word of Power. At the end go outside and fight a final duel with the hagraven (screen above). You can win it easily using the Shout Unrelenting Force and throwing the hagraven down. Do not forget to examine monster's corpse (you'll get a key to open caches you've passed by) and look into a chest near the altar with a dead witch.
There are four such quests to unlock and completing them is possible only after starting the last main Dark Brotherhood quest, Where You Hang Your Enemy's Head. When talking to Delvin Mallory you should spend 5000 gold pieces on the torture chamber (screen above).
Return to Dawnstar Sanctuary and go to the room, where you were previously fighting Cicero. Note, that there are four persons imprisoned here. Approach them in order and start a conversation each time. Talk to them until they reveal a location of a treasure (screen above).
You should start looking for treasures only after you've learned locations of all four hiding places. Travel to places marked on the world map, interacting with stumps (screen above) or other elements of environment. Each hiding place contains only gold.
It is best to join Companions, an organization which resembles a traditional warrior guild, at the very gameplay beginning. It is especially important if you control a warrior, and that is because completing all Companions quests will not only allow you to greatly improve your skills, but also allows collecting valuable elements of your equipment. There are not too many quests, so it won't be as time-consuming as for example cooperation with the Dark Brotherhood or the Thieves Guild.
The main headquarter of described fraction is located in the Jorrvaskr sanctuary (screen above) in Whiterun, which you've previously visited. This property is generally available, so you can explore it in details at any time during the game. It is worth to visit Jorrvaskr not only to discuss about main Companion quests, but only to start some minor tasks. You can also rest here or talk to other fraction members. It is worth mentioning, that some of them act as coaches, allowing you to improving your skills.
In order to activate first Companions quest, you can go directly to headquarter or first perform an action associated with finding out about their existence. Specifically, we are talking about meeting one of the shield-brothers outside Whiterun. It will happen probably at the game beginning, during traveling from Riverwood to Whiterun, while completing the main quest Before the Storm. A road to Whiterun goes through the Pelagia Farm (screen above), south from it, and you should stop right there for a moment.
After getting to the farm you should see a group of people fighting with a giant (screen above). Fortunately you do not have to join the fight, because the giant will be automatically slain after you get closer. Once the giant is dead, Aela the Huntress or another shield-brother will run up to you, offering you a possibility to join their organization. This creates a new entry in your journal with the quest Miscellaneous: Speak to Kodlak Whitemane.
As I mentioned earlier, in order to find Companions headquarter, you have to go to Whiterun. Explore the north-western part of the city, getting to a quite large Jorrvaskr sanctuary (screen above).
Once you get inside, you can witness a fight and depending on your preferences you can wait until it's over or talk to one of the shield-brothers, mentioning your will to join Companions clan. You'll be sent to Kodlak Whitemane and in order to find him, you have to use stairs leading to lower level of the sanctuary, to living quarters in Jorrvaskr (screen above).
Kodlak Whitemane stays in the room the northernmost (screen above). Walk to him and during the conversation tell him that you want to join Companions order. Kodlak will agree to test your usefulness in battle, sending you on sparring with Vilkas and activating described quest.
Unlocked Companions quest: Take up Arms
Follow Vilkas. He will leave living quarters and then use the eastern door to get to the Jorrvaskr courtyard. Listen for some preliminary instructions and then start fighting. Your task is to hit Vilkas at least three times with melee weapon (screen above). If you were using only ranged weapon so far, then you have to find any melee weapon to fight him. It is also important to know, that you are not allowed to use any weapon with magic abilities based on soul gems. After the training Vilkas will send you to a local blacksmith Eorlund to sharpen his sword.
Eorlund's forge is not located inside the sanctuary, but on a small hill, north from this building (screen above). Talk to blacksmith, giving him a sword received from Vilkas. You'll learn from him that Companions order has no leader and every member is responsible for his own decisions. At the end he will ask you to take Aela's shield to her owner. Your reaction for this request doesn't matter.
Return to the sanctuary. You can most likely find Aela in living quarters in Jorrvaskr (screen above). Start a conversation with her and give her a shield received from Eorlund. Listen for her short conversation, after which Aela will ask Farkas to show you a room with free beds for greenhorn recruits.
Follow Farkas, who will lead you to a room for recruits, located in the southern part of living quarters in Jorrvaskr. Before you can start another main Companions quest, Proving Honor, you'll be forced to complete any sidequest for Companions. Farkas will offer you such mission (screen above), but if you do not want to cooperate with him, you can go to Aela, Vilkas or Skjor to get a sidequest (in the meantime another quest activates Miscellaneous: Learn how you can help other Companions).
In order to activate this quest, you have to complete major quest Take up Arms and then at least one of sidequests ordered by Farkas, Aela, Vilkas or Skjor. Right after completing the sidequest, return to its giver and ask him about other orders. You'll be then sent to Skjor, who has something important to talk to you about (screen above). Note - if it is Skjor who ordered you a sidequest, you do not have to look for him of course and you'll get all details on next major Companions quest right away.
Unlocked Companions quest: Proving Honor
Depending on time of the day, you can find Skjor in the main chamber of the Jorrvaskr sanctuary (screen above) or in the living quarters in Jorrvaskr. The warrior states that it is time for your last test before officially joining the Companions clan. You have to find fragment of Wuuthrad. It is worth noting that you'll be accompanied by previously met Farkas.
Find Farkas and start conversation with him (screen above). Depending on your preferences, you can start your journey right away or ask the shield-brother few additional questions. You might learn that Wuuthrad is very powerful weapon and that fragment of this artifact must be found in a place called Dustman's Cairn. Note - if you were teamed with someone before starting this quest, (s)he will be automatically detached from your team and send to a default location, where (s)he will be waiting for you (Lydia may be moved to Dragonsreach or your home in Whiterun).
You can leave the sanctuary now and open the world map. Your target is Dustman's Cairn, located west from Whiterun (screen above). If you've already discovered this location then it is best to use fast travel option. Otherwise I suggest getting there by following main path leading west and turning north after reaching Fort Greymoor.
Once you get to the place marked by the game, walk on the hill and find a characteristic large hole in the ground (screen above). Make sure, that there are no monsters in the area, jump down and use the door leading to the underground complex.
Head east. It the first room you'll find valuable items with Two-Handed skill book, Battle of Sancre Tor, among others. Use the eastern corridor. After reaching catacombs you'll encounter monsters - different types of draugr. You should particularly watch out for restless draugr (screen above), because he is more tough than others and can inflict more damage. He can also cast powerful spells.
Before further exploration of this location, you should know one thing. In some of graves on your way, you'll see laying draugr and you can locate them by specific sounds. These monsters shouldn't attack you, unless you use any area effect skill. But you can also eliminate them, even for improving your own skills. Continue exploration, choosing the northern corridor (screen above), leading to the door.
Go east and after a while you should get to larger chamber. You might of course look around here. After that, go to the north-eastern part of the room (screen above). Pull a lever, which closes local grate. But as you can see in a distance, south-eastern passage is now unlocked.
You'll face now quite interesting cutscene, with Farkas and members of a group called Silver Hand, hostile to Companions. During the cutscene Farkas transforms into werewolf (screen above) and deals with all opponents in very effective way. After the fight you'll be able to ask your ally few questions (do not worry - you'll learn MUCH more about werewolf transformation soon) and use the south-eastern passage mentioned before.
You have to reckon with the fact, that from now on you'll quite regularly encounter Silver Hand members (screen above). A good idea is rapid elimination of these enemies, who are less tough and die after few blows. Turn east and then turn north, reaching two doors. After opening them you'll find yourself in another large chamber.
Also here you'll have to fight Silver Hand members and I suggest dealing quickly with a bowman on the upper level. Look around the room, because you can find here a masterly secured chest with very valuable items. Finally, choose the southern passage (screen above). In the next room go down the stairs and head towards the southern door.
You will pass quite linear corridors now, but you can meet on your way, both new members of Silver Hand, and new draugr. Soon you'll reach a larger chamber (screen above) and it will be necessary to eliminate a group of quite tough Silver Hand warrior. Do not let opponents surround you and do not forget about at least one bowmen attacking you from a distance.
After winning the fight, choose southern door and then turn west. Watch out for a pressure plate on the stairs, which triggers a trap with poisoned arrows. You can use this trap for your advantage and press the plate when next Silver Hand warriors attack you (screen above). After the fight, head to the door leading to the Dustman's Crypt.
Once you get to a new place, a Silver Hand warrior will attack you. Eliminate him and go to the next chamber, reaching some kind of bridge. You can attack enemies downstairs now or run there or just wait until they come to you (screen above). I personally suggest the latter variant, because it will be easier to attack single targets in narrow corridor or use the Shout Unrelenting Force. Watch out though, because some of enemies (full plate warrior for example) are much tougher and more efficient in fight that others.
Whether you've already fight your opponents or you're going to do this, you have to go west, moving opposite clockwise. On your way there you'll encounter a closed door, but there are no valuable items behind it. After a while you should get back to the main chamber, but on the lower level (screen above). If there are still any opponents or you haven't fought them yet, you have to eliminate them now.
After the fight, look around for a chest (screen above), where you can find a Dustman's Cairn Key among other things. Use it to unlock the northern gate. You can go further. You'll be attack by skeever on your way, but he is not a challenge for you. After reaching the room witch alchemic lab, you can look around a little or continue your walk east.
Be very careful, because after getting inside a small cave you'll be attacked by frostbite spiders, leaded by larger and stronger giant frostbite spider (screen above). After winning the fight use antidotes if needed and head north. Prepare to eliminate new draugr and again watch out for a restless draugr.
Pass through caverns and choose a western corridor. Further way is linear and soon you'll get to the largest and most important chamber in this location (screen above). I strongly recommend saving your game here, because you'll fight a toughest battle in this quest in few moments.
First I suggest walking to the Word Wall, so you can learn a new Word of Power - Fire Breath. You can also pick up some cure potions. Finally collect the Wuuthrad fragment marked by the game (screen above).
As you've probably guessed, draugr begin rising from side tombs (screen above). I suggest eliminating them as soon as possible, and that's because the game doesn't wait until you kill current attackers, but keeps sending next ones. So if you're not fast enough, you may end surrounded by a large group of these creatures.
Among the draugr you'll find high ranked restless draugr, who is the strongest one (screen above). I do not recommend ignoring him, because his melee attacks can inflict huge damage. He is also using a shield, so killing him can be a challenge. Remember to heal your character regularly and use favorite skill or shouts. You have to fight until the last of opponents is dead.
After winning the battle you might look around the chamber, finding a chest with very valuable items. Finally head south. Go up the stairs to the upper level and go through a small hole, crashed by one of draugr (screen above). Use the tunnel, getting to the passage leading to the Dustman's Cairn. Here you have to get to the lever. Pull it and you'll be able to return to the exit from this underground complex.
Leave the Dustman's Cairn, open the world map and travel to Whiterun. Once you get there, go to the Jorrvaskr sanctuary and after you get close to it, you should be stopped by Vilkas (screen above). The shield-brother wants you to follow him.
Follow Vilkas, who will run to the courtyard on back of the Jorrvaskr. The only thing left is to participate in a short ceremony (screen above), during which you'll officially become one of the Companions.
Same as with previous quest, unlocking the next major quest, The Silver Hand, will be possible only after completing any of Companions sidequests. In order to obtain one, you can talk to Farkas, Aela, Vilkas or Sjorn (in the meantime another quest activates Miscellaneous: Learn how you can help other Companions).
In order to activate this quest, you have to complete major quest Proving Honor and then at least one of sidequests ordered by Farkas, Aela, Vilkas or Skjor. Right after completing the sidequest, return to its giver and ask him about other orders. You'll be then sent to Skjor, who has something important to talk to you about (screen above). Note - if it is Skjor who ordered you a sidequest, you do not have to look for him of course and you'll get all details on next major Companions quest right away.
Unlocked Companions quest: The Silver Hand
Depending on time of the day, you can find Skjor in the main chamber of the Jorrvaskr sanctuary or in the living quarters in Jorrvaskr. During the conversation, the shield-brother will ask you to meet him after nightfall in the Underforge (screen above).
Leave Jorrvaskr and in accordance to Skjor's request, wait for the night using sleep option if needed or speeding up the time. Head to the previously visited Eorlund's forge, located north from the sanctuary. Skjor should wait for you near rocks on the lower level (screen above).
Use the same hidden rock passage as Skjor (screen above), getting to the Underforge. Do not be scared of another werewolf, because it is Aela in her lupine form. Skjor will tell you more about this gift (or according to some, the curse) and keeping this in secret from Kodlak. The shield-brother will tell you that in order to complete a process of joining Companions, you have to drink wolf blood too. Of course you do not have to agree to do this, but if you refuse to accept wolf blood, you won't be able to continue this quest.
Skjor will start a ritual after a while. Go to the font in the Underforge (screen above) and interact with it. You'll face now quite interesting scene, where you'll be transformed into werewolf. Do not worry, that you don't have any new objectives yet, because it is just short tutorial to familiarize you with the lupine form. After a while the screen turns dark and you'll continue to a next part of this quest.
You wake up in a different location, near the Gallows Rock. You'll notice that your character has no armor elements, because they are automatically removed while transforming into werewolf. Initiate a conversation with Aela (screen above), who is glad hearing that your first metamorphosis was successful. She will also tell you that to celebrate this event you will attack the Silver Hand encampment (this is the organization of werewolf hunters). Before starting the attack you might ask Aela about details of being werewolf, but she doesn't know too much about getting rid of this "curse".
First you have to deal with three werewolf hunters standing next to the Gallows Rock. If you want to transform into werewolf here, then press TAB key, select Magic, go to Powers section and activate Beast Form power. Elimination of local enemies shouldn't be difficult (screen above), but you should remember about limitations of described power. You can stay in the lupine form at maximum few minutes, but this process can be extended thanks to drinking enemies' blood. What's more, you can turn into werewolf only once a day. So you should think if you want to use this power right now or leave it for later.
If you want to eliminate werewolf hunters in a traditional way, that before doing any actions don't forget to put on all armor elements and weapons used before. Only after that join the fight. Whichever method you've chosen, you have to use the door leading inside the Gallows Rock (screen above).
Once you get there, listen to a short Aela's speech and then interact with the chain. Head south, going down the stairs to the lower level. Watch out for Silver Hand members, which you'll encounter next to a fireplace (screen above). You could try to surprise them, so you can eliminate them easier. After the battle look around, and open the southern door (the western door is closed).
After a while you'll encounter few skeevers but they are no challenge for you. Use the large stairs and prepare yourself because in a chamber with cages you'll encounter a group of werewolf hunters (screen above). Watch out also on a pressure plate on the ground and do not step on it incidentally. After the fight you can look around. One of the imprisoned here werewolves should be still alive, but even if you open his cage with lockpicks, he will attack you anyway.
Head west now, going down the stairs to the lower level. In the next room you'll encounter more Silver Hand members (screen above) and I suggest eliminating bowmen first. Look around and explore this area, finding two chests with valuable items (one of them is masterly locked) and One-Handed skill book Ancient Tales of the Dwemer, Part III: The Importance of Where.
After picking up all things, locate a passage in the north-western part of the chamber. Explore the next room and you'll find a Smithing skill book The Last Scabbard of Akrash. You can also try to open a nearby door, but there are no rare items a small room behind it. Choose a narrow stairs leading west (screen above). Aela will warn you, that you're approaching the Silver Hand leader hideout. So it would be wise to save your game here.
After reaching the last room, try to deal with standard hunters first and then start attacking Krev the Skinner (screen above). I personally do not recommend attacking him as a werewolf, because his blows inflict huge damage. So playing as a werewolf is better for offensive than defensive actions. You should use the fact that your opponent is not very agile and ask Aela to get his attention. Fight until Krev is defeated.
Deal with the rest of Silver Hand members (if they're still alive) and then look around the room. You should of course examine Krev's corpse, picking up a valuable Orcish War Axe of Burning. You can now come to Aela (screen above). You'll see dead Skjor, who has been killed in his solo attack on werewolf hunters' hideout.
Unlocking the next quest, Blood's Honor, will be possible only after completing two Companions sidequests, but only mission obtained from Aela count. In order to obtain first of them, you should talk to Aela right now, staying in the Gallows Rock. The easiest way to exit werewolf hunter's hideout is to choose the eastern corridor and reaching the door with an interactive bar.
In order to activate this quest, you have to complete the major quest The Silver Hand and then complete two sidequests ordered by Aela (sidequests ordered by other Companions do not count but you can also complete them). After completing two ordered sidequests, return to Aela and ask her about next tasks. She will send you to Kodlak, who wants to meet you (screen above). Aela will also ask you to keep a secret about werewolves and do not say a word to Kodlak.
Unlocked Companions quest: Blood's Honor
You'll probably find Kodlak Whitemane in his room in living quarters in Jorrvaskr (screen above). Sit on the left chair as he asks you, because only then the conversation can officially begin. An answer to the question about werewolves does not really matter. Anyway you'll learn about a pact concluded hundred years ago with the witches and how witches deceived Companions, so their souls can't go to Sovngarde after death. Kodlak says that he has an idea to cure the order from the curse and will ask you to go to the witches' hideout. In this mission you'll have to kill at least one witch (or all of them - an optional objective) and bring him back her head.
Leave the Jorrvaskr sanctuary. Before you start your journey, I suggest taking someone else to your team, because in this mission you won't be accompanied by any of shield-brothers. Open the world map and look for Glenmoril Witch. This place is located in the southern part of the map. If you've already discovered this place, you should use the fast travel option. Otherwise I suggest starting in the Rorikstead and heading south or starting in Falkret and heading north-west.
Markings on the map: 1 - Start place; 2 - Location of the first witch; 3 - Locations of the other witches.
It is best to approach Glenmoril Coven from the north, because you can find there a paved path (screen above), so you won't have to climb anywhere. Locate a large entrance to the cavern and use it to get to the Glenmoril Witch location.
Head southwest and then turn north-west. Soon you'll reach a location of a first witch from Glenmoril (screen above). Generally you should act the same as during fighting with Hagraven, which perhaps you already dealt with. It is important to kill a witch as soon as possible, because otherwise she can summon other monsters for help. Even if this happens, do not stop attacking her, because they will die, as soon as she dies. It is also a good idea to increase your fire elemental resistance, because it is almost sure that you'll be "welcomed" with fireballs.
Fight until the witch is dead. Make sure you examine her corpse and collect the Glenmoril Witch Head (screen above). You have to decide now, whether you want to leave this place or de with other four witches.
If you're going to kill other witches, I recommend using the previously shown map, showing their locations. Fights have the same schema as previous one, except some of witches may be accompanied by frostbite spiders. Attack each witch with all possible ways, until she dies. It is a good idea to collect their heads, because they might be useful in sidequests.
Regardless of whether you've killed only one witch or all of them, you have to leave Glenmoril Witch and return to Whiterun. After getting to the Jorrvaskr, it will turn out that the sanctuary was attacked while you were away by Silver Hand members. Fortunately they were defeated (screen above).
Enter the sanctuary, where Vilkas should run up to you (screen above). The shield-brother will tell you that werewolf hunters managed to kill Kodlak Whitemane and steal all fragments of Wuuthrad. Vilkas decided to attack the Silver Hand headquarter. As he wants to go there right away, you do not have to complete any additional missions to unlock the next major quest.
Unlocked Companions quest: Purity of Revenge
Leave the Jorrvaskr sanctuary, open the world map and look for Driftshade Refuge (screen above). This place is located in the northern part of Skyrim. If you haven't unlocked it yet, it would be good to start your journey in Dawnstar, heading south-east. Plan your travel carefully, because you'll have to do some climbing. So I do not recommend choosing steep mountain slopes, because you'll only make your trip harder.
The Silver Hand headquarter you're looking for is located at the higher mountain (screen above) and after reaching this place you should deal with all local werewolf hunters. During this quest I strongly recommend exploring the area, to be sure that you've killed every opponent. Otherwise you may not complete an optional objective. After killing all enemies, use the small door and enter the Driftshade Refuge.
Head north. You'll encounter first group of opponents after getting to the quite large chamber (screen above). Remember to watch out for heavily armored enemies and quickly eliminate bowmen. After the fight use the western passage, because the northern door is closed. Be careful, because there are few more werewolf hunters in the area
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Head west, continuing exploration of Silver Hand stronghold. New opponents await you in the next large changer. Kill then, explore the area and choose a corridor leading north. On your way you'll encounter a closed door to the western room (screen above) and if you want to complete the optional objective of this quest, you have to break in, because inside you'll find one Silver Hand member.
Return to the main corridor and keep going. Prepare to fight another battle after a while. Make sure that all enemies are dead and approach the eastern passage (screen above). Pulling the lever will give you an access to the door leading to Driftshade Cellar.
Head north. There are new Silver Hand members in this area and you can eliminate at least few of them by using the local trap, by stepping on the pressure plate at right moment (screen above). Examine cabinets here, with more or less valuable armor elements and then choose a corridor leading east.
Open the door to the next room and deal with a group of opponents there. After the fight I suggest searching for Light Armor skill book The Rear Guard. After exploring the area, choose the northern entrance to the ice cavern (screen above). Be careful because you'll be attacked by werewolf hunters with at least one stronger opponent. If you want, you can free local wild werewolf, but he will attack you anyway.
Head north now and attack another group of Silver Hand members. Again choose a corridor leading north (screen above). After reaching the next cellar room, prepare to fight with new enemies. Kill them all and choose a corridor leading north. Finally you should reach to the door that leads to previously unexplored part of the Driftshade Refuge.
Use the stairs and attack the last group of werewolf hunters (screen above). Try to eliminate bowmen first, so they won't bother you later. After the fight the game should credit an optional objective of this quest. If not, return to previous location and make sure that it is fully secured.
You may now explore current area. You will find here two valuable books: One-Handed skill book 2920, vol 01 - Morning Star and Block skill book Warrior. Examine also enemies' corpses, because at least one of them was using quite good sword. Finally approach the table, where you'll find Wuuthrad's fragments (screen above). Collect them all.
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You can now choose the southern corridor (screen above). Interact with a bar so you can return to previously explored locations and you'll be able to leave the Driftshade Refuge. Open the world map and return to Whiterun. Vilkas should leave you here, mentioning the preparations for funeral. You can start next major Companions quest without any additional preparations.
Unlocked Companions quest: Glory of the Dead
Kodlak Whitemane's funeral will take place in the Skyforge (Eorlund's working place), so you have to go there now (screen above). Once you get there, the ceremony begins. After its end Eorlund will ask you to give him Wuuthrad's fragments and to find the last fragment of this ancient weapon, kept in Kodlak's chamber.
Enter the Jorrvaskr sanctuary and then use the stairs leading to the living quarters in Jorrvaskr. Head north and after a while you'll reach the Kodlak's chamber. Using the opportunity, look for Two-Handed skill book Song of Hrormir. Weapon's fragment you're looking for can be found on the table located next to the large bed (screen above).
Return to the Skyforge, where the funeral took place and give Eorlund the last weapon fragment, you've just found. He will send you to the Underforge, where Companions are waiting for you.
Go down and use the entrance to the Underforge (screen above). Once you get to the destination, listen to the conversation of Companions, which concerns Kodlak's last will to guarantee his souls a possibility to go to Sovngarde. The solution to this problem might be exploration of the Tomb of Ysgramor. After a while Eorlund will appear with an ancient weapon needed to open the tomb and will give you Wuuthrad.
If you play as a warrior preferring two-handed weapons, you should select Wuuthrad as an active weapon. Leave the forge, open the world map and locate the Tomb of Ysgramor (screen above). This place is located in the northern part of the map and I suggest starting your travel in near Winterhold. You do not have to walk there, just choose a fast travel option and meet Companions in the tomb. Do not forget to take a team member with your, because none of the Companions will be your shield-brother in this quest.
After reaching Winterhold, head north-west, carefully walking or sliding down. Then I suggest approaching the tomb from the south or south-west. You should be very careful, because you can encounter wolves, bears or other wild creatures or monsters in this area. Once you get to your destination (screen above), jump inside the large hole and open the door leading inside the Ysgramor's Tomb.
The game should automatically start a conversation with Vilkas (screen above), who will warn you against dangers awaiting you in the tomb, and tell you that he won't participate in your further actions. The shield-brother will also say that in order to open the tomb you need to use the newly acquired Wuuthard weapon.
Move to the Ysgramor statue located in the central part of the chamber and press E to put Wuuthrad in its hands (screen above). This action results in unlocking a passage visible in a distance. What's interesting, you do not have to say "goodbye" to the weapon, because you can take it back - the passage will stay opened.
Head of course towards newly unlocked northern corridor. At the beginning you'll encounter here few skeevers, who will die in a short fight. Slow down in a large chamber, where you'll be attacked by a group of ghosts (screen above). It is worth noting that during this and next fights you do not need to use any neither special weapons nor spells. What's more, ghosts are vulnerable for all powers and shouts (use the Unrelenting Force to push them away). You might also count on ally's actions.
After the fight, head to the western gate. Enter the next large chamber (screen above) and start attacking a new group of ghosts. Particularly watch out for tougher ones, because they can inflict heavy damage. Make sure that you've eliminated all ghosts and choose a narrow southern passage.
Same as previously, before you can continue to the next tomb chamber, you'll have to get rid of a group of ghosts (screen above). I suggest watching out here, because you'll be encountering elite type of ghosts more often. Remember also to eliminate bowmen as soon as possible. After the fight, Farkas will automatically come to you and tell you that this is the end of his road. That means that Aela will be your only Companion from now on (except your team member).
Before going further, I suggest examining the nearby chest. Choose the southern passage (screen above) and use weapons or any spell to destroy spiderwebs. In the next room frostbite spiders await you and you should watch out for the biggest of them. After the fight, head east, destroying more spider webs on your way.
Prepare to eliminate more frostbite spiders with giant frostbite spider leading them (screen above). After winning the fight explore the chest and go towards southern passage, pulling a chain to unlock it. In the next chamber you'll encounter more ghosts. Be very careful, since you have fewer allies now.
After securing the tomb, choose eastern corridor (screen above), preparing to fight more ghosts. There is at least one tougher ghost between them, so you should instantly check your character's health bar. Make sure that you got rid of all ghosts and choose eastern corridor, using the stairs leading to a small door.
Enter the new chamber and walk to the other end, finding and interactive handle (screen above). Use it to unlock an access to the northern chamber. Save the game and carefully go inside, attacking the last group of ghosts, which obviously is the hardest one to defeat. Particularly watch out for ghost warriors, able to inflict huge damage in melee combat.
After dealing with ghosts, look around. You'll find here Two-Handed skill book The Legendary City of Sancre Tor among other things. Head north now, reaching to the tomb's last chamber after a while (screen above).
Walk to Kodlak Whitemane who resides here (screen above) and start a conversation. Kodlak says that his soul hides in this place, because it can't go to Sovngarde. He also suggests throwing into a fire a head of the witch killed earlier.
Your current task is fortunately not complicated. Interact with Flame of the Harbinger (screen above) and throw Glenmoril Witch Head into it.
Start attacking now Kodlak's wolf spirit (screen above), which paradoxically is no bigger challenge than standard ghosts, you were fighting before. Same as with previous fights, you can use any weapons, powers, shouts and spells. Fight until the wolf spirit loses entire energy bar.
Return to Kodlak and talk to him again. The ghost with thank you for defeating his inner beast and thus unlocking a passage to Sovngarde for him. He will also promise you to help other shield-brothers imprisoned here (screen above). He will also make you a leader of Companions at the very end.
The last major Companions quest described here is now officially over, but you might of course take a look in the tomb. In the chamber where you met Kodlak you'll find a chest (screen above), full of rare artifacts, with probably most valuable - Ysgramor shield.
An exit from the last tomb's chamber is located in its eastern part (screen above). Pull the chain and then use the stairs leading to the upper level. Choose the only possible corridor and pull another chain, returning to the chamber with Ysgramor statue.
Use the opportunity to explore the western corridor, ignored previously (screen above). It leads outside and after leaving the tomb you might go to the mountain's top. You'll find a Word Wall there, with a new Word of Power - Animal, Animal Allegiance.
This is the end of your adventure with major Companions quests. From now on you can deal with sidequests described later in this guide. Since they are characterized by randomly generated guidelines, you can start quests with same name many times, each time visiting different places and interacting with different people.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Farkas is the only giver of this quest. After you agree to complete the task, you'll be asked to intimidate a random person in a random location of game world. Travel to the place marked by the game and find a person indicated by Farkas (screen above). Start a conversation and decide to begin a fight.
You do not have to remove your character's weapons, because it will be done automatically. Start attacking the civilian (screen above). Standard blows will make a trick. On the other hand you might put on a heavy armor, to be more resistant for opponent's attacks.
Fight until your exhausted opponent kneels (screen above). Approach the person and press E to confirm the defeat (do not finish the opponent because (s)he may die!!). You can now return to Farkas and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Possible quest givers are Vilkas or Skjor. After you agree to complete the task, you'll be asked to rescue a randomly chosen person, held in random location of game world. Leave Whiterun and travel to the place marked by the game. Once you get to the destination (it could be some encampment on the ground or a cave), it will be probably necessary to eliminate fairly large and probably tough group of enemies (screen above). During the fight you should deal with individuals with magical abilities first, and leave the rest of enemies for later.
After the fight, look around to find the kidnapped person (screen above). If this person stays in a public are, you do not have to o anything else. But if the kidnapped person is imprisoned in a cage, you have to open it and you can use lockpicks or a key, which should be found at one of the defeated bandits' corpse.
But that's not all, because you have to safely escort the kidnapped person home. Use the fast travel if possible (screen above), so you do not have to worry about your companion's health. But if this is not possible, then try to use a carriage or travel to the nearest unlocked location and then walk to your destination. Do not forget to talk to the person you've rescued after you reach the destination. You can now return to a quest giver and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Aela is the only giver of this quest. After you agree to complete the task, you can be asked for one of two things. A first variant is that Aela wants you to get rid of random monster or beast, who can reside in his lair or in some house in Skyrim (random). Leave Whiterun and travel to the place marked by the game. Once you get to the destination, deal with the beast or monster (screen above).
A second variant is to clear the entire lair of beasts or monsters. Also in this case you have to leave Whiterun and travel to the place marked by the game. A basic difference now is that you hate to get inside the lair and kill all beasts or monsters present there (screen above). Regardless of your instructions, return to Aela after the fight and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Possible quest givers are Vilkas or Skjor. After you agree to complete the task, you'll be asked to kill an escaped criminal in the random location of the game world. Leave Whiterun and go with fast travel to the location which is closest to the criminal. Some difficulty of this quest is a fact that the bandit is in constant move, so all your decision must be done with a certain advance. You can easier catch a bandit on a horseback (screen above).
Depending on your preferences, you can attack bandit without warning (screen above) or after a short conversation with him. You shouldn't have any troubles with defeating him. You can now return to quest giver and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Farkas is the only giver of this quest. After you agree to complete the task, you'll be asked to kill a leader of randomly generated fraction, which occupies randomly chosen location in the game world. Leave Whiterun and travel to the place marked by the game. First you will be probably forced to eliminate opponents in the area closed to the location of enemy fraction (screen above).
After clearing the area, you'll be able to get inside and start looking for the leader (screen above). He is of course tougher than other fraction members, but you may also encounter other tough enemies there. The most important thing is that only leader has to die, so after killing him you may leave this place. You can now return to Farkas and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest.
Possible quest givers are Vilkas or Skjor. After you agree to complete the task, you'll be asked to retrieve stolen family heirloom, kept by bandits in the randomly chosen location in the game world. Leave Whiterun and travel to the place marked by the game, which can be an encampment or underground bandits' hideout. Eliminate all local opponents and then look for family heirloom, which probably is hidden in one of the chests (screen above). You can now return to quest giver and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest. It is also worth mentioning, that you can obtain it only after completing the major quest The Silver Hand.
Aela is the only giver of this quest. After you agree to complete the task, you can be asked for stealing plans from the Silver Hand encampment, in a randomly chosen location in the game world. Open the world map and travel to the place marked by the game. In the first phase you'll probably be forced to eliminate werewolf hunters guarding this location on the ground (screen above).
After the fight, look for one of entries and start exploring the Silver Hand encampment. Before you can get the plans, you'll probably have to eliminate one of the leaders of enemy organization. Plans can be found in a public place (on a table for example) or hidden in a cabinet or in a chest (screen above). Make sure, that you've placed them in your inventory and then return to Aela and collect your reward in gold.
Note! This quest is optional, but its completion can bring you closer to unlocking next major Companions quest. It is also worth mentioning, that you can obtain it only after completing the major quest The Silver Hand.
Aela is the only giver of this quest. After you agree to complete the task, you can be asked for eliminating one of the Silver Hand leaders, in a randomly chosen location in the game world. Open the world map and travel to the place marked by the game. Depending on the location, you'll have to eliminate all werewolf hunters there first or explore the area right away (screen above).
Focus on locating the leader (screen above). He is definitely tougher than other Silver Hand members, but you can also encounter there other tough enemies. The most important thing is that only leader has to die, so after killing him you may leave this place. You can now return to Aela and collect your reward in gold.
Note! This quest is optional and you can obtain it only after completing the last major Companions quest Glory of the Dead.
Aela is the only giver of this quest. After you agree to complete the task, you can be asked to go with her in search for magical totem. This item is hidden in randomly chosen location in the game world. Open the world map and travel to the place marked by the game. Once you get there, you'll probably have to fight some wild animals or monsters (screen above).
Totem you're looking for can be found in a public place (on a table for example) or hidden in a chest (screen above). After collecting the artifact listen to a short Aela's speech.
Do as she suggests and return to Whiterun and enter the Underforge. Put newly obtained totem in a place marked by the game (screen above), receiving gold and ending the quest. This totem will allow you to change rules of transforming into werewolf. You might do this quest again and find another totem in the future. But you should be aware, that you can use only one totem at same time.
Note! This quest is optional and you can obtain it only after completing the last major Companions quest Glory of the Dead.
Possible quest givers are Vilkas or Farkas. After you agree to complete the task, you'll be asked to go with the shield-brother to Ysgramor's Tomb to "cure" his soul same as you did in the quest Glory of the Dead with Kodlak's soul. If you have killed all witches during the quest Blood's Honor and taken their head, you can go to the tomb right now. Otherwise you must go to the Glenmoril Witch location, attack any witch (screen above) and take her head after the fight.
If you have at least one head of the witch, open the world map and travel to the Ysgramor's Tomb location. Once you get there, enter the tomb and use the eastern passage (screen above), to easily reach the main chamber.
You have to throw the witch's head into the flames and then fight the wolf spirit (screen above). After the fight, talk to the quest giver to receive his thanks and gold. In later phase of gameplay you could complete one more such a quest, connect to second shield-brother. In this case you have to repeat all actions described above. What's interesting, you may throw one more head in the flames, to cure your character from curse. This will of course block the possibility of transforming into werewolf (Beast Form is removed from your powers list).
Note! This quest is optional and you can obtain it only after completing the last major Companions quest Glory of the Dead.
Possible quest givers are Vilkas or Farkas. After you agree to complete the task, you'll be asked to go with the shield-brother to hunt a dragon in the randomly chosen location in the game world. Open the world map and travel to the place marked by the game. Once you get there, you may consider using the Shout Dragonrend, in order to force the dragon to land on the ground.
If you do not have such Shout, you must fight the dragon in a standard way, hoping that he will land sooner or later, or attack him using ranged weapon and spells. Fight until the dragon is defeated, and his soul claimed by you (screen above). The only thing to do now is to talk to the quest giver and receive gold.
The following chapter contains a thorough walkthrough of all the 15 Daedric quests found in The Elder Scrolls V: Skyrim. Each Daedric Prince has its own quest and you can complete them in any order you like. Their description most of all include ways of unlocking them, as well as additional conditions which you sometimes have to meet. Much space has been dedicated to locations from which you gain important artifacts or choosing the ending. The walkthrough additionally includes instructions regarding solving the puzzles and hints on fighting using different gameplay styles. In the latter case, the specific of the hero, depending on whether he's a mage (College of Winterhold) or a thief (Thieves Guild) was also included. The whole package is enriched by high-quality screenshots and maps of the most important moments in the game.
The full list of Daedric quests:
Quest requirements: The first part of this quest can be completed at any moment during the game. On a side note, it's the only Daedric quest that cannot be missed as it automatically gets activated during the Elder Knowledge main quest (of course if you didn't begin it yourself earlier). The second part of this quest can be completed only after reaching at least level 15.
This quest can be activated in two ways. The first one is speaking to Urag gro-Shub as part of the Elder Knowledge main quest. He can be found in the Arcanaeum at the College of Winterhold (northern part of Skyrim) and the quest becomes activated after reaching the Ruminations on the Elder Scrolls received from Urag (screen above).
Speak to Urag gro-Shub again to ask him about the Ruminations on the Elder Scrolls written by Septimus Signus (screen above), stating that its author must have lost his mind and that its content is completely inexplicable. The mage will tell you that Septimus has hidden himself in a remote place and you will have to find him.
The second way of activating this quest is heading to Septimus Signus even before speaking to Urag gro-Shub. You could therefore complete the whole Daedric quest even before starting Elder Knowledge. Regardless of the chosen option, you will have to find Septimus Signus. In order to reach his whereabouts, open the mage and head to the location marked as Septimus Signus's Outpost (screen above), located north of College of Winterhold.
Unfortunately reaching the destination isn't easy. Start off by finding a place from which you will be able to safely slide down (screen above), reaching the coast. After you reach the water, you will just need to head north and ignore a few bigger islands on your way.
Be careful, as on the way to Septimus you will come across, inter alia, Horkers. If you're having trouble eliminating them for any reason, you can luckily just run away as they shouldn't chase you. Your destination is a location marked as Septimus Signus's Outpost (screen above). Approach the small hatch and get inside.
Go forward and after reaching a small cave carefully go down and initiate a conversation with Septimus Signus (screen above). The crazy mage will tell you that the Elder Scroll should be at the Blackreach and ask you to record the contents of the Scroll inside a special dwarven artifact. He will also give you two items required to complete this mission, i.e. the Attunement Sphere, thanks to which you will reach the underground complex and the Blank Lexicon onto which you will transcript the contents of the Scroll.
Head out of Septimus Signus's Outpost and open the world map. Your next destination will be Alftand and there's a high probability that you already discovered it. If you can't use fast travel, begin your journey in Winterhold. Leave the city, heading along the main path to the south. Turn west at the first chance. You must of course be very careful throughout the whole trip, as you might come across, inter alia, Horkers and Ice Wolves. You will be able to see your destination from afar (screen above), making it much easier to plan further moves.
After reaching the destination, you might consider spending some time to examine the ruined buildings, though it's of course completely optional. Your objective is getting through the narrow and treacherous passages and line bridges to reach the Alftand Glacial Ruins entrance (screen above). Save your game and head onwards. In the first phase of the exploration you will mainly walk through linear corridors, so you shouldn't get lost. Ignore J'darr's voice, as you will come across him in a couple minutes.
I'd recommend keeping an eye open, especially for the Dwarven Spiders, as pretty much each of them will hold a soul gem. You will come across the first Dwarven Spider Worker very soon (screen above) and overall you shouldn't have any trouble eliminating him. You should just know that the Spiders can attack you both at close and long range. Continue exploring the ruins and be ready to eliminate two more spiders.
After reaching the northern part of the ruins you will come across J'darr, who will automatically be hostile towards you. After dealing with him, continue exploring the ruins. You will come across a stronger enemy soon enough, in the form of a Dwarven Sphere (screen above). As the machine is capable of dealing considerable damage, you have to be careful if your character has low defence. If you want to try close combat, be sure to avoid the Sphere's stronger attacks. It's a good idea to draw the machine's attention to a party member, so that you're able to plan your attack better. Don't forget to search its remains, as you can find even more valuable treasure than the Spiders left behind.
If you want, you can sacrifice some time to jump between the moving machine elements. You would therefore reach the upper ledge, containing a chest with some precious treasures. Otherwise, choose the northern passage (screen above). Be ready for destroying more Dwarven Spider Workers. On your way you should note a small room in the north with a locked gate. Pick the lock if you only can, as there are some precious artifacts to be found inside.
Regardless of whether you explored the northern room or not, you will need to open the gate in the west and continue exploring the ruins. Be ready to attack the two new Dwarven Spiders patrolling this area. The game will let you hack into the locked western room, but I'd recommend doing it only if you don't mind fighting another Dwarven Sphere (screen above).
Head south, eliminating a Dwarven Spider on your way and afterward go east. Note that you are now above the previously visited room and have to look out for the machinery (screen above), as you can get pushed down and have to go through the same location again. Eliminate two more Dwarven Spiders and reach the gate leading to the Alftand Animonculory.
Head east. On your way you should explore all the nooks and recesses, searching for valuable items and chests which you can picklock. Open the big gate and be ready for a difficult battle. Above all, you will be attacked by another Dwarven Sphere (screen above), so try to maintain any precautions. That's not the only problem however, as soon enough Dwarven Spiders will appear as well. After getting rid of them all, explore the area and go up the stairs onto the upper level.
Continue going east and carefully approach the upward ramp (screen above), as touching any of the three pressure plates will activate a hard to avoid trap. Deal with the next Dwarven Spider and use the lever, thanks to which you will be able to enter the large, multilevel room. You can also explore the western corridor (Dwarven Spider and ac chest with precious treasures), or choose the path leading to the lower level.
After reaching the lower level and dealing with a Dwarven Spider, you will need to make a decision. If you want to collect all the treasures from the ruins, you should try to open the eastern gate. Eliminate the Spider and check one of the corners, picking another lock. Inside the new room you should find a few chests with precious artifacts and The Locked Room, boosting your Lockpicking skill. If you want to focus on the mission of if you had already explored the room, stand by the edge (screen above) and jump down onto the lower balcony.
Destroy the Dwarven Spider and head along the ramp onto the lower level. On your way to the next location you will encounter the monsters known as Falmers (screen above) for the first time. You need to be very careful, as they're far more resistant most humanoids that you encountered until now. Falmers can represent one of three professions (warrior, mage and archer), so you will have to modify your tactic depending on which you come across. Don't forget to check their bodies afterwards, as you can find some precious items in most cases. Also note that there's an easy way of eliminating the Falmers in this location, using the Unrelenting Force to knock them back, causing them to die from falling down. Just be sure not to use it on a member of your own party.
Get to the very bottom and be careful not to touch and line on your way, as it would activate a pretty nasty trap. Your objective is reaching the corridor with the fire trap (screen above). Wait for the trap to switch off and use the Whirlwind Sprint or quickly run to avoid damage. Afterwards you will have to get through multiple room, eliminating groups of Falmers. Remember to make use of the Shouts and attack the monsters one at a time. Also keep an eye on your party member, as he can easily die here. The second room also includes flames, but you can just head back to the previous corridor and don't worry about them.
Choose the south-west corridor and be ready for some more Falmers. Try to eliminate the Falmer Skulker (screen above) as fast as possible, as he can use magic and can deal more damage than the others. Ignore the lever and head south-east, reaching another big gate.
You will once again have to use the ramp, heading onto the lower levels. Apart from Falmers, you will also have to eliminate a Frostbite Spider, but you shouldn't have trouble with it. After getting down, head to the north-east gate. Don't rush it to the exit, as there's yet another trap here (screen above). Disarm or avoid it and only afterwards head to the passage leading to the Alftand Cathedral.
Head east, navigating through another set of pressure plates. You will also have to eliminate a couple more Falmers, with at least one of them capable of using magic. After entering the bigger room, deal with the monsters and use the stairs leading onto the upper balcony. Interact with the lever (screen above), therefore opening the passage in the distance.
Go down and use the new passage, heading south-west. Check the contents of the chests, as there are precious treasures inside and afterwards go up the stairs. Here you will have to battle a Dwarven Centurion (screen above), serving as a mini-boss. If you prefer direct combat, remember to regenerate your health and stamina throughout the battle. If you have a shield, be sure to use it a lot.
If your character uses ranged attacks, you will be able to use a certain trick. Try to return to the lever on the upper balcony that you used recently. Make sure that your party member ran way as well and pull it, thanks to which the Centurion won't be able to get you (screen above). The boss still can attack your with range attacks, but they're far easier to avoid.
Regardless of the chosen tactic, examine the Centurion's remains after the battle to find the Key to Alftand Lift. Also note that there's a second Centurion lying beside and you should examine him as well. After reaching another room, you will witness a fight between Sulla Trebatius and Umana (screen above). As both characters are really powerful, you should just wait for one of them to die and enter afterwards. Otherwise, both of them would unite against you, making it really hard to survive. Examine their bodies to find multiple items, precious especially for the warrior class.
Take a look around the area, finding more locked chests. Afterwards approach the previously ignored construction in the middle of the room. Stand by the dwarven mechanism's console (screen above) and press E to use the Attunement Sphere received from Septimus Signus. Afterwards use the newly unlocked passage, going down the stairs. After reaching the lowest level, open the big gate to reach Blackreach.
It would be good to begin exploring Blackreach by approaching the large ballista south-west of the starting point (screen above). If you fire it fast enough, you can eliminate the Dwarven Sphere in the distance. If course you can try to beat it yourself if you want to gain experience, but take into consideration that the Sphere is much stronger than the ones you came across before.
Reaching the current destination point won't be easy, as Blackreach is just ENORMOUS. OF course nothing stand in the way of exploring it thoroughly, though this guide will focus on obtaining the Elder Scroll. Head west (screen above), more or less towards the waterfall in the distance.
I'd suggest heading towards the green sphere in the distance (screen above), so at first west and afterwards south-west. It's very important to be careful, as whole of Blackreach is swarming with enemies. Most of them will be Falmers and Frostbite Spiders, though you can also come across rather undemanding Chauruses. Don't however approach the clearly stronger enemies, like the Giants, unless you're looking for a challenge.
Go round the green sphere from the north and turn south after reaching the western edge of Blackreach. Keep heading in that direction, towards the very tall tower in the distance (screen above). Approach the door, open it and afterwards use the lever to get to the Tower of Mzark.
It would be good to begin exploring Blackreach by approaching the large ballista south-west of the starting point (screen above). If you fire it fast enough, you can eliminate the Dwarven Sphere in the distance. If course you can try to beat it yourself if you want to gain experience, but take into consideration that the Sphere is much stronger than the ones you came across before.
Reaching the current destination point won't be easy, as Blackreach is just ENORMOUS. OF course nothing stand in the way of exploring it thoroughly, though this guide will focus on obtaining the Elder Scroll. Head west (screen above), more or less towards the waterfall in the distance.
I'd suggest heading towards the green sphere in the distance (screen above), so at first west and afterwards south-west. It's very important to be careful, as whole of Blackreach is swarming with enemies. Most of them will be Falmers and Frostbite Spiders, though you can also come across rather undemanding Chauruses. Don't however approach the clearly stronger enemies, like the Giants, unless you're looking for a challenge.
Go round the green sphere from the north and turn south after reaching the western edge of Blackreach. Keep heading in that direction, towards the very tall tower in the distance (screen above). Approach the door, open it and afterwards use the lever to get to the Tower of Mzark.
Thoroughly explore the first room of the Tower, as there are multiple precious artifacts hidden there. Afterwards head south-west, open the gate and turn left. Use the ramp to reach the top level of the construction. Start off by approaching the Lexicon Receptacle (screen above) and press E to put the Blank Lexicon received from Septimus Signus onto it.
Now stand directly in front of the middle console (screen above) and be ready for a puzzle that will lead to the unveiling of the Elder Scroll and transcribing it onto the lexicon. You need to:
1) Approach button 3 and press it four times. Doing so should activate the Receptacle and button 2.
2) Approach button 2 and press it twice. Doing so should activate button 1.
3) Approach button 1 and press it once. Wait for the Elder Scroll to be unveiled.
The most important thing from the perspective of the Daedric quest is of course taking the "charged" Runed Lexicon (screen above). I'd also recommend heading down and taking the Elder Scroll, thanks to which you won't have to waste time in the future trying to get here again (it's required for the main storyline).
Before you can head to Septimus, you have to leave the Tower of Mzark. You luckily don't have to cross Blackreach and the underground ruins again, as you can use the lift in the eastern part of the tower (screen above). Interact with the lever and wait until you're transported to the surface. There, pull another level that previously blocked access to the elevator from the outside.
Open the world map and head back to Septimus Signus's Outpost. After getting there, enter the cave and speak to the mage to give him the Runed Lexicon (screen above).
If during the second conversation with Septimus Signus you will be at least at level 15, you will automatically advance to the next part of the quest. Otherwise the mage will state that he needs some time to examine the lexicon and you will have to move on to other quests for the time being. Soon after reaching level 15, you should meet a messenger who will give you a letter from Septimus Signus (screen above). Read it from the inventory to learn that the mage wants you to meet with him again.
Continue and speak to Septimus Signus again to learn that he could use some Dwemer blood for further experiments (screen above). As obtaining it is impossible, Septimus will be satisfied with the blood of five other species which you will of course have to obtain (you will be using the Essence Extractor received from Septimus to gather samples).
Before moving into details, a few words of introduction. You need to harvest samples of Orc, Falmer, Dark Elf, Wood Elf and High Elf blood. The only way of gaining it is to kill a member of a given species, though I wouldn't recommend attacking any friendly NPCs, as you could accidentally lose the chance of receiving a particular quest or using the services of a given character. I'd therefore suggest searching for those who will be aggressive towards you from the beginning. You can harvest the samples in any order you like and even from bodies of enemies killed before receiving this quest (assuming you know where to look for their bodies).
As you try to leave Septimus Signus's Outpost, you will be stopped by a Wretched Abyss (screen above) and will have to speak to her. It will tell you that you're in fact speaking to Hermaeus Mora. It turns out that Septimus will soon become useless to him and he's looking for a new emissary. Whether you agree to his idea or not won't play any role in the further part of this quest.
You can now focus on gathering the samples. Orcs (screen above) can be met in most camps, caves and keeps inhabited by bandits.
If you don't want to waste time on searching for this race, you can head to Rift Watchtower (screen above), located north-west of Riften. Having killed the Orc, interact with its body and harvest the blood.
Falmers can be mostly met while exploring ruins, dungeons, graves and other such areas. As you have recently visited the dwarven ruins of Alftand (screen above), it would be probably easiest to return there now.
Afterwards look for a recently killed Falmer or kill one of the new creatures (screen above). don't forget to examine its body to harvest the blood.
Dark Elves (screen above) can be met in some camps, caves and keeps inhabited by mages. Members of this race are usually necromancers.
If you won't want to waste time on searching for a member of this race, you can head to Hob's Fall Cave (screen above), located west of Winterhold. The advantage of this location is that, apart from Dark Elves, it's also inhabited by High Elves, so you can harvest two samples at the same time. OF course don't forget to examine the body of the defeated Dark Elf to collect its blood.
Wood Elves (screen above) can be met in most camps and caves inhabited by hunters.
If you don't want to waste time on searching for a member of this race, you can head to Pinepeak Cavern (screen above) located right beside Ivarstead. Deal with the bear and look for a dead hunter, who should be a Wooden Elf.
High Elves (screen above) can be met in some camps, caves and keeps inhabited by mages. Be careful, as they are usually demanding enemies capable of casting powerful spells.
If you don't want to waste time on searching for a member of this race, you can head to Hob's Fall Cave (screen above), located west of Winterhold. The advantage of such a choice is that the area is not only inhabited by High Elves, but also Dark Elves and you will be able to harvest two samples at the same time. Of course don't forget to examine the body of the High Elf to gather his blood.
You can return to Septimus only after obtaining all five samples. Open the world map and use fast travel to Septimus Signus' Outpost. Head inside and speak with the mage to give him the filled Essence Extractor (screen above).
Wait for Septimus to unlock a passage to a new location (screen above). Head to the adjoining room with a large book on a pedestal and don't get surprised by Septimus being turned into a pile of ash.
Approach the Oghma Inifnium and interact with it. You will be able to choose a prize for finding the book. The possible options are:
After choosing a prize (or refusing to accept one), take the book (E).
Notice: If for some reason the prize-choice window doesn't show up, it might mean a bug. In such situation take the book and try to read it again (from the inventory) after the mission ends.
Turn around and try to leave the room to come across the Wretched Abyss (screen above) yet again. Whether you agree to be Hermaeus' champion or refuse to accept his offer doesn't matter. The quest will end in both cases.
Quest requirements: This mission can be completed at any point in the game. As it includes at least one remanding fight, it would be good to wait with it until you develop your hero sufficiently. Also if you don't want to encounter any additional difficulties, I'd recommend completing this quest before you unlock the ability to change into a werewolf.
Start off by heading to Falkreath. It can be found in the southern part of the map (screen above) and if you haven't discovered it, it would be best to start at Riverwood and head south-west.
This quest can be activated in two basic ways. The first implies heading to the northern part of Falkreath. There you should find a rather big cemetery and witness the end of a burial ceremony (screen above).
After the ceremony, approach Mathies and speak with him about the deceased (screen above). the man will tell you that his daughter was brutally murdered by a certain Sinding, who's at the moment at the local prison. Note - if you don't come across anyone during your visit to the cemetery, you had probably already activated the ceremony during one of your previous visit in the town. In such situation, search for Mathies on the field adjoining the Corpselight Farm.
The second way doesn't imply speaking to Mathies at all and heading to talk with Sinding, the man accused of the brutal murder (screen above). Details on reaching Sinding and the course of the conversation can be found in the description of Talk to Sinding main objective.
You can meet with Sinding regardless of whether you spoke with the father of the murdered girl or decided to skip it (you don't lose anything that way). Head to the south-east part of the village and find the entrance to Falkreath Barracks (screen above). after getting inside, head towards the door leading to Falkreath Jail.
Don't start a fight and turn left, heading to the northern call. Wait for Sinding to approach you and speak with him (screen above). He will tell you that he's a werewolf and he murdered the girl by accident. The man has a cursed ring which causes the transformation to be completely random.
In the end you can of course offer to help Singing, taking the Cursed Ring of Hircine and heading out to find the Lord of Hunt who can take off the curse. The first part of the plan implies slaying a majestic beast, which supposedly guarantees an audience with Hircine.
Before heading out to hunt, you should know of a certain difficulty. The ring you got from Sinding will be automatically equipped and you won't be able to take it off until the end of the mission. If you character already had the ability to change into a werewolf, you must keep in mind that while wearing the ring it could happen at any time. As a result it would be good to leave Falkreath as soon as possible to minimize the risk of scaring its citizens. I'd also recommend taking care of this mission as fast as possible to take off the curse. You can of course use the random transformation to your advantage as well, though don't forget to put on your equipment back on after returning to normal.
Open the world map, thanks to which you will establish that the beast pointed by Sinding can be found in the woods east of Falkreath (screen above). it's best to go there on foot, especially that it's quite nearby.
After locating the target it will turn out that you're not meant to fight any sort of monster, but kill the White Stag. It's best to attack from a distance, using a bow or spells (screen above). Though be sure to kill it at once.
If your hero prefers direct combat, it will be much harder to hunt down the stag, as the animal will start running immediately upon noticing you. In such situation you should make use of your powers, for example the Unrelenting Force Shout (screen above).
Regardless of the chosen method, you must approach the dead stag and the Aspect of Hircine will appear. Speak to it (screen above). The Daedric Lord will want you to hunt down Sinding and in the end skin the werewolf. Whether you agree to refuse doesn't matter, as you will be able to continue the quest either way.
Open the world map and find the destination, i.e. Bloated Man's Grotto (screen above). The location is nearby a big lake, BUT you need to approach it from the northern side. I'd recommend beginning in Rorikstaed (you would need to head south-east) or Whiterun (south-west).
Be careful, as on your way you may come across wild animals, bandits or especially dangerous Giants. After reaching the destination, find the entrance to Bloated Man's Grotto (screen above).
Go through the cave and after reaching a small camp, speak with the dying Khajiit J'Kier (screen above). The hunter will tell you that the Khajiits were unable to defeat the werewolf, who turned out to be stronger and smarter than them.
After the conversation, choose the path leading north (screen above). I'd suggest saving the game on your way, as you will soon face an important choice:
Note! If you want to kill Sinding instead of cooperating with him, skip to Option B - Kill Sinding.
You should soon reach a place where you will note Sinding standing on a rock ledge (he has transformed into a werewolf in the meantime). Speak with him and Sinding will promise to stay away from civilization, as long as you spare him. In the end choose the upper dialogue option (screen above), promising to help him in getting rid of the hunters who are trying to kill him.
Follow Sinding's steps, using the stairs and heading north-west. I'd recommend checking out the chest that you come across on your way, as there are some precious items hidden inside. Soon you should meet two hunter, namely Rissing and Trasun (screen above). Rissing is by far more resistant, so he should die last. If you prefer ranged attacks, don't jump down and attack the hunters from up high. Notice - during this and the further battles as well, don't use AoE spells as Sinding might turn against you if you hurt him!
Continue going onwards. The second group will consist of three characters, namely Torkild, Yar gro-Gatuk and Eriana (screen above). The first to die should be Yar and Eriana, as they will probably attack you and Sinding from a distance.
Resume exploring the area. Before you there's yet another battle and this time you will have to eliminate three hunters. They will be Heratar, Ra'kheran and Ahjisi (screen above). Don't let them surround you even if you're playing as a warrior, as their attack can deal large damage.
After the battle, approach Sinding and speak to him (screen above). The werewolf will thank you for your help and maintain his promise.
Despite the quest came to an end, I'd recommend returning to the camp of the Khajiits who you have killed, choosing the path leading east. Head out of Bloated Man's Grotto and you should automatically begin a second conversation with the Aspect of Hircine (screen above). The Daedric Lord will be impressed by the fact that you were able to deal with his hunters. The prize for completing this quest will taking the curse off of the Ring of Hircine. You will therefore be able to use it as you please, with two possible werewolf transformations per 24 hours (by default it was only one).
Note! If you don't want to kill Sinding and rescue him instead, skip to Option A - Spare Sinding.
You should soon reach a place where you will note Sinding standing on a rock ledge (he has transformed into a werewolf in the meantime). Speak with him and Sinding will promise to stay away from civilization, as long as you spare him. In the end choose the lower dialogue option (screen above), rejecting his offer and therefore starting the hunt.
Follow Sinding's steps, using the stairs and heading north-west. I'd recommend checking the chest you come across on your way, as there are a few precious items inside. The running werewolf will from time to time bump into other hunters taking part in the hunt (screen above) and it's a very good chance to catch up with him and deal some damage. An additional advantage of such a method is that Sinding is almost always more interested in attacking the hunters than you.
You rather won't be able to defeat Sinding with the first hunters group. You will have more chances with the second or third group (screen above). Luckily you don't have to worry that he will run away after dealing with all three groups, as after killing all the hunter he will just move on to attacking you.
An interesting way of slowing down the werewolf is using potions, weapons or spells with paralysis effect. The Slow Time Shout might come in handy for example (screen above), thanks to which you will be able to perform successful attacks easily.
As for maximizing the damage you deal, Sinding doesn't have high resistance to attacks based on fire. It's also a good idea to change into a werewolf (screen above), as claw attacks should deal high damage. Try to keep Sinding occupied at all times, as his health bar can regenerate at a quite staggering rate.
Keep fighting until you defeat Sinding. Approach the werewolf's body, interact with it and confirm the will to skin it (screen above), therefore gaining Sinding's Skin.
You should soon come across the Aspect of Hircine, with which you need to speak (screen above). The Daedric Lord will be happy with the results of the hunt. The prize for completing this quest will be the very precious light armor Savior's Hide. You also won't have to worry about the curse, as Hircine will take away the cursed ring from you.
Quest requirements: This quest can be completed at any time during the game. However as it involves a series of fights with the strongest kinds of Draugrs, it would be good to approach in the further part of the game.
Start off by heading to Markarth, located in the western part of the map (screen above). If you haven't been there yet, it can be easily reached by using a carriage (e.g. the one stationed in Whiterun Stables).
After reaching Markarth, you can move to activating the quest at once or spend some time on learning of it officially. If you choose the latter option, I'd recommend heading to Silver-Blood Inn located right beside the city entrance. After getting inside, find Kleppr the innkeeper and ask him for the newest gossip (screen above). He will tell you that the Hall of the Dead has been closed for unknown reason, therefore unlocking Miscellaneous: Speak to Verulus about the Hall of the Dead.
In order to meet with Brother Verulus, you will first need to reach the Understone Keep. The entrance to this monumental construction can be found in the western part of Markarth (screen above).
After getting inside, look around for Verulus. If it's your first visit, he should be talking with Thongvor (screen above), demanding the access to the Hall of the Dead as fast as possible. if you were here before, the mage won't be talking with anyone and might be standing nearby the entrance or in the southern room.
Approach Verulus and speak to him to learn that the Hall of the Dead is temporarily off-limits. You will be able to choose from a few methods of solving this problem (screen above). If your character has highly developed Speech, you can try and persuade him to change his mind or intimidate. If those methods fail, you might also consider bribery. If you manage to convince Verulus into letting you inside the Hall of the Dead, you will receive the Markarth Hall of the Dead Key and unlock Miscellaneous: Investigate the Hall of the Dead.
Talking with Verulus fortunately isn't the only way of getting to the Hall of the Dead. You might try to pickpocket him, though it might prove quite hard considering he's often standing beside guards. You can as well try to break into the Hall of the Dead. For that, you can get out of the Keep and look for a proper gate or stay inside and head south-east (screen above). Also remember that no one can see you as you try to open the door.
Regardless of the chosen tactic (getting the key from Verulus, stealing the key, using lockpicks to open the passage), you will have to use one of the doors leading to the Hall of the Dead (screen above). Start exploring the area and from time to time you will hear the voice of a mysterious character speaking to you.
The mentioned character will soon reveal itself, regardless of whether you decide to take a look around the Hall of the Dead or stay at one place. Start the proper conversation with Eola (screen above), from which you will learn that she's a cannibal. Whether you remain neutral or be aggressive towards her doesn't change anything, as one way or another you will learn of the Daedric Lady of Decay and be invited to the Reachcliff Cave.
Note that apart from the main objective, you also received a lesser one, namely Miscellaneous: Tell Verulus the Hall of the Dead is safe. I'd therefore suggest heading back to the main part of the Understone Keep. Find Brother Verulus and tell him that the Hall of the Dead is now safe (screen above). In return you will receive the Amulet of Arkay.
Head out of the Understone Keep and open the world map. Your destination is of course Reachcliff Cave (screen above). It's located south-east of Markarth and that's where you should begin your journey, unless you had discovered another location closer to the cave.
It's best to approach the cave from the north-east side, as there you will find a path leading into the mountains (screen above). Turn east at first chance to start going towards the cave in a straight line. On your way be wary of wild animals and Bandits.
After getting to the cave, you should note Eola standing before it. Approach the woman and initiate a conversation with her (screen above). You will need to decide whether you want to invite Eola to clear the cave of Draugrs with you or tell her to stay behind. The advantage of taking her with you is the fact that she will join in as an independent ally, so you won't have to give up on your current party member and will be able to explore the cave with two allies. The downside is that if she dies you will automatically fail the quest. Personally I'd recommend inviting her, though you will have to keep an eye on her and save more than usually.
Head towards the main Reachcliff Cave entrance. Save your game and go south. You will come across monsters in the very first bigger room and throughout the whole location you will have to fight the most powerful types of Draugrs. It's best to start this battle by attacking the Draugr Deathlord before he can get out of his grave and join the fight (screen above).
Further into the battle, I'd recommend attacking mostly the Draugr Scourge, who will most probably play the role of an archer (screen above). Only after the Scourge is dead should you focus on the Deathlord. Of course look out for his powerful attacks, dodging which will be especially important when playing as a character preferring ranged attacks and light armor.
Save your game once again and head into the corridor leading east. Be ready for a fight with new Draugr Scourges. Before the fight itself, you should consider increasing your ice resistance, as at least one monster will be casting such (screen above). Also remember to attack the Draugrs in order, especially considering that they're very resistant.
Now head south-west and afterward west. Another battle with monster awaits you, though it won't be much harder than the previous one. Try to take care of the weaker Draugrs fast, leaving the Draugr Scourges for the end (screen above). Just like before, you might consider increasing your ice resistance. As the main part of the battle will probably take place in a small room, you should also be very careful when playing as a character preferring ranged attacks.
Head to the southern room following any of the corridors leading there. Take care of the weak Draugr found in the area and look around for precious items. Use the southern passage, stopping after reaching a door leading to the southern room (screen above). be sure to save your game, as you're in for the hardest battle of this quest.
Open the door and try to stay in the area of the narrow corridor, waiting for the Draugr Scourges to come to you (screen above). Start attacking those monsters, taking care of the warrior with a two-handed weapon or the archers first, depending on your preferences.
Try to stay away from the southern part of the room for as long as possible, as only then will the Draugr Death Overlord - the main boss of this location - stand from his throne and join the fight (screen above). If he however does stand up prematurely, you should still first take care of both Scourges and avoid his powerful attacks in the meantime.
You must be very careful about Eola if she takes part in this battle and don't let the monster surround her, as she would be easily killed by their powerful attacks. You should of course keep an eye on your own health and heal when necessary. If your character prefers to attack enemies from a distance, you can always run around the whole room or just jump onto one of the graves (screen above), as none of the Draugrs should be capable of doing the same.
If Eola has been accompanying you in your journey through the caves (screen above), the conversation will be initiated automatically. Otherwise you will need to return to one of the previous rooms and meet her in one of them. The woman will ask you to help her in preparing a grand feast. You task will be to lure Brother Verulus so that you can sacrifice him as an offer to Namira. Eola will give you gold which might be helpful in persuading him, though using it isn't the only possible option.
Of course start by exploring the room in which you had your last fight to find, inter alia, a chest with precious items. Return to the northern corridor and use the previously unavailable western passage (screen above). Soon afterwards you will reach an exit, therefore unlocking Reachcliff Secret Entrance.
Open the world map and return to Markarth, specifically to Understone Keep. Brother Verulus can be met at the same place as before or in the northern part of the previously visited Hall of the Dead (screen above).
Speak to Verulus and confirm that you're willing to add him to your team. Verulus won't be too eager to help and as a result you will have to find a way to placate him (screen above). If you have highly developed Speech, you can try to persuade him to change his mind or intimidate. Otherwise you will need to convince him with gold. Also note that Verulus joins the team as an independent ally (just like Eoli), so you don't have to worry about losing your current party member.
Head out of the Hall of the Dead and open the world map. If you had previously unlocked Reachcliff Secret Entrance (screen above), it would be best to head there. Otherwise you would have to choose Reachcliff Cave and go through all the explored rooms again.
After reaching the destination, enter the temple and head to the room in which you fought the Overlord, where the feast is now being prepared (screen above). Approach Eoli and note that Verulus started acting like he was deprived of free will. I'd suggest quickly saving your game, as you will have to decide what to do next:
Note! If you prefer to join the cannibals and sacrifice Verulus, skip to Option B - Joining the feast.
Don't wait for Verulus to approach the ritual table and quickly attack Eola and the other cannibals (screen above). Eliminating the enemies should be surprisingly easy and only Eola will be noticeably stronger than the others.
After the fight a conversation with Verulus should automatically start (screen above). He will grateful for saving him from the hand of the cannibals and will reward you in gold.
Note! If you prefer to save Verulus instead of killing him, skip to Option A - Rescuing Verulus.
Wait for the "conversation" to end and follow Eola, reaching a table on which the monk should automatically lay (screen above). Now use any weapon or spell you like to kill Velurus. You don't need to kill him in one shot, you will be able to finish him off without him running away.
Stay where you are and interact with Verulus' corpse, confirming the will to taste his flesh (screen above). In the end hear out Namira who will be very pleased by the sacrifice. The Daedric Lady will reward you with a magical Ring of Namira which will not only boost your stamina but also let you eat the corpses of defeated enemies to regenerate health. You also will be able to add Eola to your party and travel Skyrim in her company.
Quest requirements: This quest can be completed at any time during the game. However considering the multiple demanding mage fight and the very difficult final battle, I'd recommend beginning it only after developing your hero sufficiently.
Depending on your liking, you can move to activating the quest at once or spend some time to learn of it officially. In the latter case, head to a tavern and speak with the innkeeper about any new gossip. One of the things you might learn about is the existence of the Shrine of Azura built by Dark Elves (screen above), leading to unlocking Miscellaneous: Visit the Shrine of Azura.
Open the world map. The Shrine of Azura is high in the mountains, in the northern part of Skyrim (screen above). Assuming you haven't discovered that area yet, it would be best to begin your trip at the nearby city of Winterhold and from there head south.
Keep going south and turn west at the first chance. Look out for the wild animals and Frost Trolls on your way, fight them only if your characters is strong enough. I'd suggest approaching the Shrine form the west, choosing the path leading to the mountain top (screen above).
After reaching the destination, approach the large Azura statue and use the stairs. You need to reach the area where Aranea Ienith is (screen above). Speak to her to learn the Azura has foreseen your arrival and has a mission for you. Aranea will send you to Winterhold with the task of finding a certain elven enchanter.
Open the world map and head to Winterhold. The elven mage can be found in a few different ways. If you had already gained access to the College of Winterhold, you can go there and ask one of the mages about the elf (screen above). Regardless of who you ask, you will learn that the person you're looking for is Nelacar, who's at the moment in the Frozen Hearth Inn.
Visiting the College luckily isn't obligatory, as you can just head straight to the mentioned Frozen Hearth Inn in Winterhold (screen above).
Inside, you should witness a conversation between Nelacar and the innkeeper Dagur, regarding the appearance of a monster in result of a failed experiment conducted by the elf. After they stop talking, approach Dagur and ask him about the mage (screen above). He will send you to Nelacar.
Regardless of the circumstances in which you learn of Nelacar, you will need to find him inside the Frozen Hearth Inn and talk with him (screen above). The mage won't be eager to cooperate with you, though if you have highly developed Speech you can try to persuade or intimidate him. Luckily in case you fail, you can always pay him some gold which is a certain way of making him change his mind. Nelacar will tell you of a special Daedric jewel known as Azura's Star which can absorb any number of souls and won't break. You will also learn of Malyn Varen, who has hidden himself in Ilinalta's Deep and is most possibly in possession of the mentioned artifact. Searching the mage's hideout will of course be your duty. In the end Nelacar will tell you that after finding the Star, you should give it to him instead of returning it to Azura, though you will make the final decision later on.
Head out of the inn and open the world map. Ilinalta's Deep can be found in the central part of Skyrim (screen above) and it's a ruined keep beside a large lake. You can get there in multiple ways. I'd recommend beginning in Riverwood or Falkreath, choosing between a quick swimming lesson and a walk beside the lake shore.
Sooner or later you will reach the ruins of the keep. Head towards one of the partially sunken towers (screen above) and find the hatch which will take you to Ilinalta's Deep.
Save your game and head north, going through a small waterfall. Ignore the passage to the next location on the upper balcony, as you will have to explore the whole location to reach it. For now, head west (screen above).
You will encounter the first group of enemies after reaching the north-west room. During this and all future fights, the key to success will be eliminating the enemy Necromancers as fast as possible (screen above). It will, as a result, stop them from not only summoning Skeletons but also reviving themselves. Luckily the first Necromancers will be a bit weaker than the others, though you still shouldn't underestimate them. Personally I'd suggest raising your ice resistance, as most of the Necromancers' offensive spells will be based on that element.
After the battle, take a look around the area, go through the dining room and choose the corridor going north, afterwards turning east. Be careful as you enter the room with a big reservoir, as a Necromage will appear in the distance when you do (screen above). Try to finish him off as fast as possible, as he might summon Skeletons and a Frost Atronach for help.
Traditionally, you can take a look around (a chest and the flooded northern room) or move onwards, further to the east. I'd suggest saving your game, as inside one of the rooms you will have to fight not only weaker Necromancers (you should eliminate them first), but also an Arch Necromancer (screen above). He's not only very resistant, but can also summon strong creatures and use powerful offensive spells, so plan your attacks wisely and keep an eye on your health, magic and stamina bars.
After getting rid of all the enemies, search the area. I'd recommend breaking into the western room and take a look inside the eastern storage room. In the end choose the corridor leading south. Eventually you should reach a bigger room with an altar (screen above). You won't encounter any enemies there, but find more precious treasures hidden, inter alia, inside the big chest.
Choose the passage leading west and afterwards turn south. On your way you can break into the western room, though there's nothing particularly precious to be found inside. Use the stairs (screen above) and move the bolt to open the door. Note that you have therefore reached the balcony inside one of the previously visited rooms. Head to the door leading to Ilinalta's Deluge.
Go north. You should attack the Necromancers in the first room by surprise (screen above), though eliminating them shouldn't be too hard even normally. Use the chance to explore the eastern storage room and head west after checking each corner.
The north-west corridor should be patrolled by only a single Ascendant Necromancer (screen above) and I wouldn't recommend approaching him, as it might provoke the other necromancers to join in. Instead, you should wait for him to come to you himself and finish him off when he does.
As I mentioned before, there are other Necromancers in the area. They occupy the north-east room and you most of all need to look out for the Master Necromancer (screen above). Take into account that he not only will be very resistant, but also cast powerful offensive spells (he should especially like using ice projectiles) and summon mighty creatures to help.
After eliminating all the enemies, take a look around the area. I'd especially recommend taking a look inside the big chest to find a couple precious items. The most precious of them is of course the Broken Azura's Star, lying in front of the throne (screen above).
Before deciding who to give the Azura's Star to, you will need to leave this place. Use the stairs leading onto the upper level of the tower and after getting there, search for a ladder leading to the surface (screen above). You will now have to choose your ally:
Note! If you prefer to give the Daedric artifact to Anarea, skip to Option B - Bring the Star to Anarea.
Open the world map, return to Winterhold and once again head into the Frozen Hearth Inn. Approach Nelacar, speak to him and give him the broken Star (screen above).
Let the mage take a look at the artifact and soon afterwards it will turn out that the only way of making the Star work again is defeating Malyn Varen, who has placed his soul inside it. Nelacar will offer to temporarily move your soul to the Star, so that you can defeat Malyn on his own territory. Note! Before agreeing to move your soul to the Star (screen above), make some preparation as for obvious reasons your teammate won't be able to help you in the new area. I'd suggest permanently increasing your fire and electricity resistance, or at least bring potions and spells that can give you a similar effect. Additionally it would be good to have powers, shouts or spells that let you summon creatures to help. It's also worth to save your game, as you will be able to able to back out of the Star in case the battles in it prove too hard. Later on you can return to Nelacar and try again.
You will be transported inside the Azura's Star. Speak with Malyn Varen (screen above) and the mage will start running away. You will have to catch and defeat him.
DON'T try to catch up with him at once, as quickly eliminating him will be pretty much impossible. What's more, you could run into some big trouble as you will have to face one or a couple (up to three) Kynreeve Dremoras (screen above). They're quite a challenge, as not only do they have lots of hit points, but can also use powerful spells. The creatures should by default attack you with fireballs, but there's always a chance that they will use a different spell.
You need to fight the Dremoras very carefully, as otherwise you will get surrounded or get under massive fire and die quickly. You should make use of the mentioned summon, whichever type you have (screen above). It probably won't deal too much damage, but will draw their attention away enough for you to lead out attacks.
If you prefer close combat, it would be good to stick to one chosen Dremora and keep attacking it (screen above). The Unrelenting Force Shout might come in handy, as even though throwing them into the abyss is impossible, knocking them down to the ground will still make them easy targets.
If your character prefers ranged weapons, lead out precise attacks and keep constantly strafing to avoid getting hit. If you're more into magic, I'd suggest focusing on fire spells (screen above). Regardless of the chosen tactic, keep retreating to the starting point each time you kill a Dremora to get some rest and regenerate health, magic and stamina.
Head after Malyn Varen only after getting rid of all the Dremoras. Reaching the mage shouldn't take you much time (screen above).
You should begin the fight with the Unrelenting Force Shout (screen above) or any other attack that will knock him out or temporarily paralyse. Be ready to heal yourself often, as the mage will attack you with powerful lightning spells. Luckily however, he won't summon any creatures to help so you will be able to use your own for your advantage and numerical superiority.
Keep fighting until deprive Malyn Varen of his whole health bar. Nelacar (screen above) should now speak to you. Wait to get transported back to the world of the living.
Now you just need to have your final conversation with Nelacar. The mage will give you The Black Star (screen above), using which you will be able to use black souls to enchant items.
Note! If you prefer to give the Daedric artifact to Nelacar, skip to Option A - Bring the Star to Nelacar.
Open the world map and return to the Shrine of Azura. Once again use the stairs to reach the altar, approach Anarea and hand her oven the broken Star (screen above).
Let Anarea cleanse the artifact and soon afterwards you will have the chance to speak to Azura herself. Interact with the Star lying on the altar (screen above).
From the conversation with z Azura you will learn that the only way of repairing the Star is defeating Malyn Varen, who has placed his soul inside the artifact. Azura will offer to temporarily transfer your soul into the Star, so that you can fight Malyn on his own terrain. Note! Before agreeing to move your soul to the Star (screen above), make some preparation as for obvious reasons your teammate won't be able to help you in the new area. I'd suggest permanently increasing your fire and electricity resistance, or at least bring potions and spells that can give you a similar effect. Additionally it would be good to have powers, shouts or spells that let you summon creatures to help. It's also worth to save your game, as you will be able to able to back out of the Star in case the battles in it prove too hard. Later on you can return to the Altar and try again.
You will be transported inside the Azura's Star. Speak with Malyn Varen (screen above) and the mage will start running away. You will have to catch and defeat him.
DON'T try to catch up with him at once, as quickly eliminating him will be pretty much impossible. What's more, you could run into some big trouble as you will have to face one or a couple (up to three) Kynreeve Dremoras (screen above). They're quite a challenge, as not only do they have lots of hit points, but can also use powerful spells. The creatures should by default attack you with fireballs, but there's always a chance that they will use a different spell.
You need to fight the Dremoras very carefully, as otherwise you will get surrounded or get under massive fire and die quickly. You should make use of the mentioned summon, whichever type you have (screen above). It probably won't deal too much damage, but will draw their attention away enough for you to lead out attacks.
If you prefer close combat, it would be good to stick to one chosen Dremora and keep attacking it (screen above). The Unrelenting Force Shout might come in handy, as even though throwing them into the abyss is impossible, knocking them down to the ground will still make them easy targets.
If your character prefers ranged weapons, lead out precise attacks and keep constantly strafing to avoid getting hit. If you're more into magic, I'd suggest focusing on fire spells (screen above). Regardless of the chosen tactic, keep retreating to the starting point each time you kill a Dremora to get some rest and regenerate health, magic and stamina.
Head after Malyn Varen only after getting rid of all the Dremoras. Reaching the mage shouldn't take you much time (screen above).
You should begin the fight with the Unrelenting Force Shout (screen above) or any other attack that will knock him out or temporarily paralyse. Be ready to heal yourself often, as the mage will attack you with powerful lightning spells. Luckily however, he won't summon any creatures to help so you will be able to use your own for your advantage and numerical superiority.
Keep fighting until deprive Malyn Varen of his whole health bar. Azura (screen above) should now speak to you. Wait to get transported back to the world of the living.
Now just speak to Azura for the last time. The Daedric Lady will give you the Azura's Star (screen above), using which you will be able to use souls to enchant items. You will also be able to ask Aranea Irenith to join your party as a full-time follower.
Quest requirements: This quest can be completed at any moment of the game. I'd suggest completing it early on in the game, especially considering that it doesn't include any "real" fights, mainly focusing on puzzles.
Open the world map and head to Solitude (screen above). The city is located in the northern part of Skyrim and in case you weren't there it would be easiest to use a carriage (e.g. the one at Whiterun Stables).
During daytime, head to the eastern part of Solitude, to the Bard's College. There you should come across Dervenin (screen above), who upon being spoken to, will tell you that his master is trapped between world. Dervenin will send you to the Blue Palace in Solitude, specifically to the normally inaccessible Pelagius Wing and additionally give you the Pelagius's Hip Bone.
Head south-east and soon your should reach the Blue Palace entrance (screen above). If you had visited that place before, you can use the fact that it's visible on the world map and speed things up. In order to gain access to the Pelagius Wing, you will have to obtain one of the keys possessed by three people in the Palace. The mentioned keys unfortunately cannot be stolen, as they don't appear in the inventories of those characters. Instead, speak to a chosen one and encourage her to give you the key.
Erdi (screen above) won't be at first too eager to give you the Pelagius Wing Key, though she should change her mind if you tell her that Falk has sent you to check the area.
Falk Firebeard (screen above) won't be willing to give you the Pelagius Wing Key and the only way of making him change his mind is completing The Man Who Cried Wolf side quest which he can give you. After completing the quest, you would need to return to Falk and try again.
Una (screen above) won't be eager to give you Pelagius Wing Key at first, but she should change her mind if you mention that Falk has sent you to examine the area.
The door leading to the Pelagius Wing can be found in the south-west part of Blue Palace (screen above). Use the key obtained from one of the previously mentioned characters and start exploring the empty corridors of the Palace. Continue until you get automatically taken to a new location.
You will be taken to The Mind of a Madman, inside which you will have to solve some puzzles, counting only on yourself. The one behind the whole commotion is the Daedric Prince of Madness Sheogorath. Start off by listening to his conversation with Pelagius the Mad (screen above).
You will be able to speak to Sheogorath directly only after Pelagius gets dismissed (screen above). From the rather long conversation you will learn the you're inside the head of emperor Pelagius III and the only way of getting out is solving all the puzzles prepared by the Daedric Prince. The Wabbajack that you receive from Sheogorath will come in handy for that (you can't use your standard items here).
The riddles can be solved in any order you like and there are three paths leading to them, though I'd recommend taking them on in order, starting from the left. In order to reach the first riddle, choose the path leading north-west (screen above).
On your way you should of course listen to what Sheogorath has to say, as he will give you hints on what to do. Soon you should reach an arena on which magic creatures are engaged in a battle, while Pelagius observes them from afar (screen above).
Prepare the Wabbajack and send a magic projectile towards one of the knights in heavy armours beside Pelagius (screen above). The knights should turn to wolves and attack the emperor and the puzzle will be solved.
You now need to return to the central area in which Sheogorath is. To reach the second puzzle, choose the path leading north-east (screen above).
Eventually you should reach an area where you will see a sleeping Pelagius (screen above). start off by using the Wabbajack on him. Note - if you fail any step of the puzzle, you will have to start over from this moment.
Hitting Pelagius with a magic projectile should cause a wolf (screen above) to appear. Use the Wabbajack on it and it should turn into a goat.
Once again use magic on Pelagius and this time a Bandit Chief should appear (screen above). Aim at him and use the Wabbajack. The bandit should be transformed into a small Pelagius.
Now you traditionally need to hit Pelagius with a magic projectile. Be ready, as your next target will be a Hagraven (screen above). Hitting it will transform it into a sensual woman.
Once again use the Wabbajack on the sleeping Pelagius. Wait for a Flame Atronach to appear (screen above) and hit him with magic.
Only one sequence left in this puzzle. Use the Wabbajack on the sleeping Pelagius and afterwards attack the Dragon Priest (screen above).
Return to the middle area in which Sheogorath is. In order to reach the third puzzle, choose the road leading south-east (screen above).
After reaching the new area, you should note that two states of Pelagius' mind - Anger and Confidence - are fighting among themselves (screen above). Your task will be to balance their strengths.
Use the Wabbajack and attack Anger twice (screen above). Note that he will grow smaller each time you do it. After the second hit Anger should cal in two creatures to help, both representing doubt.
Now hit Confidence three times (screen above) and he will grow larger each time. With the third hit, the puzzle will be solved.
Return to the middle area for the last time and speak to Sheogorath to inform him of "fixing" Pelagius's mind (screen above). You will be in for a longer conversation with the Daedric Prince which will end in sending you back to the Pelagius Wing in the Blue Palace and the possibility to keep Wabbajack (it deals damage and inflicts a random status on the target). Note - before heading out, don't forget to re-equip all of your items!
Quest requirements: This quest can be completed at any moment. You can pass it during the beginning part of the game without any problems, as even though you will have to take part in some fights, they shouldn't prove too difficult.
Start off by heading to Markarth, located in the western part of the map (screen above). If you haven't been there yet, it would be easiest to reach it using a carriage (e.g. the one at Whiterun Stables).
After reaching the city, head straight west. Beside one of the houses you should come across Vigilant Tyranus, who, depending on how many times you have already visited Markarth, might be talking with Yngvar (screen above) or standing alone. Note - if you don't see Tyranus, try to head out of town and enter it again.
Approach Tyranus and speak to him (screen above) so that he asks you of the abandoned house. Tyranus will tell you that he's a Vigilant of Stendarr. He will also share with you his suspicions that the house he's standing beside is being used by someone for Daedric rituals. In the end offer him help in investigating the house.
Use the door leading to the Abandoned House. Inside, follow Vigilant Tyranus (screen above) and listen to his comments on the way. Eventually go down the stairs into the basement.
Soon after reaching the basement, you will reach a door and Tyranus will ask you to investigate them. Interact with the door (screen above) and they will turn out to be locked. Tyranus will come to the conclusion that this place is the home of a powerful Daedra and run away.
Follow Tyranus, who will be running towards the exit. On your way you will head the Daedra calling you to kill the Vigilant (screen above).
As you reach the exit, it will turn out that it's locked. What's more, Tyranus will soon lose his mind and attack you. Therefore it's a good idea to attack him beforehand (screen above), thanks to which you will be able to use the element of surprise to your advantage. Be careful, as Tyranus can use spells, though defeating him shouldn't be all that hard.
After killing Tyranus, the mysterious voice will once again speak to you and invite you to collect your prize. Before doing anything, look around the whole house and be sure to examine Tyranus' body to find some precious items. Only afterwards should you return to the basement and open the door to reach the previously unavailable passage (screen above).
Keep following the linear path and soon you should reach a cave entrance. Eventually you will reach a small altar (screen above). Interact with the rusty mace and you will end up trapped in a cage.
You will now speak with Molag Balem, the Daedric Lord of Corruption (screen above). Molag will want you to bring a priest who serves a different Lord, so that he can force him to give his soul to him. The choice of dialogue options doesn't matter here, as you will receive the task of finding the priest either way.
Head out of the Abandoned House and open the world map. Unfortunately there's no way of telling where the priest will be for sure, as he will be held in a randomly chosen location, usually a keep or fort of some sort (screen above). Head to the marked location. After reaching the destination you will of course have to take into account that you will come across more or less demanding enemies. Depending on your liking, you can either explore the whole area or just focus on the current objective.
The priest will be most probably guarded by a mini-boss (screen above), so be careful during the last fight. It's also very possible that the person you're looking for will be held inside a cage or in a prison, so you will have to either use picklocks or examine the enemy bodies in search of a key.
Approach Logrolf the Willful and speak to him. The priest won't be willing to believe that you're here to rescue him, which gives you three options (screen above). If you character has high Speech, Logrolf would be best persuaded or intimidated to your side. Otherwise, just give him some gold.
If you have succeeded in convincing Logrolf, the priest will ask you to free him, which you should of course do (screen above). Logrolf should automatically get out of his formed prison and head to the house.
Leave the area where Logrolf was imprisoned and return to Markarth. After reaching the city, head back to the Abandoned House. You should note that Logrolf is already here, so follow him (screen above) heading towards the room with the altar.
After reaching the alter Logrolf will be automatically imprisoned in the cage. Approach him and listen to the conversation between him and Molag Bal (screen above). The Daedric Lord will soon afterwards give you the Rusty Mace and ask to torture Logrolf.
You don't need to equip the mace, as it will be done automatically. Start attacking the imprisoned Logrolf (screen above). The mage won't defend at all and additionally your party member can join in as well.
Don't worry about killing Logrolf, as Molag will revive him (screen above) and tell you to continue with the tortures. Deprive him of his health again and this time Logrolf should give up an promise submission.
Listen to the last conversation, at the end of which Molag Bal will order you to kill Logrolf. Attack the priest for the last time (screen above), he won't defend at all this time as well.
Now just speak to Molag Bal for the last time. The Daedric Lord will rewards you with the Mace of Molag Bal (screen above). It's a very good item for a warrior specializing in one-hand weapons which lets you deprive enemies of magic and stamina. The quest comes to an end.
Quest requirements: This level can be completed only after reaching level 9. Personally I'd recommend approaching it even later on, as it consists of a couple fights including a demanding one with a Giant.
In order to activate this quest, you will need to head to the Orc camp of Largashbur, located in the south-east part of Skyrim (screen above). I'd suggest beginning at the nearby city of Riften and go west.
After getting nearby the destination point, you should note that Orcs are fighting a Giant beside the city walls (screen above). Depending on your liking, you can either join the fight or wait for the Giant to be killed. In the first case it's important not to hit any Orcs, so make sure to avoid using any skills, powers or spells with area effect.
After the Giant is dealt with, Atub should approach you. If you have accidentally hurt any Orcs, you will first have to pay a fine and if the fight involve any problems you will be able to skip to the proper part of the conversation at once (screen above). Atub will ask you to help his tribe. The plan implies asking the Daedric Prince Malacath to lift the curse, though for the ritual you will need two very rare ingredients: Troll Fat and Daedra Heart.
Note that the game doesn't give you any precise locations, so you will have to look for each of the mentioned ingredients yourself. Of course in case you have them in your inventory, you can skip to the next part of the quest at once.
The easiest way of obtaining the Troll Fat is of course killing one of such beasts and you should know that you it includes both "normal" and Frost Trolls. You have fought one of them while crossing the mountains as part of The Way of the Voice main quest (screen above) and if you don't have anything against it, you can return there and search for the body.
An example of a location occupied by Trolls is for example the Labyrinthian found in the northern Skyrim mountains (screen above) which you visit during the College of Winterhold quest Staff of Magnus.
If your character is developed enough, you can head to the mountain area around Dawnstar and Winterhold, as beside standard wolves and bears there's also a chance of coming across a Troll there (screen above). If you're in no hurry of completing this quest, you might move to other quests and hope that you will come across a merchant selling Troll Fat or find this ingredient on your own eventually.
The easiest way of obtaining a Daedra Heart is killing a Dremora, though you don't come across such monsters during a standard exploration. You have to hope to fight one during other quests. I'd recommend checking the Daedric Quests The Black Star and Pieces of the Past, as the final battles of both include Dremora fights (screen above).
Another possible way of coming across a Dremora is during the side quest of College of Winterhold, Miscellaneous: Velehk Sain's Treasure, connected with the gauntlet found in Midden Dark. As you solve the gauntlet puzzle, a Dremora will appear (screen above) and one of the possibilities is fighting it.
Of course nothing stand in the way of searching for a Daedra Heart that was tore out of the monster's chest by someone else. In such case, the easiest way of obtaining it would be by heading to the temple of Jorrvaskr located in Whiterun. Enter the temple and use the stairs to reach Jorrvaskr Living Quarters. Enter the northern room. If you haven't completed all the Companion quests yet, you will need to steal the Heart. Otherwise the Quarters will be yours and no one will treat taking the Heart as thievery (screen above). If you're don't want to rush the quest, you can move to other missions and hope to come across a merchant selling Daedra Hearts (e.g. at the College of Winterhold) or find it in one of the locations you explore.
After obtaining both ingredients, return to Largashbur. Find Atub and give her the items (screen above).
Follow Atub. She should head to the Largashbur longhouse and invite Chief Yamarz to join her in the ritual. Return outside, stand by the altar and wait for the ritual to end (screen above). Malacath himself will eventually appear and speak, promising to lift the curse in return for heading to the temple occupied by Giants and taking their chief's weapon.
Approach Chief Yamarz and speak with him (screen above). The Orc will make you join the expedition to the Giants temple, additionally promising a prize for taking care of their leader. The Chief will tell you to meet him there.
Theoretically you could head to the Cave in Yamarz's company, though it would only be a waste of time as you don't need to worry about something bad happening to him. Open the world map to establish that Fallowstone Cave is east of Riften (screen above). Therefore it would be best to begin at Riften.
Be careful, as on your way to the cave you will not only have to fight off wild animals, but also carefully go down a mountain slope. Find the cave and approach Chief Yamarz (screen above). After a short conversation, enter Fallowstone Cave.
Wait for Chief Yamarz to head into the cave and follow him. On your way you will need to jump down some ledges, though it shouldn't cause you much trouble. Look out for the Giant that you will pass by a bit further (screen above). He shouldn't attack you or Yamarz if you don't provoke him. If for some reasons he does, look for Yamarz and try to draw away the Giant's attention.
Continue onwards and soon afterwards you will come across a group of Cave Bears which you will have to take care of (screen above). It's best to attack the Bears one at a time and not let them approach you, especially if you're not using heavy armor.
After dealing with the bears, continue going deeper into the cave and eventually you will reach a passage leading to Giant's Grove. Follow the only possible path. After approaching the Giants Leader lair, Yamarz will stop and speak to you (screen above). You will need to make an important choice.
If you refuse to fight the Giant, Yamarz will head to its lair alone and will get killed pretty much at once (screen above). Despite what it might seem it's not the worst option, as the Orc would betray you later on anyway. If you agree to kill the Giant, you will have to count on yourself at start but it's possible for Yamarz to join the battle later on and not die of one hit this time.
If you prefer ranged attacks, during the fight with the Giant you should use the nearby trees and other big objects to your advantage, hoping that the creature will be blocked by them. It's also a good idea to use your party member to draw the Giant's attention away (screen above), though look out for him not to get killed.
If your character prefers close combat, it's worth to make use of the Unrelenting Force Shout, thanks to which you will be able to knock the Giant to the ground. It's also a good idea to use your shield each time the monster decides to use the large hammer (screen above).
Keep fighting until the Giant dies. If Yamarz is already dead, you will be able to skip to the next step automatically. Otherwise you will need to fight the Chief, who will betray your trust (screen above). As Yamarz is a warrior (and quite agile), try to keep him at distance. It's also worth to use spells, potions and powers which will let you paralyse or at least slow him down.
After the fights are over, take look around the area to find a chest with precious items, among other. It's also worth to examine Chief Yamarz's body for a very precious heavy orc armor. In the end examine the Giant's body for the Shagrol's Warhammer (screen above).
You now need to leave the Grove and go through the cave again, as fast travel is impossible for now. Look out for the Giant, who once again shouldn't attack you on his own. Choose the left path leading west (screen above) to reach the cave exit. Only afterwards open the world map and head to the village of Largashbur.
Find Atub and speak to her. Whether you tell her the truth about Yamarz (screen above) or lie doesn't matter at all. Soon afterwards Malacath will speak and ask you to place the hammer onto the altar.
Approach the altar and interact with it (screen above) to end this quest. Note that the hammer that you brought back from the cave will be replaced by the very precious Volendrung which you can take as your prize. It's an excellent two-handed weapon which additionally drains stamina points. Don't however pick up the other items (inter alia part of an orc armor), as it would be treated as thievery.
Quest requirements: This quest can be completed only after reaching at least level 10. Personally I'd recommend approaching it even later, as it mainly consists of a very demanding passage through Dwarven ruins.
In order to activate the quest, you will need to head to the Shrine of Peryite, located in the north-west part of Skyrim (screen above). It's best to begin at Kartwasten, though if you haven't visited it yet, you can head to Markarth and head north-east from there.
As the altar is high in mountains, it would be good to head there on a horse so that you don't have to waste time on climbing. At the same time look out for wild animals which might attack you. You will know the destination by stone pillars, visible from afar (screen above).
After reaching the destination, approach Kesh the Clean and speak to him (screen above). The Khajiit will tell you that in order to gain an audience with the Daedric Lord of Pestilence, you need to bring him four ingredients necessary to conjure the ritual, a Flawless Ruby, Silver Ingot, Deathbell flower and Vampire Dust.
Note that the game doesn't give you any precise locations, so you will need to search for each of the above ingredients on your own. Of course in case you have them in your inventory, you can advance to the further part of the quest at once.
The Flawless Ruby is a rather rare item. You will have the largest chance of obtaining it while exploring Dwarven ruins (screen above) and other inaccessible dungeons. You can be sure to find some in the middle part of the Korvanjund ruins which you visit for example during the civil war quest The Jagged Crown. If you don't want to rush this quest, you can move on to others and hope that you will come across a merchant selling Flawless Rubies while you're at it.
Silver Ingots can be often found in mines and other underground structures. You can however also obtain it in a different way, by heading to Dragonsreach in Whiterun. Enter Dragonsreach Jarl's Quarters and examine one of the rooms on the upper floor to find a whole chest of ingots (screen above). Taking one of them shouldn't be taken as thievery, though you might want to crouch and make sure you're not being observed by anyone, just in case.
The Deathbell Flower is a very common alchemical ingredient, found both around the game world as in dungeons and other places inhabited by mages. If you don't want to waste time on searching for it, I'd suggest heading to any alchemy shop, for example The Hag's Cure in Markarth (screen above). I'd even more advisable considering it's very cheap.
The Vampire Dust is almost a certain drop if you kill a Vampire (screen above), though there are luckily also other methods of obtaining it. Just like with the flower mentioned above, I'd suggest looking around the alchemy shops. Most of them should have the powder in their offer and usually at a reasonable price.
Open the world map, return to the Shrine of Peryite and speak with Kesh to give him all the ingredients necessary for the ritual (screen above).
Wait for the Khajiit to throw the ingredients into the cauldron and stir them properly. In accordance with the received information, approach it and interact to start inhaling the fumes (screen above).
You will speak with the aspect of Peryite (screen above). It will give you a mission of heading to the dwarven ruins of Bthardamz and kill the monk Orchendor. At the same time you will learn that the ruins are inhabited by the so-called Afflicted, infested by the plague that the Daedric Lord has sent. Whether you ask for a prize or forget to mention it doesn't play any role, as killing the monk will give you the chance of obtaining a precious artifact.
If you want, you can speak with Kesh the Clean and ask him about the ruins and Orchendor. Open the world map and look for Bthardamz to establish that it's west from your current location (screen above). It's not far away, so you don't need to plan your journey as you can just walk by feet or ride on a horse all the way there.
Head west and eventually you will reach some big constructions of the surface. There you will come across the Afflicted for the first time (screen above). Eliminating the first group shouldn't be problematic, though you should know of a certain difficulty that will arise in the further part of the quest. The Afflicted, apart from attacking you conventionally, will also want to poison you by letting fumes out of their mouths. In such situations you should of course jump sideways and it's especially important with characters preferring close combat. If you want to prepare for the journey better, you should consider buying antidotes or learn good protective spells before heading into the ruins.
Keep heading west, towards the point marked by the game. Eventually you should reach the ruins entrance (screen above). Ignore the lever by the stairs, as it activates a trap. Instead approach the one located on the right. Wait for the passage to get unblocked, go inside and look for a chest. Afterwards open the second gate, leading to Bthardamz Upper District.
Find the next chest and afterwards follow the western corridor. Soon enough you will have to make a choice. If you want to avoid the first Afflicted group, you will need to break the lock on the northern gate. Otherwise enter the western room and get rid of the enemies (screen above) or sneak pass them.
Regardless of the chosen option, keep exploring the ruins and going north-west. On your way it would be good to explore the northern room and open the new gate to gain access to a chest with precious items. More Afflicted wait for you in the big room (screen above) and with some luck you should be able to attack them by surprise. Get rid of all the enemies and use the western corridor.
Be careful, as inside the next room there will be more Afflicted. It's worth to keep your eyes open, as some enemies might occupy the upper floors and use ranged weapons (screen above). After the battle, search for a lever unlocking the southern passage in the distance. Use any set of stairs to get there and head south-east. Depending on your likings, you can leave this area at once or go down the ramp to check the chest.
Head east and soon you will reach a ramification. Exploring the eastern room is optional and you would be attacked by Dwarven Spheres (screen above). If you want to fight the machines, remember to take them on one at a time and try to block or avoid their attacks in direct combat. In order to continue the exploration, you will need to follow the southern corridor.
Note the corpses that suggest the presence of a trap activated by pushing the pressure plate. Soon enough you should reach a room with more Afflicted (screen above) and you should be able to attack them by surprise. After the battle, look around the area and head to the gate leading to Bthardamz Workshop.
Be careful, so pretty much right after reaching the new location you will be attacked by a group of Afflicted and at least one of them will be a mage (screen above). After the battle I'd suggest exploring the two nearby room. Afterwards head south and save your game after reaching a bigger room as you're in for a harder fight.
Head to the middle part of the new room and you will be attacked most of all by Dwarven Spiders (screen above). Luckily you will be able to use your favourite attack while fighting them, though keep in mind that all dwarven automatons are partially resistant to magic. Especially look out for Spider Guardians, as they usually attack with electricity. Afflicted should join the battle after some time, but eliminating them will be much easier.
After the battle you should take a look around the area, though keep in mind that trying to open one of the chest here might lead to yet another Spider appearing. Ignore the eastern door and head south (screen above) thanks to which you will reach a gate leading back to Bthardamz Upper District. Don't worry - you won't return to exactly the same place, but explore a previously inaccessible part of the Upper District.
Head south and attack the new group of Afflicted. The battle won't be any different from the last ones, though make sure not to overlook anyone. After the fight's over, take a look around for new chests and use the stairs to reach a ramp leading to the room exit (screen above). Enter the new corridor and find a gate which will lead you to Bthardamz Dwelling.
Head west and afterwards turn north to find a chest. Use the northern passage and be ready for a fight with a new Dwarven Spider. Save your game and enter the bigger, eastern room that resembles a coliseum. Quickly approach the lever (screen above) to turn on a trap that will damage the enemy below. Fight the Afflicted, who shouldn't be too much of a threat.
Check the chest found where the blades were activated and follow the eastern corridor. You won't come across any enemies in the next room, so you can head to the north-west corridor. You will eventually reach a big cave with footbridge, where fights with Afflicted await you (screen above).
Don't worry if you fall down off one of the bridges, as you can easily return to stable ground. Look out for the enemies in the distance which you can attack with ranged weapons or wait for them to approach you themselves. I'd suggest being careful throughout the fight with the heavy armoured Afflicted (screen above), as he will be much more resistant than the other enemies. Save your game after the fight and head north-east.
You need to be careful, as soon you will be attacked by two Dwarven Spheres (screen above). Just like in the previous fight with the enemy automatons, it would be good to attack them on at a time and try to avoid direct combat if possible. Alternatively you might consider using a certain trick, i.e. run north-east and use the lever to activate a trap. With proper timing, you can easily destroy one or even both Spheres.
Head north-east, afterwards turn east and be ready to eliminate more Afflicted. Find the stairs leading onto the upper level and turn south-west (screen above). Be ready to fight Dwarven Spiders and head into the southern corridor after dealing with them.
Soon enough you will reach a big gate. Open it and you will be carried to Bthardamz Workshop. Start off by exploring the eastern room and afterwards head south (screen above). Look out for the pressure plate which activates as much as two traps, but also remember where it's located as you soon will be able to use it.
Go up the ramp onto the upper level and note that a Dwarven Sphere Master jumped out of one of the holes. The automaton is of course even more resistant and dangerous than the normal Spheres, though the good news is that you don't necessarily have to fight it at all. Quickly return down and stand on the pressure plate to destroy the Sphere with the spinning blades (screen above). Go back upstairs and open the northern door. Search for a chest and afterwards open the gate leading back to Bthardamz Dwelling.
Move onwards and go down the ramp onto the lower level. I'd suggest exploring the eastern room, as inside you will find a chest with at least one precious item. Afterwards go west and you will reach another big cave. In this case you will need to defeat a group of Afflicted (screen above). As all the enemies will be at first standing inside a narrow corridor, it's worth to hit them with an AoE power.
If you want to explore the area thoroughly, you might backtrack a bit and use the north-east ramp leading onto the upper level. You would need to eliminate a few Afflicted with magic skills (screen above), though in return you would be able to check the storage box on the wall. After exploring the area, return down and head south. Soon afterwards you will reach a gate leading to the last location of the Dwarven ruins, the Bthardamz Arcanex.
Turn south and after reaching a large cave stand by the balustrade. Note that Dwarven Spiders and Dwarven Spheres are heading your way and it would be good to attack them before they can reduce the distance to you (screen above), using ranged weapons or spells. It's of course not obligatory, though you will need to eliminate all of them either way.
After the fight, go across the succeeding ramps and eventually you will reach one leading onto the upper level (screen above). Go up and head towards the stairs. Before you make anything, I'd suggest looking around for a chest in the east and save your game, as you will have to fight a mini-boss.
Choose the corridor going south and a Dwarven Centurion will cross your way. The machine is best at direct combat, though it can also attack from a distance with hot steam. Personally I'd suggest using the fact that the Centurion will have go through a long corridor and start attacking him from a distance (screen above). It would be also a good idea to place some traps in the area, for example runic. Keep successively retreating and don't let the centurion get too close.
If your character isn't good with ranged attacks, it would be good to help yourself with additional powers or Shouts to slow down or temporarily stop the Centurion. Only afterward should you move to attacking him (screen above), without letting him hit you too much. It's also a good idea to wait for the Centurion to reach the cave which you had previously secured, thanks to which you will be sure that no other automaton will join the fight.
After eliminating the Centurion, check its remains and use the passage in which the machine has appeared for the first time. Be ready to get attacked by Dwarven Spiders (screen above), though they will be much easier without the Centurion. Keep fighting until you eliminate all the spiders and afterwards use the northern stairs.
You will now mainly travel through linear corridors and you have to take into account that at least three Spiders will attack you on your way. Soon afterwards you should reach the last room of the ruins (screen above). Be sure to save your game, as you will have to fight the most important enemy in this quest.
It would be good to start the battle with Orchendor with a surprise attack and unfortunately skills like the Unrelenting Force Shout won't work here, as the boss will defend against any attempts of knocking him down to the ground. As for the boss' attacks, the mage will mostly base on ice and lightning spells (screen above). As a result it would be good to increase your resistance against such attacks before the battle.
The factor which distinguishes this fight from others is the fact that Orchendor will regularly teleport throughout the area. Generally it's not that much of a difficulty, as you can use that time to regenerate. If it irritates you however, you can for example use the Slow Time Shout (screen above) to make sure you deal the maximum possible amount of damage in a given "round". Keep fighting until the monk dies.
Start off by examining Orchendor's body, as he was using many powerful items. Additionally you will have to take the Key to Bthardamz Elevator. Only afterwards use the ramp leading onto the upper level and head north (screen above). Open the gate using the key, look inside the next chest and pull the lever to get transported to the surface.
Open the big gate and after reaching the surface use the world map to return to the Shrine of Peryite. After getting there, you will once again have to interact with the cauldron and speak with the aspect of Peryite for the last time (screen above). The Daedric Prince will be pleaser with you completing the mission and give you the very precious shield Spellbreaker, which not only has great parameters, but also protects you from spells when blocking.
Quest requirements: This quest can be completed only after reaching level 10. I'd suggest putting it off in time, as you will need to fight some difficult enemy mages, additionally usually Vampires.
Start off by heading to Falkreath. It can be found in the southern part of the map (screen above) and in case you haven't discovered it yet, it would be best to begin at Riverwood and head south-west.
After reaching Falkreath, you can move to activating this quest at once or dedicate some time to learn of it officially. If you choose the latter option, speak with one of the Falkreath Guards (screen above). He will tell you that a blacksmith named Lod is looking for his dog, therefore unlocking Miscellaneous: Speak to Lod.
Lod's house is in the south-east part of Falkreath and depending on the time of the day the blacksmith might be inside (the house will be most probably locked then) or working outside (screen above). Speak with him to learn that he could use a dog for company. Lod will give you some meat for the dog, though if you have high Speech you can persuade him to give you 25 gold. The game will therefore unlock Miscellaneous: Find the dog outside Falkreath.
Head south-west, out of town and stay on the main road. Eventually you will reach a place where you will meet a dog named Barbas who will quite surprisingly speak to you. He will tell you that he's trying to settle things with his real master, Clavicus Vile, the Daedric Lord of wishes. You will be asked to accompany Barbas to the Haemar's Shame in order to speak with Clavicus.
Barbas should head towards the destination at once, though I wouldn't suggest you go there on foot, as it's a long way from where you are. It's much better to use fast travel, so open the world map. Haemar's Shame can be found in the southern part of Skyrim (screen above) and it's easiest to get there by beginning in the nearby village of Ivarstead.
From Ivarstead head south, afterwards turn south-west and eventually west. You will know you're heading the right way from the fact that you will go pass the Honeystrand Cave and Alchemist's Shack (screen above). Look out for wild animals (including wolves and bears) that quite often appear in this area.
Eventually you should reach a mountain path leading west. Follow the only possible road, thanks to which you will soon reach the entrance to Haemar's Shame (screen above). Save your game, head inside and start exploring the ice cave. You will come across the first enemy in the very next room and it will most probably be a Vampire. Eliminate him, check the upper balcony and head into the eastern corridor.
Another Vampire should cross your way again (screen above). Through all the fight here, it's worth to remember that the vampires can suck life out of living creatures. After finishing the quest I'd also recommend making sure the main hero doesn't meet all the "requirements" to become a vampire and heal while it's still undeveloped. Afterwards move onwards through the cave, looking out for the nearby pressure plates which activates a trap.
New enemies occupy the next big cavern and as you battle them you should most of all focus on quickly eliminating the Vampire Nightstalker (screen above). Most of all because the stronger vampire types in this location, just like necromancers, are capable of returning their fallen comrades to life. Examine the area and afterwards go into the western tunnel.
Be ready for another battle. Depending on your liking, you can attack the enemies from above (screen above) or jump down and fight them directly. Looking out for the strongest Vampire, the Mistwalker, will be important here as well. After the fight, don't forget to check the southern storage room and only afterwards head north, reaching the Haemar's Shame entrance.
Follow the linear corridors, being ready to fight with Frost Spider (screen above). Soon you should reach a slightly bigger room which you should examine thoroughly. Head further, taking care of a single Vampire on your way. You can't get lost in this part of the caves as well.
If you haven't arrived here with Barbas, the dog will be fighting Vampires in the last southern cave (screen above). Otherwise, you will be able to attack them by surprise.
Move on to attacking them, focusing on the stronger kinds of Vampires and especially the Master Vampire (screen above). Don't let them surround you and try to eliminate them one at a time, so that they don't have time to regenerate. After the fight, check the bodies of all the Vampires and look for a chest on the upper balcony which holds a number of precious items.
In the end approach the large statue of Clavicus Vile (screen above) and interact with it to speak to the Daedric Lord. The only reasonable request from the list is the first one, i.e. suggesting that Clavicus should bury the hatchet with Barbas. Clavicus won't hide the fact that he doesn't like Barbas too much and at the same time will give you mission of recovering a certain powerful axe.
Luckily you don't need to go through the caves again, as you only have to go onto the upper balcony located behind Clavicus' status and pull the chain (screen above). Use the newly unlocked passage and you will shortly return to the surface.
Open the world map and locate your destination, the Rimerock Burrow (screen above). The location is in the north-west part of Skyrim and assuming you haven't discovered any other area nearby the Burrow, it would be best to begin at Solitude or Dragon Bridge.
You have to approach the destination from the south-east, using the hardened path. As you get nearby the Burrow, get off the main path and find a smaller one leading west (screen above). Using that path will let you easily reach the entrance to Rimerock Burrow. If you don't want to waste time on looking for the path, stop directly above the destination points and carefully slide down the slop, landing on the wooden shelf below.
Save your game and begin exploring the Burrow. After reaching a bigger cave, start by dealing with the Flame Atronach who should die relatively quick. Only afterwards move to Sebastian Lort. The mage will attack you with powerful spells (screen above), to which you have to react appropriately. Personally I'd suggest using a shield which partially blocks magic or one of the protective spells with similar effect.
You can wait with attacking Sebastian until Barbas moves in and successfully draws the mage's attention away (screen above). Be careful, as some of Sebastian's spells can jump onto neighbouring targets or have area effects. Keep an eye on your character's health level and quickly heal him or retreat to a safe place if needed. Don't leave the mage unattained, as he can call in some magic assistants.
Keep fighting until Sebastian Lort dies. I'd of course recommend checking his body and taking a look around the whole cave, including the southern storage room (a chest with precious items). The most important thing to find is the Rueful Axe lying on the table (screen above).
Head out of the Burrow, open the world map and head to Haemar's Shame. Sadly you won't be able to use the shortcut, so you will need to through the previously visited locations again. After reaching the room with the statue of Clavicus Vile, save your game and interact with the Shrine. The Daedric Lord will put you before a choice (screen above).
If you want to keep the Axe from the Burrow, choose the upper dialogue option. Open your inventory, set the Axe as the active weapon and attack Barbas (screen above). Notice: it's important not to use basic attacks, as they won't have an effect. After killing Barbas, approach the statue once again and speak with Clavicus for the last time. The Quest will therefore end and in return you will be able to keep the Rueful Axe, who main advantage is the ability to drain enemy stamina, for yourself.
If you don't want to kill Barbas and return the Axe instead, choose the lower dialogue option. Listen to what Clavicus has to say, after which Barbas will disappear and become a statue beside the Daedric Lord (screen above). Your prize will be the Masque of Clavicus Vile, which apart from good defence also boost your Speech and mana regeneration rate.
Quest requirements: This quest can be completed only after reaching at least level 12. I'd however suggest waiting a bit longer, as while most of the fights you will need to have during it are easy, the last mini-boss battle is rather hard.
Open the world map and head to the location known as Statue to Meridia (screen above), located in the north-west part of Skyrim. If you haven't unlocked this area yet, it would be good to begin at Solitude or Dragon Bridge and use the main track connecting those two cities.
It's best to approach the destination from the south-west, finding the path leading onto the hill onto which the title statue had been built. Before approaching it, head a bit further north to find a Word Wall (screen above) from which you can learn the Word of Power - Air, Elemental Fury.
Only afterwards use the stairs to approach the statue, which should automatically start a conversation with the Daedric Prince Meridia. She will inform you of forces of darkness infesting the temple. However before you can take care of them, you will need to find a certain artifact knows as Meridia's Beacon.
Note! You can find the Beacon even before officially beginning this quest. In such situation you will be able to skip this step and move to the next part of this quest.
The Meridia's Beacon will be hidden in a randomly chosen location, so I can't give you a specific location. Open the world map and head to the destination point. The artifact will be most probably hidden is a chest of some kind (screen above) and you need to take into account that in order to obtain it you will have to eliminate some enemies.
Listen to what Meridia has to say. Open the world map and head to the Statue to Meridia. Notice: If you find the beacon without previously speaking with Meridia, the quest will activate at that moment. After reaching the destination, approach the pedestal and place the beacon onto it (screen above).
Ignore the blinding light and note that you're in the sky. A rightful conversation with Meridia awaits you (screen above). The Daedric Prince will order you to clear her temple of the forces of evil and recovering the artifact known as Dawnbreaker, at the same time informing you that a certain necromancer Malkoran is behind this all. After the conversation you will be brought back to the ground.
The temple entrance can be found below the statue, so you don't need to open the world map at all. Instead, head down and find the door leading to Kilkreath Temple (screen above). Save your game and start exploring the location.
Head south. On your way you will come across a locked door, if you can unlock it you will find a lever unlocking the western room with a chest inside. Afterwards head south and then east, reaching a bigger room.
Examine the room and approach the pedestal in the middle (screen above). Interact with the pedestal to raise a beacon and send a light beam to a new place. As a result you will unlock the eastern corridor, where you need to head now.
Inside the next room of the temple you will come across enemies in the form of Corrupted Shades (screen above). These monsters luckily aren't hard and can be easily eliminated. It's also worth to add that the Ghost are especially vulnerable to both normal and magic attacks with elemental effects.
After the battle, look around the room and interact with another pedestal to reflect the light beam off the new beacon. Don't however head east, as you would therefore reach a collapsed passage. Instead, choose the corridor leading south (screen above). be ready to deal with a new group of Corrupted Shades, though the fight won't surprise you with anything special.
Head further south and you will reach a small room with a chest worth of checking out. Afterwards go east. After reaching a bigger room, traditionally begin by eliminating all the Corrupted Shades. Find a set of stairs in the eastern part of the room, leading onto the upper level (screen above). Head north and you will find a locked door. If you open it, you will be able to pull a level to unlock access to the neighbouring storage room.
You can now go south. Head across the small bridge and interact with the third pedestal (screen above). Note that therefore you have unlocked the southern door, so you can now head there and unlock a passage leading to Kilkreath Balcony.
Head east. Look out not to fall off the roof of the temple, as you would have to walk through the previous location once again. The chest you come across on your way is locked and you don't necessarily have to pick its lock as it doesn't hide anything really precious. Turn north (screen above) and use the door leading to the Kilkreath Ruins.
Head north. After reaching a bigger room you will be attacked by new Corrupted Shades (screen above), though exterminating them should be rather easy. Nevertheless you look out for the Shades on the upper balconies, which you can eliminate on your own or wait for them to approach you themselves.
After the fight, use the stairs in the south-east corner of the big room and afterwards turn left, activating the first pedestal (screen above). That's unfortunately now the end of this puzzle, as in order to reach the next location you will need to turn on as much as three pedestal.
Turn around and head to the newly unlocked eastern room (screen above). There, turn north. While you're at it, I'd suggest checking out the north-east storage room, inside which, apart from a chest, you can find some precious items left out in the open. Return to the previous room and choose the left corridor for a change.
Look out, as at the place where the corridor turn west there's a trap activated by touching the line. Move on, reaching the fenced balconies in the big room. Head west and after reaching a destroyed bridge turn left and jump onto the ledge with the second pedestal (screen above). Interact with it, of course.
Once again jump onto the northern balcony and continue onwards, coming across a locked chest on your way. Eventually you should reach a western passage (screen above), which was unlocked as you activated the second pedestal. Head west and turn north. After reaching the new room, eliminate the Corrupted Shades there, once again looking out for archers attacking from a distance.
Ignore the western stairs and use the ones in the eastern part of the room. After reaching the upper balcony, choose the eastern corridor. Soon turn south, thanks to which you will reach the last, third pedestal (screen above).
Activating the third pedestal will lead to unlocking the exit from the ruins, though the problem is that it's on the lowest level. Carefully jump onto the consecutive shelves, trying not to jump from too high. After getting to the very bottom, head to the southern passage (screen above) and open the door leading to Kilkreath Catacombs.
Head towards the southern room. After getting there, check out the content of the chest for some precious items and afterwards interact with the pedestal (screen above), unlocking the eastern corridor. Before heading further, I'd recommend saving your game as you will soon fight the strongest enemy in this quest.
Carefully approach the eastern room in which you should see Malkoran and the Corrupted Shades accompanying him. Personally I'd recommend letting the Shades see you and afterwards retreat to fight them in the corridor leading to the last room of the catacombs (screen above). With some luck, you should be able to get rid of all, or at least most of them, before the Necromancer appears.
Malkoran isn't an easy enemy. If you prefer ranged attack, it would be good to stay in the corridor in which you fought with the Shades and hide every time Malkoran casts a more powerful spell (screen above).
If you prefer close combat, it would be good to wait for the Necromancer to appear in the corridor in which you fought the Shades (screen above). The main advantage of such method is the fact that therefore he will move away from the bodies in the main room and won't be able to resurrect them. Fighting in the narrow corridor, you will be able to push Malkoran to the wall easier or use the Unrelenting Force Shout to knock him down to the ground. Regardless of the chosen tactic, you need to drain all of his health.
That's not the end of the battle, as the murdered Necromancer will change into Malkoran's Shade (screen above). If you prefer ranged attacks, quickly move away from the Shade and use protective spells to defend from his most powerful magic attacks. If you're more into direct combat, continue attacking him (screen above) while trying to knock him out of balance and not leaving him too much time for counterattacks.
I'd of course recommend beginning with examining Malkoran's body, though he won't have anything particularly precious beside him. Enter the last room of the catacombs and approach the pedestal marked by the game (screen above) to obtain the Dawnbreaker.
The last conversation with Meridia awaits you, just like the last one in the sky (screen above). the Daedric Prince will thank you for getting rid of Malkoran and let you keep the Dawnbreaker. It's a very good one-handed sword which deals additional fire damage and has increased effectiveness against undead.
Quest requirements: This quest can be completed only after reaching at least level 14. I'd recommend holding off with it further, as it includes, inter alia, battles with mages. It's also worth to increase your Speech, thanks to which you will be able to solve some of the problems you come across in a diplomatic way.
This quest is given by Sam Guevenne, though giving his exact location is impossible, as it's chosen randomly. The only certain thing is that Sam can be met at one of the inns inside the bigger cities of Skyrim and the first one I'd suggest checking out would be The Bannered Mare in Whiterun (screen above). If he won't be there, head to in, inter alia, Markarth, Solitude, Windhelm, Rorikstead, Dragon Bridge and Riverwood.
After finding Sam, speak to him to unlock Miscellaneous: Participate in a drinking contest with Sam Guevenne. Agree to participate in the drinking contest (screen above), the prize in which will be a precious staff.
The drinking contest itself is very linear and limits only to confirming consecutive dialogue options. The first two rounds consist of drinking alternatively, though after them Sam will pass and you will have to order the third round (screen above). The contest will soon end with you losing consciousness and eventually waking up in a completely different part of Skyrim.
You will wake up at the Temple of Dibella in Markarth with a conversation with Senna, who is mad at you for demolishing the temple interior. You will be able to make a choice. The first option is persuading the priestess onto your side (screen above), intimidating her (both require high Speech) or giving her gold to cover the damage. If the attempt will be successful, you won't need to clean the temple and will be able to head to Rorikstead at once In such situation, skip the descriptions below and head to Meeting Ennis.
The second option is agreeing to the priestesses' request of cleaning the temple. Luckily it's very easy, as you only need to pick up four marked items (screen above), namely two Alto Wines, Giant's Toe and Repair Supplies Note. In the end approach Dibella and apologize to her for the mess, thanks to which you will be directed to Rorikstead as well.
Start off by interacting with the Shrine of Dibella to receive a blessing. Head out of the Temple of Dibella and open the world map. Your destination is Rorikstead (screen above), a village in the middle part of Skyrim. If you haven't yet discovered it, you can begin at Whiterun and head west.
As you reach Rorikstead, look around the field adjoining the local inn during daytime and you should be stopped by a farmer Ennis, asking you to return the goat that you have stolen. Just like with Senna, you can act in two ways. If you manage to persuade Ennis (screen above), intimidate him or offer fulfillment for the stolen goat, you will be directed to Whiterun at once. In such situation, skip the description below and head to Meeting Ysolda.
If you weren't able to convince Ennis to tell you the details of the previous night or want to help him find the goat, you will need to find the Giant to whom you had sold it. Your destination is a big field located south of Rorikstead (screen above) and as it's not far from the village, you can head there by foot without any problem.
As you reach your destination, it will turn out that Gleda the Goat is being watched by Grok the Giant. The most obvious solution is attacking him (screen above), though of course keep in mind that victory won't come easy. Try to keep the Giant at distance or at least block his attacks, thanks to which you won't die after just a few hits.
The less obvious solution is stealing the goat. In such situation you would need to head towards Rorikstead at once and don't stop so that the Giant doesn't catch up with you. A good way of slowing him down is using Unrelenting Force (screen above), the more considering the fact that getting up from the ground will take him some time.
Regardless of the chosen option, don't forget to interact with the goat to make it follow you. Return to Rorikstead and once again find Ennis. Wait for the goat to appear in town and speak to the farmer, informing him of retrieving the animal (screen above). Ennis will tell you to head to Whiterun and met with Ysolda.
Open the world map and head to Whiterun. Searching for Ysolda is best done during the day, as by night she heads to her house in the southern part of the city and you can't get inside without picking the lock. The woman should be walking along the main part of Whiterun, stop and speak to her. The meeting will be very similar to the two previous ones. The first option is using a shortcut and depending on your liking you can try to persuade her to your side (screen above), intimidate or give her some gold. In such situation you will learn of a feast in Morvunskar and can skip the description below and go to Heading to Morvunskar.
If you weren't able to convince Ysolda to give you the details of the previous night, you will need to head to your would-be wife and ask her for the wedding ring. Open the world map and search the eastern part of Skyrim for the Witchmist Grove (screen above). It's best to begin at Windhelm and head south.
Look out, as on your way to the Grove you might be attacked by not only wild animals, but also more Giants. After reaching the destination (screen above) you will make a quite surprising and at the same time funny discovery. It will turn out that the hero's beloved on is Moira, a... Hagraven!
Speak with Moira and ask her for the ring. She will of course be mad at you and it will lead to a fight between you (screen above). The good news is that Moira is considerably weaker that the other Hagraven, so you don't need to worry about the fight too much.
After the fight, search Moira's body and take the Wedding Ring (screen above). You can now open the world map and head back to Whiterun. Find Ysolda and give her back the ring, thanks to which you will learn about the ceremony in Morvunskar.
Open the world map. The Morvunskar fort is in the eastern part of Skyrim (screen above). Assuming you haven't yet discovered it, it would be best to begin at the nearby city of Windhelm.
There are some enemies inside the fort and if the vision of fighting them doesn't scare you, use the main entrance by reaching the fort from the south-west (screen above). Inside you will be mostly attacked by novice mages, so eliminating them shouldn't be too hard. Don't however let them surround you and try to deal with the ones specializing in offensive spells quickly.
If you don't want to fight the mages, you can sneak to the entrance. It's best done at night and by approaching the fort from the west (screen above), as after getting there you will only need to quickly jump down. Regardless of the chosen tactic, use the door to get inside Morvunskar.
Markings on the map: Red line - suggested route; 1 - starting point; 2 - Portal (destination point).Depending on your liking, you can either focus on exploring the whole fortress or just head straight to the destination point. If you prefer the latter option, head north-west and find the stairs leading onto the lower level (screen above). Go down and open the door, head west and afterwards turn south.
Follow the narrow corridor south, turning west soon afterwards. Once again go down the stairs onto the lower level (screen above) and open the door. Go a bit further east, entering the big room. I'd suggest saving your game early enough, as more fights with mages await you.
Here you can act in two ways. If you want to fight the mages, it would be good to attack them by surprise. Especially look out for the Arch Cryomancer (screen above), as he is not only more difficult to kill, but also can deal you high damage and raise his fallen companions.
If you don't want to fight the mages, you can start sneaking or running towards the destination point, avoiding fighting on your way. Regardless of how you approached it, head north-east and stop at the designated point. A portal should appear, through which you have to go (screen above).
Now that you were taken to the Misty Grove. Hide your weapon, as nothing threatens you here, and start exploring the area by following the only possible path. Soon enough you should come across a large party table with people sitting beside it (screen above). By far more important is the character on the right, Sam Guevenne, with whom you had the drinking contest.
Approach Sam and speak to him to learn that he's really Sanguine, the Daedric Prince of debauchery. Sanguine will state that he had a great time with you and in return will give you the Sanguine Rose. It's a very powerful mage weapon, capable of summoning a Dremora to help you. In the end Sanguine will take you back to the inn in which you began the whole adventure and the quest itself will come to an end.
Quest requirements: This quest can be completed only after reaching at least level 14. Generally finishing it isn't too hard, as you will fight most battles accompanied by a friendly mage. Only the very ending is a bit more demanding, though you can do just fine even playing with a not very developed character.
Open the world map and head to the city of Dawnstar, found in the northern part of Skyrim (screen above). If you haven't discovered it yet, it would be easiest to use a carriage, for example the one in Whiterun Stables.
As you reach Dawnstar, locate the Windpeak Inn beside the city entrance. If it's your first visit there, you will see a conversation between Erandur and three women. The will speak of nightmares which bother the citizens of Dawnstar. Don't worry if you missed the conversation previously in the game, as Erandur will tell you about everything anyway.
Approach Erandur and speak with him (screen above). He will tell you that the one responsible for the nightmares is the Daedra Prince on nightmares, Vaermina. Erandur plans to stop her and will offer you to follow him to the nearby Nightcaller Temple. Agree to accompany him.
Head out of the inn. The Nightcaller Temple is found east of Dawnstar (screen above) and if you have been there, you can use fast travel. Otherwise you can follow Erandur on foot, especially that reaching the temple will only take you a couple minutes.
You will most possibly approach the temple from the south-west (screen above). Be careful, as after getting there you will have to fight a group of Snow Bears. You should of course attack them one at a time. If your character prefers ranges attacks, you should most of all keep the animals at distance and don't let them approach you.
After the fight, head to the main temple entrance. Wait for Erandur to appear and speak to him (screen above). The mage will warn you of the dangers awaiting inside the temple. It's possible that the sleeping Vaermina priests and Orcs will with time return to life, so you will need to eliminate them.
End the conversation and open the door to the Nightcaller Temple. Enter the first big room and wait for Erandur to unlock the further passage (screen above). You can follow him. I'd recommend sticking to him at all times, as you will be able to explore the temple after the quest. Stand by the grates and watch the source of the nightmares - the Skull of Corruption. Unfortunately, reaching it won't be easy.
Continue exploring the temple, going down the stairs to the lower level. Soon enough you will need to fight two Orcish Invaders (screen above). During this and all the upcoming battles of this quest, I'd recommend using the fact that the enemies will need a couple seconds to get up off the ground and during that time they are completely defenceless. As a result you should stick with fast and less precise attacks, rather than slow and accurate.
After the battle, listen to another conversation with Erandur, regarding deactivation the magic barrier. The priest will state that you will need to look for the solution in the library and also reveal that he was a Vaermina priest in the past and now wants to pay for his sins (how you react to this fact isn't important). Follow Erandur further, returning to the upper level and heading through the previously ignored door (screen above).
Enter the neighbouring room and be ready for a fight. Personally I'd recommend taking care of the Vaermina Devotee first (this also stays true for all the upcoming battles). These enemies have superior resistance and at the same time are capable of dealing high damage, posing a serious threat.
Continue onwards through the library, heading onto the lower level. Look out, as between the bookshelves there are more enemies who should wake up as your approach them (screen above). This time you will have to eliminate two Vaermina Devotees, so you need to be fast.
Approach Erandur and initiate another conversation with him. This time the priest will ask you to help him find an alchemy book. Luckily it's a very easy task, as the game will add its location onto your map. Return onto the upper balconies of the library and walk across the bridge to reach the book (screen above). Interact with the Dreamstride and press E to take it with you.
Return to Erandur to give him the book (screen above). The mage will eventually state that there's a way of reaching the inner sanctum by drinking the Vaermina's Torpor. It allows to travel through the real world in dream state. The next step is finding the potion and Erandur will suggest to look around the laboratory.
Follow Erandur, choosing the north-west library exit. You need to take into account that on your way you will need to eliminate a new group of enemies (screen above), though the battle doesn't differ in anything from the previous one. More enemies will wake up as you reach the Laboratory and in this case you should remember about both the upper balcony and the lower room.
Speak to Erandur again and he will tell you to find a bottle of Torpor. Just like the objective with the book, its location will be marked on the map so you won't have to search for it too much. Vaermina's Torpor can be found on one of the shelves in the lower part of the Laboratory (screen above).
Return to Erandur and inform him of finding the potion. The priest will tell you to drink the content of the bottle. Open the inventory, head to potions and drink the Vaermina's Torpor (screen above) by pressing E.
A rather untypical scene awaits you, it will take place during a dream and show the events before the gas which was supposed to stop the Orcs from obtaining the Skull of Corruption was released. You will need to change the course of events a bit and the good news is that throughout the dream, you won't have to worry about your safety. Start off by listening to the conversation between two Vaermina priests and respond to one of them in the end (screen above).
Head east. Go through the consecutive rooms, ignoring the priests fighting with the Orcs (screen above). Don't worry about not having any weapon, as not battle is going to end prematurely and no Orc will attack you.
Keep exploring the temple, using stairs on your way. Eventually you should reach one of the main corridors of the temple. Approach the chain marked by the game (screen above) and interact with it to release the Miasma. Watch the last scene and the dream will come to an end.
Stay where the dream has ended and take the Common Soul Gem marked by the game (screen above) to disable the magical barrier. Approach Erandur and speak to him. The mage will be happy that the plan has succeeded and as a result you will able to head to the last room of the temple.
Follow Erandur, who should head south-east. On your way you will need to fight a couple times and I'd especially suggest to look out for considerably strong Orcish Invaders (screen above). Block their attacks and try to keep them at distance, depending on the skills on your follower.
Soon you should reach the Skull of Corruption. I'd suggest saving your game here, as you will meet two priests, namely Veren Duleri and Thorek. They will be furious at Erandur for letting them behind here and therefore after a short conversation they will attack you.
Before the fight begins, you should increase your resistance to lightning, as Veren and Thorek will mainly use those types of spells (screen above). If your character prefers direct combat, try to push a chosen priest into the corner and don't let him run away.
If you prefer ranged attacks, you should use on the fact that the enemies will at first be focused mainly on attacking Erandur (screen above). Regardless of the chosen option, you need to keep fighting until Veren and Thorek die.
After the battle, speak to Erandur who will move to the ritual of removing the magical barrier surrounding the Skull of Corruption. You don't need to do anything in particular yourself. It's however worth to mention that Vaermina will speak to you in the meantime (screen above), suggesting that after obtaining the Skull, Erandur will turn against you and that you should kill him now, while there's still time. I'd suggest saving your game at this moment, as you will need to decide how the quest's going to end.
If you intend to kill Erandur, you need to do it before he completed the ritual. Try to attack him with your best skill by surprise, therefore dealing the maximum possible damage before moving to the battle itself (screen above). Erandur isn't much stronger that the other priests who you've fought before, though you should keep an eye on the health level. After the battle, take the Skull of Corruption from the pedestal. It's not a very useful staff, with the ability to deal additional damage when there are sleeping foes in the area.
If you intend to let Erandur finish the ritual, you don't need to do anything. Just wait for the whole process to end and speak to the friendly priest (screen above). This option won't give you any material prizes, though you will be able to invite Erandur to join your party as a full-time member.
Quest requirements: This quest can be completed only after reaching at least level 20 and completing the main mission Dragon Rising. You can complete this mission pretty much at once, as it doesn't include any fight and neither does it demand you to use any particular skills.
Depending on your liking, you can move to activating this quest at once, or dedicate some time to learn of it officially. If you choose the latter option, head to The Bannered Mare in Whiterun (screen above).
Speak with the innkeeper, Hulda. Ask her of any recent gossip and one of the news she gives you should concern Jarl Balgruuf's sons (screen above). Note that therefore you have unlocked Miscellaneous: Ask Jarl Balgruuf the Greater about his children.
By default, Jarl Balgruuf should be at the Dragonsreach in Whiterun (screen above). The only exception is the situation in which you opted for the Stormcloaks in the civil war quests and during Battle for Whiterun joined expelling Balgruuf. If you meet all the above conditions, the Jarl and his kids should be in an alternative location, namely the Blue Palace w Solitude.
Head to the current whereabouts of Jarl Balgruuf, speak to him and ask about the problems he's having with his kids (screen above). Balgruuf will tell you that his youngest son, Nelkir, is the source of the problems. Recently he became very aggressive and doesn't speak with his father at all. The Jarl will ask you to look into the cause of this.
Nelkir should be found walking around Jarl Balgruuf's current home (screen above). Walk to the boy and speak to him, informing that his worried father has sent you. Nelkir will tell you that he's been adopted and that lately he's been often speaking with the Whispering Lady in the Dragonsreach basement.
In order to reach the whispering door, you will first need to go down to the basement of the Dragonsreach. For that, use the stairs found in the north-west part of the Jarl's estate, in the kitchen to be precise (screen above). After reaching the basement, head to the door on the left.
Go through a couple narrow corridors, eventually reaching an old wooden door (screen above). Interact with it to begin a conversation with the Whispering Lady. From her, you will learn the Whispering Lady is indeed Mephala - the Daedric Lord of whispers. She will also ask you to obtain the key thanks to which you will be able to open the basement door.
Find Nelkir once again and ask him for any ideas on how to open the door (screen above). Nelkir will tell you that the keys are in possession of Jarl Balgruuf and Farengar Secret-Fire.
Handing you over the key won't appear as a dialogue option with neither of the characters mentioned by Nelkir. If you want to obtain the key from Balgruuf, wait for the night to come as the Jarl should head to rest then. By default he should be at the Dragonsreach Jarl's Quarters, the main entrance to which can be found in the northern part of the estate (screen above).
Head to the Jarl's sleeping room on the upper floor. You don't need to worry about being stopped by anyone on your way there. Crouch and approach the bed on which Balgruuf is sleeping (screen above). Make sure you're hidden and steal the Whispering Door Key.
If you want to obtain the key from Farengar, it would also be good to wait for the night to come, as the mage should head to rest then. His quarters can be found right beside the room in which he works during the day (screen above).
Carefully approach the bed on which Farengar is sleeping (screen above). You can theoretically murder him, though I wouldn't recommend doing so as therefore you would block access to other quests. It's much better to steal the Whispering Door Key from him.
Return to the Dragonsreach basement and interact with the old wooden door to open it. Now approach the Ebony Blade lying on the table (screen above) and pick it up at once or after reading the Admonition Against Ebony. Listen to what Mephala has to say and the quest will end. The weapon you gained just now is very untypical, as it becomes more and more powerful as you kill FRIENDLY characters (enemies and monsters don't count). Therefore you need to use it very carefully, killing only those characters with whom you are certain that they won't be necessary in the future quests.
Quest requirements: This quest can be completed after reaching at least level 20. I'd recommend putting it off in time as long as possible, as it includes a series of very demanding fights, including ones with enemies who can be qualified as bosses.
Soon after reaching level 20, visit one of the main cities to be approached by a courier who will give you the invitation to Silus' Museum in Dawnstar. You can of course check its content in the inventory (screen above).
Open the world map and head to the city of Dawnstar (screen above) found in the northern part of Skyrim. If you haven't discovered it yet, use a carriage (for example the one stationed in Whiterun Stables).
After reaching Dawnstar, during the day, head to Silus Vesuius's House, the northernmost building. If it's your first visit there, Silus will be speaking with Madena. Otherwise, the museum owner will be standing in front of the house alone. Speak to Silus (screen above), who will ask you to visit The Museum of the Mythic Dawn and discuss a certain matter with him.
Enter Silus Vesuius's House. Depending on your liking, you can take a look at the exhibit or speak with Silus about the details of the mission he wants to give you (screen above). He will tell you of a powerful artifact known as Mehrunes' Razor which has been split into three pieces. Silus knows where to look for them and will ask you to retrieve them.
Note! Note that you have unlocked 3 new objectives. You can approach them anyhow, though to keep a certain order they have been presented in the same order as in the journal.
Open the world map. In order to retrieve the hilt, you need to head to Morthal, located in northern Skyrim (screen above). If you haven't discovered that area yet, you can use a carriage (e.g. the one at Whiterun Stables) or head west from Dawnstar.
After getting to Morthal, head to the northern part of the village, cross a small bridge and you will reach a windmill and Jorgen and Lami's House. The most obvious option implies speaking with Jorgen (screen above). Ask him about the hilt and it will turn out that the man doesn't intend to give it to you. You can either pay him, persuade to change his mind or intimidate (two last options require highly developed Speech). Notice - if you don't want to speak with Horgen at all, you can always try to steal the keys from his pocket, though to do so you should be playing as a very skilled thief with invisibility potions or spells.
After the conversation, head to the door of Jorgen and Lami's House (screen above). If you got the Key to Jorgen and Lami's House from the farmer, you will be able to head inside at once. Otherwise, you will need to break a very weak lock, remembering not to get noticed by anyone.
Enter the house and stand by the marked chest (screen above). If you received the Key to Jorgen's Chest from the farmer, you will be able to open the chest at once. Otherwise, you will need to play with picklocks, though the mini-game this time will be more difficult. Regardless of the chosen method, take the Hilt of Mehrunes' Razor from the chest. The game will offer you to return to the museum, though I'd recommend obtaining all three parts first and head to the quest giver afterwards.
Open the world map. Your destination is the Cracked Tusk Keep found in the southern part of Skyrim (screen above). If you haven't yet discovered that location, it's best to begin at the nearby Falkreath and head west.
After reaching the destination, it will turn out that the Keep is in ruins and that Orcs have taken it over. If you don't mind eliminating all the Orcs, head to the main entrance or jump over the destroyed wall at any place and start fighting. You will need to eliminate both warriors and archers. After the fight, use the Cracked Tusk Keep entrance marked by the game.
If you prefer to be stealthy and don't want to fight the Orcs, it would be best to enter the ruined keep from the north-west side, during the night. Jump over the destroyed wall at any place and find the Cracked Tusk Keep entrance, westernmost and accessible by stairs (screen above). I'd recommend such an option only if you don't mind using picklocks, as you will come across the first lock right now (medium level security).
Markings on the map: 1 - Main entrance; 2 - Suggested side entrance; 3 - Ghunzul's whereabouts; 4 - Cage with the button; 5 - Passage to the vaults.If you use the main entrance, be ready to get attacked by another Orc right after getting inside. Deal with him, go up the stairs and head south-east. Eventually you should reach the orc leader's - Ghunzul - room (screen above). Keep him at distance, especially if your character doesn't use heavy armor. Afterwards examine Ghunzul's body, collecting the Cracked Tusk Vault Key.
Return to the starting point and for a change head north-west. Afterwards turn south-west and soon you should reach a blocked passage (screen above). If you choose the suggested western entrance, you will begin in this area, thanks to which you won't have to fight with Ghunzul.
Find the cage on the right wall (screen above). If you have Ghunzul's key, you will be able to open it at once. Otherwise you will need to use picklocks to open very good quality lock. Regardless of how you opened the cage, press the button and head to the newly unlocked passage to Cracked Tusk Vaults.
Head south-east. On your way it would be good to examine the two side rooms, interacting with the buttons on the wall in both cases. After reaching the blocked passage (screen above), look for a chest and afterwards pull both levers (left and right).
You need to VERY careful, as from now on you will fall into numerous traps. The first one is where blades were sticking out of the walls and floor (screen above). In the further part you will also come across traps activated by touching a line.
Take a look around the last room of the vaults for a locked chest and afterwards approach the pedestal with the Shards of Mehrunes' Razor (screen above). Take the shards and quickly retreat, as the last trap will be activated. The game will offer you return to the museum, though I'd first recommend collecting all three parts and speaking with the quest giver afterwards.
Open the world map. Your destination is the location knows as Dead Crone Rock (screen above), found in the western part of Skyrim. Getting there is unfortunately very difficult; it would be best to begin at the nearby Markarth.
The game won't let you use the most obvious option of heading south-west, as Markarth and Dead Crone Rock are divided by mountains and you wouldn't be able to do anything even with a horse. Instead, head south-east, staying on the main track (screen above).
I'd recommend getting off the main track only after finding yourself more or less in a straight line from the Dead Crone Rock. Head onto the lesser path leading south (screen above).
Keep going south and you should eventually reach a small town of Dushnikh Yal (screens above). Treat it as a checkpoint and save your game just to be sure.
Turn west and afterwards north-west. The next checkpoints is the Purewater Run. Walk round it from the southern side, choosing the slightly visible path leading down (screens above).
From now on it should get easier, as you will have a hardened path in front of you and therefore it will be easier to stick to it. Head west, crossing the small bridge (screen above).
Soon enough in the distance you should note constructions which are parts of another location, namely Hag Rock Redoubt. Stick to the main path, reaching the area where it goes below a couple stone gates (screen above). I'd recommend saving your game now, as you're nearing the destination.
After reaching the ruins, you will get attacked by the Forsworns (screen above). I'd especially recommend looking out for the archers and enemies using magic. Don't let them surround you, especially if you're playing with a character preferring ranged attacks.
After eliminating the closest enemies, you will need to decide how to reach the Dead Crone, the tallest tower visible in the distance. The game will most probably suggest heading through the Hag Rock Redoubt Ruin, though I'd recommend choosing the shorter path and using the wide stairs (screen above), going west.
As you climb, you will be of course attacked by more Forsworns. You should especially look out for the Forsworn Briarheart who will join the fight a bit later on (screen above). try to eliminate him as fast as possible, as otherwise he might easily kill you with powerful offensive spells and summon an Atronach. He won't however be the only problem, as he will be accompanied by a Troll who you should keep at distance.
Markings on the map: 1 - Starting point; 2 - Stairs; 3 - Dining room; 4 - Lever; 5 - Passage unblocked by pulling the lever; 6 - Door leading onto the roof of the Dead Crone.After reaching the highest level of the ruins, turn south and head towards the tower visible in the distance, the Dead Crone (screen above). Open the door to get inside and start exploring the location.
Start by exploring the ground floor to find a chest and battle a few Forsworns, who should soon appear. Afterwards choose the stairs leading onto the upper level (screen above). As you have probably noticed, access to the south-west corridor is blocked by a lowered grate. Pulling it up will be your next task.
Enter the north-west room (the dining room) and head through the passage in the north-east part. Don't stop for a moment, thanks to which you won't need to worry about the fire traps (you can deactivate one of them by taking the soul gem from the pedestal). Eventually you should reach the eastern room (screen above) with a lever inside.
Pulling the lever will raise the grate, so return to the middle room and head into the newly unlocked south-west corridor (screen above). Follow the narrow corridors until you reach the exit door. I'd suggest saving your game here, as you will need to fight a mini-boss.
Go up the stairs and begin the fight with Drascua, a Hagraven. The main difficulty of this battle won't paradoxically be the boss' attack, but the traps supplied by soul gems (screen above). Look out for them, as otherwise you will lose your health almost immediately. Personally I'd suggest choosing either to quickly take out the gems from the pedestals or backing out to the stairs, where the traps don't be able to hurt you.
As for Drascua herself, try to block her magic attacks, as they are the largest danger. The Hagraven can be either eliminated normally, or by using a clever trick of catapulting Drascua with the Unrelenting Force Shout (screen above), hoping she dies after falling to the lower level of the ruins.
Keep fighting until you drain all of Drascua's health. I'd recommend taking a look around the area to find a chest with precious items and a Word Wall which will let you learn the Word of Power - Fear, Dismay. In the end examine the body of the Hagraven and take the Pommel stone of Mehrunes' Razor.
Note! I'd recommend heading back to Silus after obtaining all three parts of the artifact, namely the Hilt of Mehrunes' Razor, Shards of Mehrunes' Razor and Pommel Stone of Mehrunes' Razor.
Open the world map and head to Dawnstar. You of course need to head back to the museum, i.e. Silus Vesuius's House. Speak to Silus and inform him of finding the items (screen above), receiving gold in return. Silus will tell you that there's still the fourth part left and that he knows how to connect them all. The man will offer you to meet him at the Dagon temple in order to attempt contacting the Daedric Prince of changes.
Open the world map. Your destination is the Shrine of Mehrunes Dagon found in the mountains south-west of Dawnstar (screen above). If you have already discovered the temple, you can move there at once. Otherwise, you should begin at Dawnstar and consider going there together with Silus, as he will head out of the museum and go towards the temple.
If you prefer to head there alone, it would be best to go south-east and find the mountain path showed at the above screens (screens above). It's of course not the only possible way. For example, you can head south, turning west after going past Fort Dunstad.
Regardless of the chosen path, you need to reach the stairs leading directly to the Shrine area (screen above). I'd recommend saving your game while you're at it, as you will soon have to choose how the quest is going to end.
Go up the stairs and speak to Silus (screen above). The man will decide to place the retrieved fragments on the altar and try to contact Dagon.
The ritual won't succeed and Silus will suggest you try to contact the Daedric Lord yourself. Approach the alter and interact with the items on it (screen above). This time the attempt will succeed. Mehrunes Dagon will state that you deserve to speak with him and will order you to kill Silus, who isn't necessary to him anymore. You can choose how to act:
Note! If you don't want to free Silus but kill him instead, skip to Option B - Killing Silus.
Wait for Silus to approach you and after listening to his plan, agree to set him free by choosing the lower dialogue option (screen above). In return, you will receive some gold.
Dagon won't let this go unpunished and will in return send two Kynreeve Dremoras onto you (screen above). They are best attacked one at a time, and kept at distance, taking into consideration that they prefer close combat. Also look out for Silus who probably won't be able to run away fast enough and try not to hurt him, as he might turn against you.
After the fight, examine the Dremora bodies, as one of them should have the Key to Mehrune's Shrine. Take it and use it to open the door leading to the shrine. After getting inside, you will still need to eliminate some Churl Dremoras (screen above), looking out for their magic attacks. In return for defeating them, you will be able to explore the shrine. I'd especially recommend taking a look into the three chests filled with precious items.
Note! If you don't want to kill Silus and rather let him go instead, skip to Option A - Freeing Silus.
Wait Silus to tell you his plan and state that you need to follow Dagon's will, by choosing the upper dialogue option (screen above). It will of course lead to a fight.
Before fighting Silus, you should consider increasing your lighting resistance as he will mainly use those types of spells (screen above). You should also try to finish the fight as fast as possible, as Silus will probably summon a sidekick who will die together with him.
After the fight, examine Silus' body and approach the altar once again. Interact with the items on it to initiate a conversation with Mehrunes Dagon. The Daedric Lord will decide to give you the Mehrunes' Razor. Once again interact with the alter and wait for the weapon to be reforged (screen above). It's a very good dagger, with a small chance of killing your enemy with just one hit.
Curiously it's still not the end, as after you finish the conversation and collect the Razor, the Daedric Prince will still send out two Kynreeve Dremoras onto you (screen above). Fight them one at a time and use the fact that they prefer direct combat and keep them at distance.
After the fight, examine the Dremora bodies, as one of them should have the Key to Mehrune's Shrine. Take it and use it to open the door leading to the shrine. After getting inside, you will still need to eliminate some Churl Dremoras (screen above), looking out for their magic attacks. In return for defeating them, you will be able to explore the shrine. I'd especially recommend taking a look into the three chests filled with precious items.
Quest requirements: This quest can be completed only after reaching at least level 32. As by then you should have a well developed character, you can approach it at once.
There are two ways of activating this quest. The first one is obtaining and reading Boethiah's Proving (screen above). Keep in mind that it's random and you can find the book at any part of the world or when meeting a Boethiah Cultist, who you should kill.
If you don't want to wait until you find the book, you can head to the Sacellum of Boethiah right away (screen above). The area can be found in the mountains in the eastern part of Skyrim and if you haven't yet discovered it, it would be best to begin at the nearby city of Windhelm.
Reaching the Sacellum might prove a bit troublesome. I'd recommend heading east of Windhelm and staying on the hardened path. Turn south after going past the Traitor's Post (screen above).
You will know you're on the right path if you see the Sacellum's wall in the distance (screen above). If you haven't activated this quest by finding the book, it should be added to your journal after getting close enough to the Sacellum of Boethiah.
Approach the cultist camp and you should automatically be stopped by the Priestess, who will state that all gathered and the followers of Boethiah. You need to tell her that you want to undergo the test (screen above). The Priestess will tell you that to prove these words you will need to bring a friendly person to the shrine and kill her as part of the ritual. She will also give you the Blade of Sacrifice.
As you have probably guesses, you can sacrifice the life of anyone you like, assuming he or she can follow you as a party member. I'd of course recommend thinking over your choice in order not to kill anyone connected with an important quest or an unique ability trainer. The best candidates are those with little influence on the plot, who can follow you without any demands or after completing a small errand. After picking up the candidate, return to the Sacellum of Boethiah and go up the stairs leading to the shrine (screen above).
Stop by the pillar and wait for your party member to reach you. Speak to him and choose the second dialogue option from the top (screen above).
Approach the pillar (screen above) and press E to make your companion approach it as well.
If you have done everything according to plan, your party member will be imprisoned. Now you can move to the last step of the plan, which is murdering your ally (screen above). Curiously, you don't necessarily have to use the Blade of Sacrifice, as any other weapon will do as well.
You will now have to speak with Boethiah, who will take over the body of your murdered party member (screen above). You need to tell her that you have your reason for which you sacrificed your friend and that you're not afraid of Boethiah. The Daedric Prince will afterwards speak to all the gathered, informing that the one who will get the honour of completing a mission for her will be the last one left alive in the Sacellum.
Note that the Boethiah Cultists have started attacking themselves (screen above) and in the beginning phase of the battle it would be best to leave them alone. Stand in a safe place and wait until there are two-three enemies left.
The cultists should take interest in you only after just a few of them are left. Especially look out for the Priestess of Boethiah (screen above), as she is noticeably stronger than the others, as well as for the cultists capable of using powerful offensive spells. Remember that because of killing your follower you're on your own, so keep an eye on your health more than normally.
You will speak with Boethiah again after you're the last one left alive (screen above). The Daedric Lord will ask you to slay her previous champion, who can be found at the Knifepoint Ridge together with other bandits. Boethiah will additionally want you to complete his task silently, though luckily you will be able to complete this quest even if you kill the champion and his sidekicks in a more standard way.
Notice - Before doing anything, don't forget to choose a new follower in the place of the murdered one! Open the world map and find Knifepoint Ridge (screen above). It's located in the southern part of Skyrim and if you haven't unlocked it yet, it would be best to begin at Falkreath or Rorikstead.
After reaching the bandit camp, you will once again have to decide how to act. As I have mentioned before, there is no penalty for getting rid of the enemies in direct combat. If you don't mind charging in, approach the mine form the north-east (screen above). Look out for the rock avalanche and at least one archer occupying the tower on the left.
After reaching the village, move to eliminating more Bandits. It's worth to mention that you don't need to clear the whole camp, as you're only required to kill all the bandits found inside the mine. Look out for the Bandit Thug who you will probably meet at the very end (screen above), as he's capable of using high-level magic.
If you plan to attack the enemies by surprise or to sneak, it would be good to approach the mine from the west. It means having to climb the mountainous area and a horse would be good for it. Eventually you should reach a place from which you will be able to see the whole camp (screen above).
Depending on your liking, you can either start attacking the enemies from a distance or become invisible, slide down and head inside the mine. It's also worth to do it all during the night, thanks to which some of the enemies should be sleeping (screen above) and therefore you will be able to sneak past them or attack by surprise more easily.
Regardless of the chosen tactic, you need to reach the main entrance to the Knifepoint Mine (screen above). Save your game, as soon enough you will face the former Champion of Boethiah.
Head south, dealing with a single bandit on your way. If you want to thoroughly explore the mine, I'd suggest waiting with it until you complete this quest. Turn east and be ready for a fight with a single Bandit Plunderer (screen above).
You will now have to make a choice. The main cave in which the other enemies are can be reached in two ways, either by easily opening the eastern gate or by choosing the northern corridor (screen above).
You can attack the last group of Bandits. The most challenging enemy will be of course the Champion of Boethiah (screen above). As he's an excellent warrior, it would be good to keep him at distance and during direct combat block or avoid his attacks. You need to eliminate all the enemies marked with arrows.
After the battle, Boethiah should speak to you and congratulate on winning. She will also tell you to take the Ebony Mail off of the former Champion. Locate the dead bandit leader and take it from his body (screen above). It's an excellent heavy armor, thanks to which you can silently move and poison nearby enemies. While you're at it, I'd also recommend taking all the other Ebony items. Even if your character doesn't use heavy armours, they are still precious items. Listen to what Boethiah has to say for the last time and the quest will end. As I have mentioned before, you should take a look around the mine before leaving it, checking out all the chests and locked passages.
This chapter of the guide contains a thorough walkthrough of all the side quests, as well as The Bards College, The Blades and The Greybeards quests. It's worth to notice that each of the side quests is independent, so you can approach them at any order you like. The only exception is the Dragon Priests Masks, during which you complete a few optional missions. The majority of the guide has been dedicated to ways of unlocking quests and actions needed to complete them, i.e. exploring locations, solving puzzles and speaking to various NPCs. The walkthrough additionally includes a description of all possible endings and numerous hints on how to fight with diametrically different styles of gameplay. The whole package is enriched by high-quality screenshots of the most important moments in the game.
The list of side quests:
While in Windhelm, head to The White Phial apothecary shop. It can be found in the western part of the city, beside the market place. After heading inside, you will witness a fight between Quintus Navale and his gruff master - Nurelion. If you speak to the elderly Elf and ask him of the cause of the fight, he will tell you that his apprentice doesn't let him go on a search of a very precious artifact alone. The man is clearly overestimating his strengths, as he nearly coughs out his own lungs talking with you. It would be good to unburden him and help in his studies.
The artifact which Nurelion seek is the White Phial - an ancient instrument allowing to multiply any alchemical substance found inside it. It can be found far out of town, inside a forsaken cave.
Head out of Windhelm and go west - follow the path and you will reach the Forsaken Cave (screen below). After getting inside, equip a bow or spells with fire effects, as you're going to fight two Ice Wraiths or Cave Bears (depending on your level). Further on, you should look out for a trap (pressure plate) and be ready to battle some Draugrs.
Move onwards, crossing successive rooms and defeating the undead. As you're passing by a table with metal ingots, note the book entitled The Mirror - it can increase your Block. As you're exploring the underground, pay attention to the niches in which the dead are lying - some of them might raise and attack you if you're too loud. Also keep an eye for pressure plate, as there's quite a lot of them in the cave.
Sooner or later you will reach a steel door leading to Forsaken Crypt. There you will come across a group of slightly stronger Draugrs and some more clever traps (screen below). You can go head through the succeeding rooms without having to worry about getting lost, as their arrangement is very clear.
After heading through the room with the spiked ceiling (screen above) and defeating the guards in the next room, you will reach a corridor with swinging blades. Theoretically it might seem that the best way of getting through is using the Whirlwind Sprint Shout, though by doing so you would wake up the Draugrs sleeping in the next room. The main problem is the one known as Curalmil, as he's very powerful and can use a Shout which knock the weapon out of your hand. Therefore if you're not playing as a warrior capable of dealing with such threats, it would be best to manoeuvre between the swinging blades. Afterwards you can quietly eliminate the weaker enemies and the boss (screen below).
After dealing with the undead, read the Word Wall found behind the altar and head to the room with the ancient bowl (it's by the wall). There, pour the potion received from Nurelion into it (screen below) to activate a mechanism which will open the door behind the bowl. Head inside and take the Cracked White Phial and all the alchemical ingredients you consider useful.
As you are now in possession of the artifact in question, you can return to the quest giver. Leave the room in which you defeated Curalmil by going through the western door. Head back though the Forsaken Cave a bit and eventually you will reach the surface.
Head back to the shop in Windhelm and speak with the old Elf. The man won't be impressed with the cracked artifact - at this moment he can't be sure that it's the real White Phial. Regardless, he will thank you for your effort and offer you a stunning payment of 5 gold.
The prize probably didn't meet your expectations. Don't worry however and speak to Nurelion's apprentice, Quintus. As you tell him what happened, the man will reward you more generously by offering you 500 gold.
Even though The White Phial ends now, the story itself doesn't. If you want to help the alchemists in their further search, head to the description of Repairing the Phial.
Open the world map and head to the Frostmere Crypt found in the northern part of Skyrim (screen above). If you haven't found it yet, it would be best to begin at the nearby Dawnstar.
After getting there, you should note Eisa Blackthorn fighting some Bandits (screen above) and you can either help her or wait until she defeats them herself. Wait for the conversation to begin, during which you can act in two ways. The first option is asking Eisa for details of the fight. The woman will then tell you of a stolen sword that she wishes to recover. The second option implies acting aggressively towards her which will end with a fight. In such situation you have to kill Eisa and afterwards examine her body to find Eisa's Journal which you should read from the inventory.
Regardless of how you acted towards Eisa, you now need to head towards the entrance to the Frostmere Crypt. Start exploring this location and be ready to eliminate the Bandits that you come across on your way. Eventually you will reach a bigger room (screen above) in which you should listen to the conversation between two enemies. Note that you have therefore received a new objective.
Head onwards through the crypt, focusing on finding documents regarding the theft which are hidden in the small south-east room. Especially search for all of Kyr's Logs (screen above), though if you haven't fought Eisa at the beginning of the quest, you will now have to take her Journal as well.
Jump to the lower room and head west, eventually reaching a lever which you need to pull. Doing so will unlock a passage behind the bars, so return to the main room and head north (screen above). The further exploration will have a very linear course, though you have to take into account that you will get attacked by more Bandits regularly. Especially look out for those capable of using magic.
Eventually you should reach a door leading to the Frostmere Depths. There, speak with the dying Kyr (screen above) who will tell you that he was betrayed by Ra'jirr. Move onwards and in the distance you will see the Khajiit who will get murdered by the Pale Lady. Be sure to save the game, as the final battle will begin.
You can fight Pale Lady using two main methods. The first is defeating her in direct combat, though it this case you should in fact begin with the Wisps that accompany her. Only afterwards should you move to attacking the Pale Lady herself (screen above), of course while keeping an eye on your character's health and trying to avoid her magic attacks.
The second method is imprisoning the Pale Lady. The advantage is that you won't have to fight her, though on the down side you also don't receive the prize for completing the quest. If you want to choose this method anyway, start off by approaching Ra'jirr's body. Examine it, take the Pale Blade and interact with the sword stand (screen above).
If you defeat the Pale Lady in direct combat, you will be able to examine Ra'jirr's body and take the Pale Blade (screen above). Otherwise, the sword will be on the stand. What's interesting is that that doesn't end things for good, as you will be able to return here in the further part of the game, take the sword from the stand and try to fight the Pale Lady again. Regardless of the chosen option, take a look around the area for a Word Wall with the Word of Power - Flesh, Ice Form (eastern part of the cave).
Head to Whiterun. After reaching the city, you can move to activating this quest or dedicate some time to learn of it officially. If you choose the latter option, I'd recommend visiting The Bannered Mare inn. Speak to the owner - Hulda - and ask her of any new gossip to learn of a burned tree known as the Goldergreen (screen above). Note that therefore you have unlocked Miscellaneous: Talk to Danica about the Goldergreen being destroyed.
Head out of the inn and search the northern part of Whiterun for Danica Pure-Spring. The priestess, depending on the time of the day, can be found on the main square on which the destroyed tree is, or inside the nearby Temple of Kynareth (screen above). Speak to Danica and mention the tree (if you didn't meet Hulda, you will have to start off by learning what's going on in the first place). Danica needs the sap of Eldergleam, as it seems to be the only possible way of curing Goldergreen. The first step however will be finding the Nettlebane, the only weapon capable of cutting through Eldergleam's bark.
Open the world map and locate your destination, the Orphan Rock (screen above). It's south of Whiterun and it would be best to begin at Helgen, the keep you "visited" at the very beginning of the game (optionally you can also start at Riverwood). After reaching Helgen, head east and afterwards turn north (before reaching Falkreath Stormcloak Camp).
Before reaching the destination, you will be attacked by magic-using witches, though they're not very resistant and as a result should die easily. The biggest threat will be the Hagraven found beside the altar to which the fallen tree leads (screen above). Blocks its attacks and try to end the fight as fast as possible. Afterwards examine its body and collect the Nettlebane.
Return to Whiterun and once again find Danica to inform her of finding the blade. She will ask you to complete the second part of the quest, which is heading to the Eldergleam Sanctuary and obtaining the sap. Soon afterwards you should be stopped by Maurice Jondrelle (screen above) who will want to accompany you to the Sanctuary (if you didn't meet him, try entering the Temple of Kynareth). I'd definitely suggest accepting his offer, as not only will it allow you to reach an alternative ending, but Maurice will also join your team as an independent follower, so you won't have to give up on your current one.
Open the world map and plan your journey to the Eldergleam Sanctuary (screen above). The location can be found in the eastern part of Skyrim. If you haven't unlocked it yet, it would be best to start at Windhelm and head south from there. Look out for wild animals and Giants on your way and eventually you should reach a cave entrance. Head onwards through the narrow corridors and you will reach a large grove.
Head towards the tree visible in the distance, at best staying on the main path. Luckily you won't come across any enemies here, so you don't need to explore the area thoroughly. Soon you should reach a path leading directly to Eldergleam. Turn on your inventory and set Nettlebane as your active weapon. Use it to attack the tree branches (screen above) which should unlock a passage to Eldergleam. Stop by the tree and decide how you want to act.
If Maurice accompanied you to the grove, you will be able to speak to him now. The man will be shocked by your aggressive actions and you can ask him if he has any alternative ideas of solving Danika's problem. Maurice will suggest planting a new tree in place of the burned Gildergreen. Follow Maurice, wait for him to finish a short ritual (screen above) and take the Eldergleam Sapling which will appear near the giant tree.
If Maurice didn't accompany you to the grove or if you don't want to plant a new tree in place of Gildergreen, make sure you have Nettlebane as active weapon and approach Eldergleam. You don't need to attack the tree, as pressing E to interact with the giant tree will be enough (screen above). You should automatically obtain Eldergleam Sap.
Obtaining the Eldergleam Sap will have negative consequences, in the form of Spriggans attacking you regularly as you head to the exit. Especially look out for the Spriggan Matron that you will come across at the very end (screen above). As they are vulnerable to fire, you should use spells based on that element, as well as weapons dealing such damage.
Regardless of how you acted in the grove, you will now have to return to Whiterun for the last time and give Danica the Sap (screen above) or Sapling. Unfortunately there isn't any prize for this quest, though you will now be able to ask Danice to train your Restoration.
While in Windhelm, head out and go to the harbour (right beside the city walls). As you pass by the ships with precious cargo, head inside the East Empire Company. As you enter it, you will see one of the most neglected houses in Skyrim.
As you speak with Orthus, you will learn that the company isn't doing too well. It's all because of the pirates who keep attacking the East Empire ships and plunder them without mercy. All ship are attacked but the ones of the Clan Shatter-Shield - your interlocutor won't rule out the possibility that they're behind the theft plague. If you want to help the merchant, you should look into this case.
In order to find proof of the pirate - Nord collaboration, you will need to reach the office of the latter ones and steal the Logbook in which Suvaris Atherion keeps his business documents. You don't need to head far to obtain it - the woman's house (Clan Shatter-Shield Office) can be found right beside the Company, on the right. During the day you can encounter many guests who will make stealing the Logbook much more difficult, so you're better off during the night.
Head inside and go to the furthest part of the ground floor. On the left you should see a table with a book, candles and various types of records. There you will find Survaris Atheron's Logbook which you should quickly steal (screen above).
After obtaining the Logbook, you can return to the quest giver - Orthus - who will still be at the East Empire Company. As you give him Survaris' notes, the man will gain certainty that Shatter-Shield aren't playing fair. The Logbook clearly states that the woman had a meeting with the pirates at Dawnstar and made some deal with them - you should head there and investigate the manner.
Orthus will suggest that you should speak with Stig Salt-Plank - a famous pirate known for his share in the biggest scams of Skyrim - in the first place. He can be found at Dawnstar.
After reaching Dawnstar, find the Windpeak Inn (in the south-west part of town). It's the meeting place of most of the northern pirates, including Stig Salt-Plank (screen below).
As you enter the inn, speak to the one-eyed pirate - Stig. From the conversation you will learn that he's the captain of the Blood Horkers and robs ships with them. He will also mention Haldyn - a powerful battle-mage who aids the pirates in their fights. Ask him how you can join the crew and the man will lose his open attitude. At this point you can either bribe him, challenge to a fist fight or just kill him (in the latter case you will find a useful note by his body, but remember that it will increase the prize for your head!).
Regardless of how you solve this case, you should return to Orthus and tell him of what you learned.
As you return to the East Empire Company, you will not only meet Orthus but also a heavily armed woman. From the conversation they will have you will learn that the Company's situation is getting worse and worse. After being noted, give the report and inform that the leader of the Blood Horkers is the mage Haldyn.
Adelaisa Vendicci - as that' the gloomy woman's name - knows the pirate mage well. As the Company doesn't have too much mercenaries, you will be automatically hired as her bodyguard. The plan is so bold, that it's almost crazy - you're going to attack the pirates!
Head out of East Empire Company and look at the docked ships. One of them belongs to the Company. Before informing the captain that you're good to go, stock up on health potions and your best weapon - you won't have time for that later on.
After reaching the destination, the woman will ask you to speak to her. She will tell you that the Company's soldiers aren't very happy with the mission on which you've set out. Haldyn is famous for his skills in destruction magic and none of the Empire soldiers wants to risk their life, leaving just you. Adelaisa will state that they will take care of the rest which pretty much means that you're on your own.
Jump off the deck, onto the ice surrounding it. Head south, where you should see a rock with a tower on its top (screen below). Successively jump between ice pieces and eventually you will reach a cave at the bottom of the rock. You can use it to silently infiltrate the keep.
Of course you can also decide on a more direct attacks - on the left (eastern) side, there's a pirate ship. Get on it, kill the crew and you will be able to storm the keep frontally. It's however not recommended, as there's a lot of enemies and your mission is to eliminate the mage, not the pirates. Also remember that after you kill the mage, the Empire troops will take care of the pirates, so you don't have to worry about any of them getting out of the island.
If you choose the silent way, be ready to fight a couple Mudcrabs and afterwards one of the Blood Horkers. As you enter the tower itself, be ready to come across lots of pirates. Climb the stairs onto upper levels and look out for a trap on the ground - it can kill even experienced characters.
At some points you will have to choose the further way between stairs leading down and to the top of the tower. In the basement, apart from two guards, you can also find Jafet's body, his chest and a quite powerful Orc Sword. The mage, not surprisingly, can be found at the top levels of the tower (screen above).
Battling Haldyn is no child's play - he's equipped with a plate armour and can use a number of powerful spells. An open fight with him will surely cost you a lot of healing potions, so it's far better to eliminate him silently (screen above). Despite the equipment, he doesn't have too much health points, so a surprise attack can silence him instantly.
After killing him, take a look around his office - especially note the chest with a couple powerful items inside. After taking everything you want, head out of the tower (at best by using the locked door, the key to which you can find beside Haldyn) and be ready for a shock. During your absence, the Empire has begun an artillery attack on the keep, so you will need to return onto the ship among cannon fire (screen above).
As you're fighting your way through fortifications and enemies, approach Adeleisa, who can be found in the dock. Report to her and quickly run from the island - there's nothing more interesting to do.
When you get bored with the pirate island, speak to Adelaisa about returning to Windhelm. The woman will agree, so you will immediately move to the dock. Get off the ship and speak to Orthus, who as always can be found at the East Empire Company.
Tell the man that the pirate problems has been solved and he won't react too happily - one way or another, he still has to serve Adelaisa. Despite that, you will be rewarded for your hardship with 1000 gold.
Open the world map and head to Hillgrund's Tomb found in the eastern part of Skyrim (screen above). If you haven't yet discovered it, it would be best to begin at Windhelm and from there head south-west. After reaching the destination, open the door and approach Golldir nearby the entrance. The man will ask you for help in eliminating the necromancer Vals Veran, who's desecrating the bodies of his ancestors. You should of course offer your help, learning that Golldir's aunt has already went inside. Note that Golldir will join your party as an independent follower, so you won't need to give up on your current one.
Wait for Golldir to open the passage and use the door leading inside Hillgrund's Tomb. Begin exploring this area and look out for the Draugrs that you will soon come across. I'd recommend being very careful, as you most of all will come across the stronger kinds, i.e. Draugr Wights, Draugr Scourges and Draugr Deathlords. Adapt your tactic depending on whether you're fighting a warrior, archer or mage. Continue onwards and you will reach a room with the corpse of Agna and a locked door (screen above). Golldir will suggest using an alternative passage.
Open the western door and head onwards. On your way you will of course have to fight some more Draugrs, but that should be too much of a surprise. A rather linear path will lead you to your destination. After reaching the southern room, hear out Golldir's hints and find the chain beside which there's a bear symbol (screen above). Use the eastern passage. Stop after finding the door leading to the main chamber and save your game just in case.
Open the iron door and start attacking Vals Veran. Unfortunately the necromancer will teleport after receiving a couple hits (screen above), forcing you and your team to fight Draugrs. Focus mainly on those who will try to kill Golldir. His premature death won't end the whole quest, though it's worth to keep him alive to the very end.
As you fight the Draugrs, keep an eye on the compass and start attacking Vals Veran when only he returns to the battlefield (screen above). You need to alternate between attacking the necromancer and the Draugrs until Vals Veran eventually dies. If Golldir is still alive, speak to him to receive gold and Hillgrund's Chest Key. In case Golldir died, search his body and take the key. Apart from that, search the necromancer's body and take, inter alia, the Hillgrund's Tomb Crypt Key. Use the key to open the northern door and the other one on the treasure chest. In the end return to the tomb exit, look for Golldir and consider inviting him to travel with you further, this time as a full time party member.
In Solitude, you will probably constantly have to head through the entrance gate. As you're doing it, take a look around for an Argonian named Jaree-Ra. Approach him to learn that he's planning to attack on a ship that is about to reach the harbour soon.
As you look like quite the fighter, the lizard will offer you to work with him: if you manage to put out the light in the lighthouse which the ships arriving to the dock use, you will get your share of the booty. Jaree-Ra will also promise that no one will get hurt - he's solely interested in the goods transported by the ship. If you're interested, agree to work with him.
The lighthouse can be found north-east of Solitude, between Brinewater Grotto and the Dainty Sload. The building was built on the shore so that it casts light onto the whole northern sea. Your mission is to put it out.
Head to the top of the tower and approach the large fire burning in the middle. Press E to put the fire out. Afterwards return to Jaree-Ra.
After getting back to Solitude, search for the Argonian in the harbour - he will be standing by a barrier and looking into the water. Talk to him to learn that you did a good job - the ship which Jaree-Ra and his associates want to attack didn't reach the port. It's now stuck at the marshes east of town, making it and easy target.
You should head to the marshes and look for the shipwreck. Somewhere nearby you should find Deeja - the quest giver's sister - who will give you further instructions.
The wreck can be found in the very middle of the marshes, east of Solitude. As you get nearby, you should note dead sailors in the water. Jaree-Ra's associates will be now killing the survivors, leaving no one alive. It seems that your quest giver wasn't' totally honest with you.
Get onto the ship and head inside. On the lower level you will find Deeja, standing beside a large empire chest. Ask her about your share to learn that you did well and therefore have to die. You will have to fight for your life!
Try to kill your enemy as fast as possible - if you aren't fast enough, you will have the whole ship crew on your head and need to fight all of them at once. After the Argonian joins her ancestors, move to the rest of the Bandits - with some luck you should be able eliminate them one at a time without much damage.
Afterwards don't forget to search Deeja's body - beside her you will find a letter which you will need for the further part of the quest. Head outside and kill the other Bandits. Heal your wounds and start planning your revenge.
If you attacked any of the Bandits before Deeja attacked you, the mission will be continued - as all the thieves will become hostile towards you, you will be able to kill them at once and take the note from Jaree-Ra.
Open your equipment and find the note from Jaree-Ra which you took from Deeja. Read the message which the Argonian left for her sister to learn that he planned on betraying you from the start. Luckily you can take revenge on him easily - the message also includes the location in which the bandits have hidden the treasure stolen from the Icerunner. It's the Broken Oar Grotto, where you should now head.
Head back to Solitude Lighthouse and from there go north-west. After a few minutes you will reach a cave at the seashore - it's the Broken Oar Grotto. Inside you will have a hard time with bandits, so it would be good to drink some potions and prepare weapons.
Enter the cave and take out your weapon. The arrangement of the tunnels and corridors is very clear - just keep going onwards and you will visit all the important areas. On your way you will need to kill all the Bandits, or alternatively you might try to avoid them. It's just important that you reach their main headquarters (screen below). Before heading inside, note the smithing workshop on the left - inside you will find Cherim's Heart of Anequina which will boost your Smithing.
After reading it, you can continue the massacre. Jaree-Ra can be found inside the building, though before going there you should eliminate his underlings from a safe distance first. All of them have large two-handed swords, so they're not too easy to defeat. It would be good to shoot them from a bow, as best while sneaking - that way you will eliminate them quietly and effectively. You don't need to speak with the Argonian who betrayed you - revenge is a dish best served cold.
After the execution is complete, take a look around the underground - you will find many useful items, especially in the chest in the middle. Also don't forget to check the enemies' bodies - Jaree-Ra should have some precious items with him.
Whilst in Solitude, head to The Blue Palace - it can be found in the south-east part of the city, on a slope. Go inside, into the throne room and speak with Falk Firebeard - the queen's chamberlain. Ask him about his problems with the Wolfskull Cave and you will receive the mission of clearing it.
The cave used to be a the hideout of necromancer, led by the Wolf Queen. Even though 500 years have passed since then, strange light can still be seen there and the locals are disappearing every day. Your mission will be to investigate the matter and eliminate any potential threats.
The Wolfskull Cave can be found west of Solitude and north of Dragon Bridge. Getting there isn't easy - you will need to conquer a whole mountain range to eventually reach the cave. There, you will be attacked by two Skeletons which you should be able to defeat with one, maybe two hits. After entering the cave you will encounter one Draugr and a couple Novice Necromancers. They shouldn't pose any threat to you, especially with their low hit points.
Move further and you will reach the Wolfskull Ruins. Cross their threshold and you will witness a mysterious magic ceremony. The Necromancers gathered in the cave are apparently trying to revive the Wolf Queen and increase their power using her. You of course can't just ignore that. Turn left and follow the tunnels to reach a large tower in which the conducting takes place. OF course don't have any mercy and kill all the Draugrs and mages, that you come across on your way.
After reaching the tower, you will encounter much more powerful enemies - Necromancer Adepts and undead capable of using Shouts. As the mages have a nasty habit of reviving their allies, it would be good to eliminate them silently, one after another. If you start an open fight, there's a chance that enemy forces will be almost endless - they will constantly keep healing themselves.
After reaching the top of the tower, kill the Necromancer Leader. She will be probably so occupied with the ceremony that you will be able to surprise her and stab her in the back. As you kill her, the ghost of the Wolf Queen will evaporate. You have probably managed to stop the complicated process..
Return to Solitude and report to Falk. Tell him that you were able to stop the Necromancers who were trying to revive Potema, the Wolf Queen. The man will be terrified - after all, a tragedy might have occurred. In return for your brave deeds you will be rewarded generously with gold and the chamberlain's lifelong gratitude.
As it will soon turn out, Solitude will remain you of itself, as the ghost wasn't driven away completely. You can read about it in the description of The Wolf Queen Awakened.
The action of this quest takes place in Treva's Watch and in order to get there it's best to begin at Ivarstead, heading south-east. After reaching the keep don't try to approach it too soon, as it's protected by Bandits. Instead, head east and find a small camp by the river bridge (screen above). Speak with Stalleo, who will tell you that during his absence bandits have taken over the keep. He will also suggest using the underground tunnel and finding a lever to raise the main gate.
The lever responsible for raising the gate can be found inside a small hut on the keep's courtyard and it can be reached in two ways. The game will of course suggest you use the Treva's Watch Escape Tunnel, the entrance to which is nearby the camp (screen above). It's however not the best solution, as you would have to deal with traps and Bandits who for some unknown reasons will occupy the underground. After securing the area you should find the main entrance to Treva's Watch.
You will be attacked by multiple Bandits during the exploration of the keep itself as well. You should especially look out for their Chief. As he's very resistant, it would be good to attack him from a distance and not let him drive you to a corner. You should also consider exploring the area during the night, as some bandits will be asleep and it will be easier to avoid them or surprise. The courtyard exit can be found in the south-west part of the building (screen above).
It's a much better idea to reach the keep by staying on the surface. Notice - if you don't want to have any trouble with completing this mission, enter the tunnel for only as second to unlock the current objective with the lever. Afterwards approach the keep from the north and you should note that by climbing the rocks you can easily access the outer walls (screen above).
Regardless of which option you choose (going through the tunnels or reaching the walls), you need to quickly locate a small hut on the courtyard (screen above) and pull the lever inside. Only afterwards should you start fighting the Bandits, which will be much easier considering that Stalleo and other true occupants of the keep will join the fight.
The game will force you to kill those enemies on the courtyard and local walls and it's another reason not to go tunnel. After the fights are over, find Stalleo and speak to him (screen above) to inform of taking over the keep. The warrior will reward you with the Spell Tome: Detect Life.
Notice! This mission is only available after you have visited Windhelm at least four times!
Head to Windhelm after dusk - on the cemetery you will find a group of frightened people, a city guard and a body of a murdered woman. As you pass by, you will be stopped by the Guards, who will ask you for help in the investigation. It will turn out that there's a psycho killer in the city and the dead woman is probably one of his victims. You should speak to all the Witnesses to learn who is responsible for the plague of murders.
Unfortunately none of the three witnesses who you will find by the body (screen above) won't be too helpful. The man will tell you that he saw a running murderer but he wasn't able to catch him and the priestess will note that the victim's purse wasn't stolen - therefore the cause of the crime wasn't robbery. The beggar will state that she came to the scene after the murder, so she isn't significant for the case.
After speaking with the three witnesses, talk a bit with the Guard who you will find by the body. Your interlocutor will be mad with the fact that the culprit has ran way again and lack of any clues won't let you find and arrest him. At this point you should volunteer to help solving this case. The guard will tell you that in order to undertake the investigation you should speak with Jorleif - only he can give you consent.
Jorleif can be found in the Palace of the Kings, north of Windhelm. If it's night, he will be sleeping in one of the rooms right of the main entrance and during the day he can be found right beside the Jarl's throne. From the short conversation you will learn that the man will do everything to catch the murdered and is happy to accept your help.
Jorleif will not only let you run your own investigation, but also offer help - you will be able to use the city guards' help.
Get out of the Palace of the Kings and head back to the cemetery. Talk with the Guard who you will find there. He will tell you that the body has been already taken to the Hall of the Dead. If you want to learn something more about it, you should speak with Helgird (next sub-chapter).
If you don't like the idea of entering the morgue and looking through dead bodies, you can always follow the blood trail which runs from the cemetery to Hjerim (Get access to Hjerim section). It will save you the smell of dead bodies and speed things up a bit.
Enter the Hall of the Dead and find Helgird. The priestess is at the lower level of the catacombs, nearby the dead body. She will tell you that the wounds have been dealt with an ancient tool, once used to embalm bodies. The murderer seems to know his thing about cremating, as your interlocutor has the same tool in her hand. She can be however excluded from the circle of suspects - she wouldn't be helping you otherwise.
As the information you gained from Helgird didn't help you in finding the murderer, you can head out of the Hall of the Dead and back to the murder scene. From there, follow the blood trails to reach Hjerim.
Return to the crime scene and start following the blood trails to reach Hjerim. The lock on the door is of a master level, so if you don't have any picklocks or don't want to break in, you should look for an alternative solution.
Speak to one of the Guards and ask him of Hjerim. That way you should learn that the mansion belonged to Friga Shatter-Shield, who was recently murdered. Her mother, Tova, has the key.
Tova Shatter-Shield can be most probably found on the marketplace in the south-east part of town - there's where she spends most of her time. During the night, you can find her in the clan house. Be nice to her and you will receive the Hjerim key that you're looking for. Having that item, you can head to the estate.
After getting inside, take a look at the floor. The blood trails that you should note on it will lead to a big chest beside the wall. Open it to find the journal of a certain someone calling himself the Butcher and a pile of flyers warning of this murderer.
Read Butcher's Journal to learn that you're dealing with a crazy necromancer who cuts pieces of his victims' bodies and uses them for some kind of ritual. The next victim is supposed to be a woman named Sussana, who the murderer plans to attack as she heads out of the Candlehearth Hall this night.
Before heading out to help the woman, take a look around the house. The upper floor doesn't contain anything interesting so you can skip it. The shelves and on the ground floor are by far more interesting. On the shelf filled with flyers you should find a strange amulet worth 1000 gold and as you open the wardrobe and head through the false back panel, you should reach a room where the madman performs his mad ceremonies. From the second part of his journal, which can be found on the altar surrounded by bones, you will learn the "ingredients" of the beast that the necromancer wants to bring to life. Apparently you are dealing with a very powerful mage.
After visiting Hjerim, speak with one of the city guards. Each one of them will tell you that regarding the Butcher, you should speak to Viola Giordano - she's behind the flyers that you found in the murderer's house. If you ask someone about the amulet, you will learn that such items are the specialty of Calixto from the House of Curiosities - he's sure to offer you a good price for it.
Find Viola and speak to her. The woman usually walks around the whole of Windhelm, though at night you can find her in her house in the western part of the city. Show her the journal found in Hjerim and she will tell you that it probably belong to the Jarl's mage, a certain Wuunferth the Unliving.
Before heading to Jorleif to give him a report, pay a visit to Calixto at the House of Curiosities (south-east part of town). The man will tell you that the amulet does indeed belong to the Jarl's mage. He will also offer to buy it from you for 500 gold. It's worth to accept his offer - you will learn why later on.
As you head into the Palace of the Kings, you will need to make a decision. If you tell Jorleif that you have evidence confirming that his mage, Wuunferth, is the Butcher, he will be thrown into jail. However if you return to town after three (or more) days, it will turn out that the series of murders didn't stop, regardless of your suspect being in the dungeons. If that's how you solved this case, you will need to head to the palace dungeons and speak with the unfairly accused.
You can also lead the investigation in a whole different way. If after returning to the Palace of the Kings you won't speak to Jorleif and instead head to Wuunferth (he's in his office on the first floor), you will be able to interrogate him. He will tell you that he's not connected with necromancy in any way and will conclude that the murderer will strike during the next night, in the Stone Quarter. Before heading out of the mage's quarters, steal the Stone of Berenziah from the table - it will come in handy during the Thieves Guild quest No Stone Unturned.
If you spoke with the mage rather than with Jorleif, you will save the first one some tortures and in fact save his life. This option is by far the better one.
After solving the case of the court mage, be will give you a mission of protecting the city from the Butcher (regardless of whether you threw him to the dungeon or not). Head to the south-west part of the city, to the market place. On your way there you will hear a cry for help. Head there and you will see Calixto murdering a woman. It turns out he's the Butcher responsible for the murders in Windhelm. He's also the one your sold the amulet to (it was his either way).
If you're fast enough, you can save the woman from being killed. Kill Calixto as fast as possible!
As you witness the crime, you will have to choice but the arrest the madman. It's best to just attack him a couple times - Calixto isn't a good warrior, so he'll die very fast. If he manages to run away, you will be able to find him at Hjerim and kill him there.
Having dealt with the Butcher, don't forget to search his body to find the enhanced Necromancer Amulet, now worth even more than before. You will also find keys to Calixto's house and chest (there are some useful items to be found there).
Having defeated the psycho tormenting the citizens of Windhelm, you can return to Jorleif and collect your prize. Unfortunately you can't hope for any gold, as there's not much in the castle treasury. You will however be praised and receive the possibility to buy Hjerim - the same in which he crimes were committed. You don't have to worry however, as the room in which the dark ceremonies were conjured will be cleared, so there won't be any bad smells.
Thanks to solving the case, the guards of Windhelm will be more favourable towards you. It can be very useful, especially if you have a tendency to fall into trouble.
Open the world map and head to Riften, located in the south-east part of Skyrim (screen above). If you have already visited this city, it would be of course best to use fast travel. Otherwise you will need to plan your journey and it's worth to consider using a carriage (e.g. the one in Whiterun Stables). As you try to enter Riften for the first time, you will be automatically stopped by a Riften Guard. You can either pay the fee and gain access to the whole city or use Speech and try to persuade the guard or intimidate him.
After reaching Riften, head to the Temple of Mara in the eastern part of the city. Look for Dinya Balu (screen above) and speak to her. Tell her you would like to receive Mara's blessing and you will be asked to complete a few tasks for her. The first one will concern solving a love problem of one of the girls living in Ivarstead.
Head out of the temple, open the world map and head to the village of Ivarstead located in the southern part of Skyrim. Having reached the village, look around during the day and find Fastred (screen above). Speak to the girl and tell her that the goddess Mara sends you to solve her problem. She will tell you that she's interested in two boys and that her father doesn't support her idea of moving out of Ivarstead to live in Riften. In the end tell her that you would like to meet her parents.
Depending on the time of day, Fastred's parents can be found in the field (screen above) or inside Fellstar Farm. Fastred's father is Jofthor and he will be absolutely against the idea of her daughter moving to Riften with Bassianus. The man will also tell you that until recently his daughter was more interested in Klimmek. Fastred's mother, Boti, will tell you that she doesn't have anything against her daughter moving and that she cares only for her happiness.
Whether you encourage Bassianus or Klimmek to make the final decision regarding Fastred doesn't matter and won't influence the further part of this quest. If you want Fastred to live with Bassianus Axius, find him (screen above) and convince him to move out of Ivarstead, assuring him that her father isn't a threat.
If you want Fastred to live with Klimmek, find him (screen above) and convince him to be more open with the girl and tell her how he really feels. Regardless of which man you choose, you will need to follow him to where Fastred is and listen to a short conversation.
Open the world map and return to Riften. Head back to the Temple of Mara and find Dinya to inform her of completing the mission (screen above). She will have yet another mission for you, this time sending you to Markarth.
Head out of the temple and plan a journey to Markarth in the western part of Skyrim. After getting there, head west and enter Understone Keep (if you have already discovered it, you can of course fast travel instead). Start exploring the southern part of the keep to find Calcelmo (screen above). Inform him the goddess Mara is sending you to learn that the mage is in love with Faleen. Calcelmo is however too shy and as a result you will be asked to meet with his friend Yngvar to learn more about her.
Yngvar the Singer can be found in the Understone Keep as well (screen above). I'd recommend looking for him during the day, as by night he might head to his quarters in an inaccessible part of the keep. Whether you tell him that Calcelmo is interested in Faleen doesn't matter. Yngvar will state that Faleen loves poems and will offer to create one in return for 200 gold. Sadly you won't be able to use Speech here, so give Yngvar the gold to receive the Love Poem.
Faleen should by default be found at the Understone Keep, guarding the local Jarl (screen above). However if as a result of the civil war or negotiations (Season Unending main quest) Markarth went to the Stormcloaks, you will need to look for her in the Blue Palace in Solitude. Speak to Faleen and give her the love letter, stating that Calcelmo is the author. The woman will be surprised that he's interested in her and will give you Faleen's Letter to Calcelmo. Return to Calcelmo and hand him the letter. Now you just need to follow him and witness his conversation with Faleen. Notice - if Calcelmo needs to go as far as to Solitude, you can use fast travel and the conversation will occur as you reach the Blue Palace.
Open the world map and return to Riften. Afterwards head back to the Temple of Mara and find Dinya to inform her of completing the mission. She will have one final mission for you, though you will first need to put on the Amulet of Mara from the inventory (screen above). With the amulet equipped, you will learn that you need to reunite a dead couple.
Head out of the temple, open the world map and find your destination, the Gjukar's Monument (screen above). It's in the central part of Skyrim and can be reached by e.g. starting at Rorikstead (you'd have to go east) or Whiterun (west). After reaching it, approach the ghost of Ruki and speak to her. She will ask you to find her missing lover, Fenrig.
Once again open the map to establish that Fenrig can be found north-east from where you are. Head there on foot or using a horse. As you reach the destination, find Fenrig and speak to him (screen above), stating that Ruki is waiting for him. The ghost will ask you to bring him to her.
As you have already unlocked Gjukar's Monument, you don't need to return there on your own but fast travel. Afterwards watch a short cinematic showing the lovers reunion (screen above). Now you just need to return to the Temple of Mara for the last time. Dinya won't have any material prize for you, though you will receive a special blessing, the Agent of Mara.
As you travel through Skyrim, you will sooner or later some across one of eleven treasure maps spread throughout the land. Each of them can lead you to a treasure full of valuable items. What's interesting is that the corresponding chests appear only after you find a proper map, therefore you can't just head out to find one.
As finding all the maps can be very problematic, I've described their locations, also pointing to places where you can find the treasures themselves. This isn't necessarily a quest (it doesn't appear in the journal, J button), though it's quite interesting nevertheless.
South-east of Helgen, at the bottom of the mountains, you can find Fort Neugrad. The bandits inhabiting it are no different than all the other roaming Skyrim, with standard weapons and skill. The interesting thing about them is the treasure map. You can find it on the roof of the main building which you can access by previously slashing through the enemies. In order to reach the top, you need to enter the building and afterwards go up the ladder. The map is in the chest (screen below).
The sketch on the map clearly points that the treasure is nearby the fort, behind the lake. Note that the top of the map isn't north, but east - it should make your search easier.
Head out of the fort, follow the path round the lake and go up the mountain. Between three rocks on one of the slopes you should find the treasure chest (screen below).
You can find the first map at the very beginning of the adventure. It's in the inventory of one of the bandits from the camp south of the first Guardian Stones that you come across (location pointed by the cursor on the screen below).
Kill the bandits and take the map from one of them. The drawing on it will points to the location beside Riverwood, north-west of a small island in the middle of the river (screen below).
There, at the bottom of the mountains, inside a tree trunk you will find the chest (screen above).
South-east of Winterhold, between snowy wilderness, you should find the Journeyman's Nook. Head inside, defeat the bandit living there and afterwards take a look inside the bag beside the campfire (screen below). The treasure map is inside.
The drawing will point to two towers rising above the water - the treasure should be on the ground, beside one of them. There's only one such location in the whole of Skyrim - Valtheim Towers found east of Whiterun (screen below).
Approach the area guarded by bandits and take a look at the towers from the waterfall's side. At the bottom of the left tower there's a chest with lots of random, powerful items.
Killing the bandits isn't obligatory - if you want, you can just take the valuables and retreat from the dangerous location.
South-west of Windhelm you will find the Riverside Shack. Approach it and you will be attacked by a sabretooth tiger who has eaten the shack's owner. Kill the beast and find the next map in the corner of the room.
The drawing on the map points to Solitude Lighthouse. Head there and find the chest between rocks. It's beside the seashore, north-east of the lighthouse.
The fourth map can be found at Redoran's Retreat, north-west of Whiterun. Enter the cave and expect some Bandit resistance. They're best taken care of silently (fighting them all at once might prove quite difficult). After dealing with all of them, take a look into the chest in the corner of the cave, beside the campfire (screen below).
The map will point you to the treasure location. It can be found south of Whiterun, between the mountain peaks. Approach the mill of Pelagia Farm and climb the hill to the location marked on the sketch.
The next map can be found in the hermit's chest in Angi's Cabin, south of Falkreath. You can reach it directly from the city - the mountains can't be passed. Therefore you should head west to Darklight Tower and afterwards along the path to the cabin.
What's interesting, the owner is a very skilled archer and can teach you a lot (and for free!). Use this chance to increase your archery skills.
The map from Angi's Cabin points to Lost Valley Redoubt found south of Rorikstead. You don't need to enter the Redoubt itself (a whole army of Forsworn awaits there), as the treasure is beneath it, right behind the waterfall (screen above).
In order to reach the next map, you will need to head to the very middle of Skyrim. On the top of the fill nearby the Volunruud crypt, there's a body of a wood elf by which you can find the drawing. The woman is north-west of the catacombs, exactly as seen in the screenshot below.
From the map, you will learn that the treasure can be found in Korvanjund, north-east of Whiterun. Head there, kill all the Bandits who stand on your way and afterwards collect the treasure from the chest by the tree (screen below).
Slightly east of Windhelm, right behind the farms, you should find the ruined Traitor's Post. Kill all the Bandits inside and find the treasure map in one of the chests.
Head to the Gallows Rock, south-west of Windhelm - that's where the treasure has been hidden. Defeat the Bandits lurking there and afterwards taken the valuables from the chest found below the rock with the gallows.
The next map can be found beside the body of a hunter, east of Winterhold. The man has been killed by Horkers living by the coast. The exact location of the body can be seen in the screen below.
Read the map and head to Dragon Bridge - if you haven't been there and therefore can't use fast travel, keep heading west of Solitude and eventually you will reach it. Right before the bridge, between three trees, there's a bag with a key to the treasure chest. You will have to dive to reach it, as it's at the bottom of the lake east of the bridge.
Of course if you don't want to look for the bag, you can ignore it completely and open the chest with picklocks. The lock is however very difficult (master level), so you will probably have to spend some time with it.
A bit to the west of the Abandoned Prison, right beside the waterfall, there used to be Lucky Lorenz's Shack (not marked on the map). Currently it's all but ruins, destroyed by a falling tree. The owner can be found dead in the water. Search his body to find the treasure map.
The map shows the Riften bridge and a waterfall, behind which the treasure should be. The location can be found right beside Broken Helm Hollow, behind a wall of water.
The last map can be found at the Stony Creek Cave, at the very east of the region, south-west from Windhelm. Enter the cave and read the alchemist working for the Bandits. In his inventory you will find the items you're looking for.
The map points to Lady Stone, found on a small island in the middle of the lake south-west of Whiterun. The treasure chest can be found underwater, at the very bottom, somewhere between the Stone and Ilinalta's Deep.
Collecting dragon priests masks is one of the most interesting adventures in Skyrim. The masks have very powerful magical properties (they're one of the most powerful items in the game) and finding them isn't easy - therefore on the following pages you will find the description of location in which you should look for them and their properties. Keep in mind that obtaining each mask is connected with defeating its owner - a Dragon Priest - who's a very demanding enemy. It's however well worth it, especially if you want to create an unmatched hero.
Does collecting all the masks give you anything? Of course! Apart from them you can also receive a special "supermask", if only you bring all of them to the Labyrinthian. Inside the round building in the middle of the keep you will find a dragon altar with a skeleton lying at its bottom. Take a closer look at the body and you will note a Wooden Mask beside it. If you put it on while inside the building, you will be transported to its alternative, mystical form. Here, if you put all eight masks onto the dragon statue, it will open its mouth and grant you access to the last, Konahrik mask. Even though it doesn't give any positive effects itself, it can save your skin in critical situations. For example, if your health level drops to a dangerous level, you will be healed and the enemies pushed away. Additionally there's a chance that you will be surrounded by a cloak of fire and even - though very rarely - a Dragon Priest will appear for a short while and fight on your side. Therefore there's nothing better than this mask if you're pushed to the wall.
There's isn't a fixed order in which you have to hunt the Dragon Priests - here, I've sorted them alphabetically. Most of them guard various Nord catacombs and not all of them can be reached at once. It's definitely a quest intended for experienced characters who have completed most of the other quests. For example, in order to reach two of the Priests, you need to finish the story mode and learn the history of the College of Winterhold. I'd also recommend checking out the walkthrough of Evil In Waiting, Siege On The Dragon Cult and A Scroll For Anska, as they are related to locations occupied by the Dragon Priests.
As you travel to the south-west part of Skyrim, visit Valthume, where Hevnoraak is hiding. In order to reach him, you will need to complete the side quest Evil In Waiting, therefore unlocking access to the catacombs. After completing it, you will be able to move to fighting the Priest. His specialty is summoning Storm Atronachs, very dangerous at direct combat. Luckily defeating them isn't obligatory - as soon as you kill Hevnoraak, all the monsters will immediately disappear. Therefore you should focus your attacks on him and don't let the Atronachs approach you.
Hevnoraak Mask: immune to disease and poison.
Krosis can be found at the top of the mountain beside Shearpoint. As you approach the Word Wall, the Priest will jump out of his coffin and start attacking you. Fighting him is quite problematic, as there are no barriers limiting his movements and therefore he can fly throughout the whole area and shoot fireballs at you. It's a good idea to come with followers and use that to split his attention. As the Priest's only weapon is fire, you should protect yourself with proper potions.
Krosis Mask: +20% to Lockpicking, Archery and Alchemy.
You can come across Morokei as you're completing the College of Winterhold quest titled Staff of Magnus. The Priest inhabits the Labyrinthian - the same to which you should bring all eight masks. He's at the very end of the underground structure which you can reach after dealing with lots of undead. Throughout the fight you need to be very careful, as he's capable of using very powerful ranged attacks (lightning) and some defensive spells (surrounding with a chain of lightning and increasing the armour class). Luckily the Priest isn't well prepared to fight thieves, so characters capable of sneaking and using a bow won't have problems with him. If your hero doesn't have such skills, stock up on proper potions (especially against lighting) and try to kill him in a more conventional way. Werewolves have an advantage here because of their powerful attack - think about transforming.
Morokei Mask: Magicka regenerates 100% faster.
As you're completing The World-Eater's Eyrie from the main story quests, you will reach a location known as Skuldafn. It can be reached only during this one mission and returning there afterwards is impossible. As you're exploring the dungeon, you will come across two Dragons and a Dragon Priest in the last room. Take care of the lizards in the first place - they're easier to defeat than their master. After dealing with them, you can move to fighting the Priest. You should especially look out for his magic attacks (lighting and fireballs) and the Atronachs that he can summon. What's interesting, the fight can be made easier by stopping the Priest from taking the staff from the pedestal - without the weapons, he's a very weak enemy.
Nahkriin Mask: +50 Magicka, and Destruction and Restoration spells cost 20% less.
North-east of Markarth there are the Nordic ruins of Ragnvald inside which the Dragon Priest Otar dwells. The mage specializes in summoning Storm Atronachs and surrounding himself with a barrier of lightning. Each warrior willing to fight him should most of all protect himself from lightning (potions increasing shock damage will come in handy most). Thieves have an easier time here, as they can approach the enemy from behind and stick a dagger into his back (using Assassin's Blade you can deal 15x the normal damage). If both solutions seem inappropriate for you, you can always run from Otar to the corridor with the blades trap - the enemy will die there instantly. You can also light the orange substance found in one o the rooms to burn the Priest alive.
Otar Mask: 30% to fire, frost and shock resistance.
As you reach the catacombs of Forelhost at the top of the mountain rising above Riften, you will be stopped by a soldier and given the Siege On The Dragon Cult side quest. During it you will not only visit the catacombs, but also fight Rahgot - another one of the Dragon Priests. He mainly uses offensive fire spells and doesn't have strong defensive skills. The easiest way of fighting him is sucking out his magicka with lightning spells or an enchanted or poisoned weapon (a sword with magicka poison is particularly effective). You also shouldn't use offensive spells against the enemy - they won't deal high damage.
Rahgot Mask: Increases your stamina by 70 points.
Between Solitude and Dawnstar there's a dungeon known as the High Gate Ruins - the next Dragon Priest lurks there. As you enter the catacombs, you will come across a woman named Anska who will give you A Scroll For Anska side quest. Cross the catacombs with her, defeat the Draugrs that you come across and in the end fight with Vokun who awaits you at the end. The fight is made easier by the fact that the Priest will have to focus on you and Anska, therefore making it easy to approach him from behind and stab to death mercilessly. Most of his attacks are based on fire, so drinking some potions giving resistance to this element is highly recommended.
Vokun Mask: Conjuration, Illusion and Alteration spells cost 20% less magicka to cast.
Volsung can be found in the Nordic ruins of Volskygge, far to the west of Solitude (screen above). The Dragon Priest awaits you at the very end of the dungeon, inside a large coffin beside the Word Wall. His main weapon are ice-based spells, so protect yourself with proper potions. During the fight you will need to use the environmental advantage - if you climb high enough (e.g. onto the head of the dragon sculpture), you will be able to attack the enemy from a safe distance.
Volsung Mask: Prices are 20% better, Carry 20 points more, and can breathe underwater.
As you're around Riften, visit the city harbour. Apart from a couple guards and dock workers, you will also come across a certain Argonian - From Deepest Fathoms. Approach her and the frightened woman will ask you for help in a certain case. She apparently has stolen a cursed item - the Lexicon. Nightmares will keep tormenting her until she gets rid of it.
If you agree to take on this mission, you will receive a task of reaching Avanchnzel and taking the Lexicon there. The dwarven keep is well guarded by Automatons, so you should equip your best weapon and stock up on potions.
The dwarven keep can be found west of Riften, at the bottom of the mountain (screen below). It's best to get there from the Orc camp of Lorgashbur, though if you haven't yet been there, you can start at Riften and go round the lake.
After reaching the bottom of the mountain, keep going up the slope and afterwards follow the dwarven path. Soon enough you should reach the keep entrance (screen above). After getting inside, you will witness the ghosts of the previous treasure seekers - apparently the keep became their eternal prison. What's interesting, one of the ghosts is From-Deepest-Fathoms, from whom you received this quest. Has her soul been trapped here and her body left to roam Skyrim?
Keep following the path made by the ghosts, going forward all the time (don't turn left at the first intersection - it's the way back). On your way you will come across a couple Dwarven Spiders and Dwarven Spheres - try to eliminating them from a distance, as they are rather problematic in direct combat (the spiders explode after dying). Keep going onwards, fighting enemies on your way and eventually you will reach the Avanchnzel Animoncultory.
Defeat another Spider and Sphere inside and turn left. Two ghosts will appear and try to open the door, though none of them has the required skills. If you're good at lockpicking, you can enter the room and collect the treasures found inside.
As you explore the further part of the dungeon, you will reach a thieves camp where you will once again see the spirits of the thieves. Apparently one of them wanted to back out, but the others talked him into continuing. You also shouldn't back out. Look out for the door on the fight side of the corridor (screen above), as it's protected with a trap - run straight into the room after opening the it. Inside the small room you will find lots of treasures and the Racial Phylogeny skillbook which will boost your Restoration.
Head out of the room and turn right, where you will come across a Dwemer storage room. On the desk on the left you will find some precious stones, which are however guarded by a Dwarven Spider. Defeat it and move onwards, fighting with more Spiders and Spheres and clearing the rooms from whatever you consider useful. Afterwards enter the room where two Centurions are lying on the assembly table. Use the fact that you're on higher ground and kill all the Dwarven Spiders below. Afterwards head down onto the lower level. Luckily the Centurions weren't finished, so you can roam the room freely - use this chance to steal everything that's possible. Afterwards head out of the room using the passage on the left and go pass one of the thieves' body. Watch another conversation and enter Avanchnzel Boilery.
Cross the room and kill the Dwarven Sphere that will cross your way. Afterwards move to the room with a trap (screen above). As the deadly blade is moving back and forth through the room, you need to move between the horizontal obstacles so that it doesn't hit you. If you're fast enough, you should quickly get to the lower level, where the body of yet another adventurer lies.
Eventually you should reach a room in which the last of the thieves died (of course not counting From-Deepest-Fathoms). Above her body you will find an inactive centurion and a second one, this time fully operable, who you will need to fight. Throughout the battle, try to keep the enemy at distance and shoot at him - he's rather slow, so you should be able to do it. Defeat it and afterwards search its body, the body of his friend and the thief. Put the Lexicon onto the pedestal in the middle of the room. The quest will come to an end and you will have to get out of the dungeon.
Head out of the room using the passage behind the Lexicon altar and unlock the door. You will return to the main part of Avanchnzel, to the corridor which you ignored previously. Kill the Spider and Sphere and head out of the dungeon. You can do it by heading through the Balcony (corridor on the right) or following the path you used to get here (path on the left). Regardless of which you choose, you will quickly return to the surface.
In return for completing the quest you receive the very useful Ancient Knowledge, thanks to which your Blacksmithing increases 15% faster and any Dwarven armor you wear is made 25% stronger. Apparently the Lexicon creators know how to reward assistance.
This quest will become active after three days pass after you finish The White Phial and The Throat of the World (main story). As you visit one of the main cities of Skyrim, you will be stopped by a courier with a letter from Quintus Navale - alchemy apprentice from Windhelm. As you learn from its content, the young man has been rearing some books regarding the White Phial during his master's convalescence and found a way of fixing it. You should quickly head there and help him in this task.
Head to Windhelm and enter The White Phial shop (south-west part of town). Inside you will be greeted by the young alchemist who will tell you of his discovery. Apparently there is a way of repairing the phial that you brought him previously. It's however now easy - in order to restore the artifact, you will need three rare ingredients. That however shouldn't be too much of a challenge for an adventurer like yourself.
The first ingredient is the Unmelting Snow, found only at the Throat of the World. The second one is the Mammoth Tusk Powder - problematic, as only Giants know how to obtain it. The third and last of the ingredients it the Forsworn Heart - apparently you will have to teat one out of a Forsworn.
The Unmelting Snow can be obtained very easily. Head to the Throat of the World using fast travel - you have already visited it during the main quests, so it won't be a problem for you. Pass by Paarthurnax (or his body) and head left - exactly where the arrow on the map shows you. Gather some Snow from the snow-drift at the top of the mountain. That's all - you can move to the other ingredients.
In order to obtain the Mammoth Tusk Powder, you will need to head to one of the Giants camps and steal it from them. For that, head to Stonehill Bluff (screen above), found north of Whiterun. You can get there in two ways - through the western canyon (which however will mean an unavoidable confrontation) or through the mountains. The southern slope isn't too steep, so you should climb it and afterwards sneak into the camp (screen below). If you're quiet enough, you might not be noticed at all, which will let you avoid unnecessary commotion.
The Mammoth Tusk Powder can be found in the bowl in the middle of the camp, beside a large campfire. Take what you need and run from the location. Fighting multiple Giants isn't a good idea (especially that they can surround you easily).
If you haven't obtained a Forsworn Heart up until now, you will need to head out for one now. The marker on the map will suggest that you can find one at the Red Eagle Redoubt (screen below) - in reality it's a very inconvenient and dangerous path. The whole underground part of the Redoubt is swarming with Forsworn, so crossing the caves would cost you much time and effort. You however don't have to head into the caves at all - the Forsworn leader can be met at the Sundered Towers during the day, to where the Redobut caves lead either way. If you don't want to waste time on slashing through the enemies, you will can completely ignore them and head straight to their leader.
Regardless of which path you choose, you should start at Rorikstead or any other nearby location. Heading north-west, you should soon reach Red Eagle Redoubt. You can of course head inside if you want (the dungeon is very linear, so you won't get lost), though it's better to climb the slope and follow the stairs to the Sundered Towers (screen below).
After reaching the destination, get ready to fight a big group of Forsworn, including one capable of using magic. They aren't very resistant enemies - their armours are weak enough that they won't withstand even a couple weak hits, not mentioning magic. Therefore you should break through the camp without any problems, leaving only dead bodies behind. Eventually you will reach a stone hill above the camp, where you will find the Forsworn Briarheart (screen below). Kill him any way you like and take the item you came here for.
As you have all three items required to repair the phial, you can return to Quintus Navale at Windhelm.
Open the world map and head to Windhelm using fast travel. Afterwards enter The White Phial and tell Quintus that you were able to complete the mission. The young man will take the ingredients from you to repair the ancient artifact. As he manages to complete the ritual, he will run to his master - Nurellion.
Follow the boy upstairs and you will see him showing the elderly elf the item that he dreamed about his whole life. Unfortunately he won't have too much time enjoy it, as he will die soon afterwards. Quintus will therefore take over the business and give you the White Phial. Before heading out of the shop, you can ask the alchemist to enchant the Phial so that it fills up with a chosen substance. The Phial will fill itself once every day.
Notice! This quest is available only after completing The Forsworn Conspiracy side quest!
As you get arrested by Markarth guards, you will be taken to the Cidhna Mine, from where no one has yet ran away. You will lose all of your inventory and be thrown into a cell. The first person you come across will be Urzoga gra-Shugurz, a prison guard. She will inform you that you will leave this place after you make up for your sins - which probably means never.
After you listen to what the guard has to say, you will let into the mine. Find Uraccen - a prisoner sitting beside a fire in the large cave beneath you. He will tell you that none of the prisoners has the right to speak to Madanach and reaching him is nearly impossible, as he's guarded by a giant Orc - Borkul the Beast. Keep talking with the emaciated man and you will learn that the prison currency is skooma - a rare alcohol adored by the Khajiits. Ask about the "Shiv" and you will learn that such a weapon can be obtained from Grisvar, who is sure to demand some kind of payment in return. Obtaining it isn't necessary, though it can certainly come in handy (mini-quest Miscellaneous: Talk to Grisvar about getting a Shiv).
Notice! This mission is optional and doesn't appear under No-one Escapes Cidhna Mine, but in Miscellaneous.
Having learned from Uraccen or Borkul that Grisvar has some Shivs, you can head to him and ask for one for yourself. The man can be found in the corridor on the right side of the cave, where he will be sitting beside a brazier. Speak to him to learn that he will give you a Shiv in return for some Skooma. Duach, who's working on the opposite side of the mine, has it.
This way you will unlock another objective - Miscellaneous: Obtain the Skooma for Grisvar.
Notice! This mission is optional and doesn't appear under No-one Escapes Cidhna Mine, but in Miscellaneous.
Duach, the prisoner in possession of the rare alcohol, can be found in the corridor on the left side of the cave. Head to him and ask about Skooma. The man won't be delighted by the fact that this information is so widely known and will tell you to leave. At this moment you can use persuasion or just beat him until he faints and take the goods.
Regardless of which option you choose, you will eventually obtain the Skooma requested by Grisvar. You should now give it to him (mini-quest Miscellaneous: Bring Grisvar the Skooma).
Notice! This mission is optional and doesn't appear under No-one Escapes Cidhna Mine, but in Miscellaneous.
After obtaining the Skooma from Duach, you can hand it over to Grisvar. Remember not to drink it before giving it to the man, otherwise you will fail the mission!
Give Grisvar the alcohol and you will receive the Shiv - a weapon used by the prisoners of Cidhna Mine - in return. Bring it to Borkul, who's guarding Madanach's cell. Give him the item and you will be able to head inside.
After speaking with Uraccen, approach Borkul and speak to him. The powerful Orc won't let you enter Madanach's cell until you bring him the Shiv (see - Miscellaneous: Talk to Grisvar about getting a Shiv). If you don't want to complete the prisoners' requests, you can find an alternative way of reaching the King in Rags. Nothing stands in the way of stealing the key to Madanach's cell from Borkul, challenging him for a fight or convincing him with high Speech.
Regardless of which option you choose, you will eventually reach the man you're looking for.
As you get pass by Borkul and into Madanach's cell, you will see him sitting by his desk and writing a letter. At this point you must make a choice that will widely influence your and Markarth's future. If you listen to what the grey-haired man has to say and complete his assignments, you will favour the Forsworn. If on the other hand you plan on killing him, that will mean that you support the Nords and want to help them dwell suppress the rebels.
If you choose the Forsworn path, skip to Hear Braig's story.
If you prefer the Nords, skip to Kill Madanach.
Head out of Madanach's cell and go to the left corridor of the mine - the same in which you previously could meet with Grisvar. At the very end of the tunnel you will find Braig, most probably sitting on the ground or digging in search of ore. Speak to him and you will learn the tragic history of his daughter and how he ended up at the Cidhna Mine. From what you hear it will clearly seem that the Nords don't know any mercy and treat them like garbage. Afterwards you can head back to Madanach.
Report to the King in Rags and you will learn that the rebel has a plan of escaping the prison. It's been far too long that he dwells here, while his companions suffer on the surface. If you manage to prove your loyalty to him, he will let you go with him.
In order to gain Madanach's trust, you will have to kill Grisvar the Unlucky. His name fits perfectly - he's not guilty of anything and will only serve as a way of proving your loyalty. In the end he will give you a Shiv - you can use it either on him or Grisvar. Remember that you can still back out of supporting the rebels - you just need to kill Madanach.
You can take care of Grisvar in one of two ways. If you tell him that Madanach is sending his regards, the desperate miner will jump at you and try to run away. You can catch him and kill him in this case. The second solution is cruel as well: you can sneak up to him from behind and kill without saying a word.
After killing him, you can return to Madanach. He has recognized your loyalty, so you can join the Forsworn rebel in the mine.
Return to the King in Rags. He will be happy that you have completed the mission and will tell you to follow him. Inside the cave in the middle of the mine, all the prisoners intrigued by what you have done to Grisvar have gathered. Undiscouraged Madanach will explain that he has found a tunnel inside his cell, leading into dwarven ruins and further to Markarth. The prisoners will grab their weapons and follow the leader into the Dwemer catacombs. You have to be among them.
Follow the prisoners, and you will have to deal with a couple Frostbite Spiders and Dwarven Spheres. You don't have to worry however - you will defeat them thanks to numerical superiority and Madanach's spells. As you reach the gates of Markarth, you will meet a woman who will give you back your equipment and also a Forsworn armor. At this points all that's left is to leave the ruins and fight with the Nords awaiting outside.
The decisive battle begins now. The Forsworn who escaped the Cidhna Mine will have no mercy for the Nords of Markarth. During the massacre that will spread through the street, all city guards and Thonar Silver-Blood will die. Afterwards the refugees will run from the city and settle at Druadach Redobut. It's the only place in Skyrim where Forsworn will greet you with open hands.
If you decide to attack the King in Rags, it will mean supporting the Nords. Fighting the old man isn't easy, as he can use a couple nasty spells (you're in a bad position if you're not playing as a mage). In order to make up for it, equip a weapon - either two pickaxes or the Shiv (Talk to Grisvar about getting a Shiv). The fight will be much easier if you can use a weapon.
Don't let Madanach run from his cell and alert the other prisoners - otherwise they will support him and massacre you. If you manage to finish him off silently, search his body and take everything you find beside him.
After killing the King in Rags, you have no other choice but to run from the prison, as the other prisoners are in fact Forsworn, who won't be happy about the death of their leader. That's why you should quickly search his body and take his Key and Note.
From the note left by Madanach you will learn that he was planning to run from the prison and the key that you have found leads to an ancient tunnel leading straight to Markarth. All that's left now is leaving the unfriendly caves.
Be very cautious after reaching the dwarven structure. You will have to face a couple Frostbite Spiders, with your only weapon being pickaxes or the Shiv. If you want to avoid fighting them, you can try to quietly sneak past.
A much greater challenge awaits you in the further part of the ruins. The large room is guarded by Dwemer Spheres, or even a Centurion if you're playing a high-level character! You definitely shouldn't try fighting them - they're very powerful and you don't have the proper equipment. Therefore it would be best to quietly sneak past them, therefore avoiding detection (screen above).
After dealing with all the difficulties, you can return to daylight. There, between the towers of Markarth, you will be greeted by Thonar himself - the same who had thrown you into the jail. Curiously, this time he won't try to kill you or throw you back to prison, but congratulate on killing Madanach and tell you that he grants you a pardon. You will regain all of your equipment and additionally receive the Silver-Blood Family Ring, strongly amplifying your Blacksmithing. At this point the mission ends - you're free.
Notice! This mission is available only for non-Orcs!
In order to receive this mission, you need to reach one of the Orc camps throughout Skyrim. The Orcs aren't very fond of strangers, so they try to isolate themselves. Their camps can be found on mountain slopes, by the borders of the land. Their locations have been marked on the map below.
Markings on the map: 1 - Dushnikh Yal; 2 - Mor Khazgul; 3 - Narzulbur; 4 - Largashbur.As you enter any of the camps, you will be stopped by a guard. As long as you stay polite, you won't get attacked. Ask how you can get inside and you will receive the mission of finding The Forgemaster's Fingers. The artifact can be found in a randomly chosen location - prepare for a short fight with a group of enemies. The item can be found inside a chest.
After you bring the Fingers to the quest giver, you will be able to enter any of the Orc camps and use the services available inside (trading, training, crafting). From now on the Orcs will consider you a blood brother.
Note that there's no leader in Largashbur, therefore you can't unlock this quest there. You can however receive the Daedric quest The Cursed Tribe.
Notice! This quest doesn't appear in the journal!
Five insect jars can be found throughout Skyrim. Finding all of them can be quite difficult, but the satisfaction of putting them onto the shelf in your house is well worth it. Do note that collecting the insects isn't a quest - you won't receive any prize, apart from the fun of collecting.
A list of all the jars and their locations:
Alchemist's Shack - Butterfly. Enter the small house at the bottom of the hill (an area adjoining Riften) and find the jar with a beautiful butterfly on one of the shelves.
Goldenglow Estate - Bee. You will reach this location during the Thieves Guild quest Loud and Clear. The jar can be found at Aringoth's room, on the upper floor.
Dushnikh Yal - Dragonfly. The jar can be found at the Orc leader's Longhouse. In order to reach it without bloodshed, you will need to complete The Forgemaster's Fingers. Inside the building, find the basement entrance (a small hatch in the bedroom) and locate the jar below the stairs.
Frostflow Lighthouse - Torchbug. Head out of Winterhold and go west. On one of the mountain tops you should see a high tower - the Lighthouse. Head inside and beside the massacred body, on a fireplace, you will find the jar.
Duskglow Crevice - Moth. The last of the jars can be found inside Nordic ruins swarming with Falmers, inside the room before the final boss fight, on a shelf opposite to the vertical sarcophagus.
If you have completed the Dragon Rising main quest, upon heading Whiterun you should come across a couple Redguards wanting to get inside the city. The guards won't be willing to let them in, so the Nomads will have to turn back. Speak to them to learn that their clan (Alik'r) is searching for a Redguard woman who hiding inside the city.
The men won't want to explain why exactly they're looking for their countrywoman, but will offer a big prize for help. If you lack gold, you can consider accepting their offer.
The Redguard woman can be found at The Bannered Mare inn, in the middle of Whiterun. Head inside, turn left and enter the small room where a woman named Saadia is sitting. Tell her that someone is looking for her. She will be very worried and ask you to follow her.
Follow Saadia onto the upper floor of the inn. As you enter the woman's room, she will take out a knife and start threatening you. Don't attack her - it's more of an act of desperation than real danger. Speak to her to learn that the Alik'rs are looking for her because she opposes the Aldmeri Dominion. If they catch her, they will take her to Hammerfel in shackles and kill her there. The desperate woman will ask you not to tell the Redguards where she's at - it would be catastrophic for her.
You can complete this mission in two ways. If you believe Saadia, skip to Talk to the Alik'r Prisoner. If you prefer to side with the Redguards, skip to Inform the Alik'r of Saadia's location. You won't find any hints pointing to which side is telling the truth - you need to trust your intuition.
Head to Dragonsreach and go to the dungeon. Inside one of the cells you will find a Redguard walking across the room. Ask him to tell you the whereabouts of Kematu (Alik'r leader) and he will tell you that he can revel it to you in return for getting him out of the prison. For that, you should find 100 gold in your pocket and pay it to one of the guards as a fine for the man.
After completing the formalities, return to the prisoner. He will give you a location where Kematu is hiding and warn you that heading there is an obvious suicide. All the Mercenaries will attack you as soon as you set foot on their terrain. You need to make preparations for that.
You can find your enemy at the Swindler's Den, west of Whiterun and east of Rorikstead. Head inside and be ready to fight - the cave is swarming with Redguards who will attack you without any hesitation. Fight your way through them or avoid by sneaking and enter the room with a waterfall (look out for the snares!). As you reach the "throne room", Kematu will ask you to put down your weapon. You have already proved your skills.
Approach the Alik'r leader and speak to him. Tell him that Saadia has sent you to kill him and he will laugh at you. The woman has ran away from them multiple times by using suckers like you. In her country, Hammerfell, she is sentenced treason and the Alik'r role is not to kill her, but bring her to fair judgement. If Kematu has convinced you, you can change your decision and join the mercenaries - is such case, skip to Lead Saadia to the Whiterun Stables.
If the man's word didn't make a lasting impression on you, you can tell him that you still intend to kill him. You better move to action right afterwards, as you will have to fight seven Redguards. Try entering the corner of the cave, so that the enemies have to approach you one at a time - it should make the fight much easier. After defeating all of them, head out of the cave and return to Saadia.
After dealing with the Redguards at the Swindler's Den, you can return to Whiterun and tell Saadia that she doesn't have to worry about the mercenaries chasing her anymore. The woman will give you a reward of 500 gold and the plot will end. If you would like to meet with the beautiful woman in the future, you can always find her at The Bannered Mare inn, where she works. She's sure to welcome you warmly.
Alik'rs who are looking for Saadia can be found in Rorikstead, at The Bannered Mare inn. Tell them where the woman is and they will state that they can't seize her here, as it would cause too much commotion in the city. Therefore you will need to help them by leading the woman into the stables - they will wait there and arrest her.
Return to Whiterun and tell Saadia that the Redguards are on her trail. The woman will start panicking. You should tell her that you have prepared an escape plan for her and that a horse awaits her in the stables, thanks to which she can run from Skyrim. The woman will immediately believe you and follow you. Head to the stables beside the city - the Alik'r will be already waiting there and catch the woman. With Saadia in their hands, they will give you an appropriate reward.
The woman will surely undergo a trial for her treason - you have probably contributed to her death. It's hard to say if justified. The quest ends.
Notice! This quest is connected with Dragon Priests Masks, so it's best to complete it while obtaining one of the eight masks needed for the collection.
Open the world map and head to the ruins of Valthume, located in the western part of Skyrim (screen above). if you haven't yet discovered that area, it's best to begin at Markarth and head east while staying on the main road. After reaching the destination, find a door leading to Valthume and speak with the ghost of Valdar. The ghost will warn you of the evil lurking in this place, connected with the Dragon Priest Hevnoraak. In the further part of the conversation you will learn of the possibility of defeating him, though it will need some preparations. The first thing you need to do is obtain three magic Vessels.
Use the passage unlocked after speaking with Valdar, heading south. Soon you should reach a large gate and you need to open it to reach the main part of Valthume. Head onwards, choosing the narrow southern passage (screen above). Look for traps on your way (you can use some of them for your advantage) and be ready to fight Draugrs often. Unfortunately in most cases they will be the stronger types, i.e. Draugr Wights, Draugr Scourges and Draugr Deathlords. Adapt your tactic depending on whether you're fighting a warrior, archer or mage.
After reaching a bigger room you will have a chance to look around a bit, fighting some more Draugrs and Spiders, or use the southern passage at once (screen above). Look out for the lanterns hanging by the ceiling, as they can cause flames to appear in the nearby corridors upon contact with the ground. You can of course use this against the monsters, though look out not to hurt yourself while you're at it.
After crossing the narrow corridors, use the handle on the eastern wall to reach the room with the first vessel (screen above). Unfortunately it's guarded by a Draugr Deathlord, so you will have to defeat him first. After the fight, take the Vessel. Return to the main corridor and head further south. Inside the next big room awaits you a hard fight with Draugrs. It's worth to quickly eliminate those of them who can use magic. Afterwards dead east to find a passage to the Valthume Catacombs.
Head inside the big catacombs room. You will be attacked by a Giant Frostbite Spider, who you can kill in direct combat or by attacking him from the upper balconies. With the area secured, head east and pull the chain to unlock a passage. You will now need to head through a series of narrow corridors. The second vessel is inside one of the western rooms (screen above) and in order to gain access to it you need to pull the chain located on the northern wall. Just like before, deal with the Draugr Deathlord and pick up the Vessel afterwards. Additionally I'd suggest disarming the traps to take out the Soul Gem.
Head out of the room and resume exploring the catacombs, choosing the southern corridor. Successively fight your way through the Draugrs, looking out for more hard to notice traps. You can gain access to the southern room by pulling the chain. Deal with another group of Draugrs, jump down and choose the corridor going west (screen above).
Soon enough you should reach a locked door. Here you will have to solve an easy and probably well-known puzzle. Start off by taking the Iron Claw from the pedestal (look out for the fire trap!) and watch it in the inventory to establish the proper order of the symbols. Start interacting with the door - the upper ring should show a dragon, the middle an eagle and the lower a howling wolf. The solution can be seen in the above screenshot and in the end you of course have to put the claw into the holes. Carefully enter the new room and fight a numerous group of Draugrs. Collect the last Vessel only after eliminating the undead.
BEFORE leaving this area, approach the Word Wall to learn a new Word of Power - Life, Aura Whisper. Only afterwards should you head towards the passage in the north-west part of the room (screen above), which you can unlock by pulling the chain. Return to the main part of the Valthume tomb and stop after reaching the biggest room with Valdar inside.
Speak to Valdar and you will learn of the true content of the vessels and the risks connected with the ritual itself. In accordance with the instruction received from the ghost, approach the Sconce (screen above) and empty all three Vessels into it. Afterwards interact with the throne to sit on it. Save your game while you're at it, as a boss fight awaits you.
Stand up when you see that Hevnoraak get out of his grave. Start fighting the Dragon Priest (screen above), who for obvious reasons will be a demanding enemy. I'd recommend increasing your lightning resistance and looking after your health level, aiming at killing Hevnoraak as fast as possible. Afterwards speak to Valdar, who will suggest taking Hevnoraak Mask as a prize for completing this quest. You should of course follow his idea, the more considering that the mask will be needed for another side missions.
Head to the town of Markarth found in the western part of Skyrim. You can activate this quest in two ways, i.e. by heading straight to the Temple of Dibella or by first completing a little errand. If you choose the latter option, look around Markath for Degaine (screen above). Depending on the time of day, he might be walking around town or staying inside one of the buildings (inter alia the Silver-Blood Inn). Speak to Degaine. He will tell you of a very precious statue found inside the temple and ask you to steal it, therefore unlocking a mini-quest Miscellaneous: Steal statue of Dibella.
Regardless of whether you decide to steal the statue or not, you need to head to the Temple of Dibella, located on a hill in the middle of Markarth. The entrance is accessible through stairs (screen above) and you shouldn't have problems with reaching it.
As you enter the temple, priestess Senna should tell you that the other sisters and speaking with Dibella and shouldn't be disturbed at this moment. Ignore this warning and approach the locked door leading to the Inner Sanctum (screen above). You can try picking the lock, though you will need to stay hidden and take into account that the lock is of very good quality. It's much better to steal the key from priestess Senna. Open the door to the Sanctum any way you like, go down the stairs onto the lower level and decide how you want to act.
If you plan on fulfilling Degaine's wish, you should crouch and turn left after approaching the room with the priestesses, choosing a weakly lit passage and therefore avoiding them. Head west and go inside the adjoining room, inside of which you will find the Statue of Dibella (screen above). Now return to the Inner Sanctum exit by following the same way, ignoring the priestesses that you pass by (you only have to avoid their leader, Hamal). Return to Degaine and give him the statue to receive gold in return. Head back to the Inner Sanctum to meet with Hamal, the primary quest giver.
If you don't want to steal the statue for Degaine, if you already stole it and took back to him or were caught red-handed, you will need to speak with sister Hamal in the Sanctum (screen above). Expect a very aggressive response if you're playing as a male character, as only women are allowed into the Sanctum. Regardless of your sex, Hamal won't be pleased by you breaking in. Don't use the aggressive dialogue options, as they would only lead to a fight with the sisters. Instead, agree to complete Hamal's mission which concerns finding and bringing to the temple the new Sybil of Dibella.
Head out of the Sanctum and afterwards from the Temple of Dibella. Open the world map and locate Karthwasten, which is your current destination (screen above). If you have visited that village already, it would be of course good to use fast travel. Otherwise, you will need to plan your journey and it's best to begin at Markarth and head north-east.
After reaching Karthwasten, find Enmon who during the day should be working by the entrance to the Fenn's Gulch Mine (screen above). Speak to the miner and you will learn that his daughter Fjorta, the newly chosen Sybil of Dibella, has been kidnapped by Forsworn. You can also agree to Enmon following you into their hideout, though don't hope that it will change the course of the quest in any way.
Open the world map and you should see that the Broken Redoubt Tower is east of Karthwasten (screen above). I'd recommend leaving the town following the path east and staying on it till the very end, crossing a small bridge over a river on your way.
After reaching the ruined keep (screen above), you should start by dealing with the Forsworn outside of it, especially looking out for the archers occupying the upper walls. After securing the area, use the Broken Redoubt Tower entrance marked by the game. Head to the first big room of the keep, in which you will have to eliminate some more Forsworn. Deal with all the enemies and use the southern stairs.
Choose the western corridor (screen above) and be ready for a relatively long journey, as you will be forced to go though pretty much the whole location. Look out for the trap activated by a pressure plate that you come across on your way and be ready to eliminate another group of Forsworn. Cross the oval room and head towards the passage leading east.
Keep heading east and be ready for more fights with Forsworn. Eventually you should reach the north-east part of the keep. Start climbing, using stairs twice (screen above). after reaching the top floor, find the door marked by the game. By opening it you will be able to reach the roof of the keep.
Head west and you will reach an entrance to the neighbouring tower. I'd recommend saving your game here, as you will have to fight a mini-boss in the form of a Forsworn Briarheart (screen above). Look out for his powerful spells, which you can either avoid or block, depending on your tactic of choice.
Fjotra is being held inside a cell which you can open with picklocks or by using the key taken from the corpse of the Forsworn Briarheart. Open the cell door and speak to the girl (screen above) to inform has that she has been chosen to be the new Sybil of Dibella. I'd recommend checking out the nearby chest before leaving this location to find a number of precious items.
Return onto the roof, open the world map and use fast travel to head back to Markarth. Once again enter the Temple of Dibella and the Inner Sanctum. Find Hamal and tell her of brining the girl. The priestess won't have any material prize for you, though she will let you receive a blessing. Return to the main room of the Temple of Dibella and interact with Dibella's altar (screen above). Apart from a standard blessing, you will also receive the Agent of Dibella, increasing your damage to the opposite sex.
Open the world map and head to the Darklight Tower found in the south-east part of Skyrim (screen above). If you haven't discovered it yet, it would be best to begin at the nearby town of Riften. After reaching the destination, enter the tower and find Illia inside one of the first rooms. She will tell you that the witches here and committing terrible deeds and that she doesn't want to be part of it anymore. Illia will ask you for help in killing her mother Silvia.
Note that after the conversation ends, Illia will join the party as an independent ally, so you don't have to give up on your current one. You also don't have to waste time on looking for the proper path, as Illia will automatically head towards the top of the tower. On your way you of course have to be ready for being attacked by Witches, Spiders, Skeevers and Trolls. Soon you should reach the nest of the first Hagraven (screen above), where you have to pull the left lever.
Defeating the Hagraven might prove rather difficult. Try to block its magic attacks and attack in direct combat if possible, so that it can't throw spells. Afterwards use the nearby door leading to the Darklight Chambers. The next stop on your to Silvia is the locked southern door (screen above). You can act in two ways here. The first option is picking the master-level lock. Alternatively, you can also head east and defeat the second Hagraven, this time accompanied by Hags. The Hagraven has the Darklight Tower Key.
Open the door however you like and head onwards, fighting some more enemies on your way. After reaching the highest level of the tower, listen out to Illia's plan, which assumes tricking her mother (screen above). You will need to simulate that you're the one who's going to be sacrificed, which will make it possible for Illia to execute a surprise attack.
Use the door leading onto the top of the tower. Approach Silvia and sit on the proper chair after receiving the instructions (screen above). Now you just need to wait for Illia to attack her mother. Silvia will either die at once, or you will have to finish her off. Afterwards speak to Illia, who will tell you that you can keep her mother's Staff of Hag's Wrath (you need to examine Silvia's body). Additionally you will be able to ask Illia to join your party ad a full-time member. Notice - before leaving this area, I'd suggest examining the altar, checking out the treasure chest and returning to all previously ignored rooms.
As you enter Markarth for the first time, you will witness a tradeswoman being murdered. The killer will be quickly caught by the guards and you will be approached by a man with a note that you seem to have lost. Check it out from the inventory's level to find an enigmatic invitation to the Shrine of Talos.
There's also an alternative way of starting this quest - if you're fast enough, you can save the woman from the murderer by killing him. She will give you a very precious amulet and you will receive the mysterious note anyway.
You shouldn't have problems with finding the shrine - it's in the very centre of the town, on one of the higher levels. Head inside to meet Eltrys - the one who gave you the note on the marketplace. Speak to him to learn that he's terrified by what's going on in the city. For dozens of years, mysterious and unpredictable murders have been a plague of Markarth. Eltrys' father also died in one of them.
As an outsider, you have more freedom in investigating the case. Your task is to solve the murders case and finding the culprits (Elthrys suspects the Forsworn). You should start off with the latest murder - the murdered woman's name was Margret, and her assassin's - Weylin. Learning more about them should be the first thing you do.
You can complete these two objectives in any order you like - they're connected strongly. Each time you manage to move the investigation further, you can return to Elthrys and give him a report. This way, you will receive a refund for the costs of investigation - 200 gold in return for each valuable information.
It's best to start off with Margret. If you managed to save her, you can find her at the marketplace or the Silver-Blood Inn, where she lives. Speak to her to receive some not very useful information which you shouldn't depend on too much. If she got killed at the beginning of this mission, you will have to head to the inn either way and speak to the innkeeper, Kleppr. He will tell you that the woman rented the best room for a whole month and paid in advance. Ask him if he has the key to receive a positive response, though he won't be too eager to give it to you. Of course in order to push the investigation further, you will need to reach the murdered woman's room. You can learn how to get the key from the Obtain the key to Margret's room section.
After you obtain the key or just break into the room, you should take a look around it. You can find some interesting items there, but by far the most important one can be found in the nightstand, namely Margret's Journal. Read it to make the whole situation a bit clearer (see: Read Margret's Journal).
If you decide to take care of Weylin first, you should head to The Warrens in Markarth, where the man used to sleep. Head there to meet Garvey, who manages this building (screen above). He will tell you that this place is a flophouse for the poor. Ask him about o Weylin to learn that he has lived here his whole life - Garvey has the key to his room. You can try to persuade him to give it back to you (Speech), bribe him, intimidate or even steal from him - the choice is all up to you. Even if you don't manage to obtain the key, you can break into Weylin's room and there, inside a chest, find his notes (see: Read Weylin's Note).
The item you're looking for can be found in a few ways. The most important role is of course played by the innkeeper Kleppr. If you have high Speech, you can try to persuade to give you the key, or alternatively bribe or intimidate him. If you're not satisfied with such solutions, you can always sneak up to him and try pickpocketing. It's however rather difficult, as there are many clients inside the inn.
If none of the attempts succeeds, you can always open the door to Margret's room by using a picklock and avoiding any problems connected with obtaining the key.
Open the journal to learn that the woman was an agent of General Tullius, who's role was to learn more about the Silver-Blood and their Cidhna Mine. Thonar Silver-Blood seemed especially interesting to her. Unfortunately the notes will state that Margret didn't do too well and that she fears about her life. You know the further turn of events.
It's obvious that you should now head to speak with Thonar Silver-Blood. I wouldn't suggest rushing with it, but taking care of Weylin first. If you speak with Thonar, your quest giver might have a very nasty accident and you won't receive your payment.
Head to The Treasury House in Markarth and speak with Rhiada, who's standing behind the counter. Ask her about Thonar to learn that he doesn't want any visitors. Traditionally, you can try bribery, intimidation or persuasion and if that's not enough, there's always the option of breaking into the man's room.
Regardless of how you reach Thonar, he won't be pleased with your visit. He will tell you to leave his house, threatening to call the guards otherwise. As you try to leave, quite unexpectedly a group of mage-assassins will rush into the house and kill Thonar's wife (screen above). Silence them and you will be able to question Thonar in return. He will tell you that he's commanding the Forsworn. Try asking him any additional questions and you will be asked to leave. Margret's plot ends here - you should now take care of Veylyn (if you haven't done it yet).
Open the note found in Veylin's room to find as short letter that the assassin received from a mysterious "N". From the brief instructions you will learn that his objective should be to put fear into the Nord hearts.
AT this point you should learn who the mysterious "N" is and speak to him about the assassination. It's important to meet with Elthrys before heading to the letter's author, as when you meet with him a nasty accident will happen to your quest giver and you won't be able to receive a prize from him.
Head out of The Warrens and you will be approached by Dryston who will start attacking you. You don't have any choice - you need to fight him. Remember not to use any weapon - that way you would only draw the guards' attention and receive a fine, which you would certainly rather avoid.
Knock out Dryston to learn that he was sent by a man named Nepos. He is the mysterious "N" who you're looking for. Quickly head to Elthrys - he has a prize for you, which you might not be able to collect later on.
Enter Nepos' house and you will be stopped by his housekeeper who will tell you to leave at once. As you're about to head out, you should hear the old man's voice, telling that he can find a moment to meet with you. Speak to him.
Without much delicacy, Nepos will reveal he's a Forsworn agent following the order of their King. Ask him why he's telling you all of this to learn that you're not going to get out of here alive anyway. You will have to choice but to kill the old man and his three servants - including one mage. Despite what it might seem like, it's not a difficult fight, as your opponents aren't too experienced. After defeating them, rob whatever you like from the dwelling, specially the Mystery of Talara, Book IV which can boost your Illusion.
Regardless of whether you spoke with Nepos, Thonar or both, the story will have the same finale. Head to the Shrine of Talos, where you usually met with Eltrys, to find his dead body surrounded by three city guards. They will tell you that's how everyone who dares to oppose the Forsworn ends. They plan the same faith for you.
You definitely shouldn't resist the guards - the whole of Markarth guard is connected with the conspiracy. Even if you manage to kill the enemies inside the Shrine of Talos, you can expect hostility from a few dozens of guards patrolling the streets. If you escape the city and return later on, you will still be considered a public enemy. There's also the problem of a large fine that you will have to pay in return for each guard you kill, making it far more painful. It's best to just go to prison - it's connected with another side quest, namely No-one Escapes Cidhna Mine.
Side quest unlocked: No-one Escapes Cidhna Mine
Notice! This quest is connected with the Dragon Priests Masks, so it's best to complete it while you're collecting one of the eight masks.
Open the world map and head to the south-east part of Skyrim, to Forelhost (screen above). if you haven't discovered it yet, it's best to begin your journey at the nearby Riften. After reaching the destination, you should see a camp set by Captain Valmir, with whom you should talk. He will tell you that he's a member of the Imperial Legion and ask you to retrieve the mask of the Dragon Priest who supposedly can be found here. He will also mention Skorm Snow-Strider's journal, which would be good to find as well.
Enter Forelhost Stronghold and be ready for a long and hard journey. At first you will have to mainly fight with ghosts of Cultists, who don't require any special strategy. Look out for the numerous and often dangerous traps which you should always try to avoid. Skorm Snow-Strider's journal can be found in the north-east part of the location, guarded by a couple ghosts (screen above). I'd of course recommend reading it beforehand.
Keep heading further, reaching the passage to Forelhost Crypt (screen above), where you will come across Draugrs for the first time. I'd suggest being very careful, as you will mainly come across their stronger kinds, like Draugr Wights and Draugr Scourges. Adapt your strategy depending on whether you're fighting a warrior, archer or mage.
Use the door leading to the crypt and explore the new location. Look out for more advanced traps, including swinging blades. Reaching the passage to Forelhost Refectory shouldn't take you too much time. There you will come across Draugrs more often than usually. Eventually you should reach a library in the northern part of the Refectory and take the Glass Claw from the pedestal (screen above). By doing so you will unlock the south-east passage.
Soon enough you should reach a locker door, where you will need to solve a puzzle resembling those which you have probably come across many times before. Watch the Claw from the inventory level and set the symbols in the same order. The upper ring needs to show a wolf, the middle an owl and the lower a snake. The full solution can be seen in the screen above. Use the claw on the door to unlock a passage to the chamber where the Dragon Priest dwells.
Start fighting Rahgot. Try to avoid his spells and don't let the Draugrs that are accompanying him to surround you. You should take care of them only after killing the Priest. Afterwards search his body to take the Forelhost Balcony Key and most of all Rahgot Mask (screen above)
Before leaving this area, be sure to check the treasure chest. Only afterwards use the newly gained key to open the door leading to Battlements and therefore to the surface. Head back to the entrance to Forelhost Stronghold and note that Valmir is trying to convince yet another character. Be ready, as they will soon both attack you (screen above). Start off by killing the Stormcloak Soldier and take care of Valmir afterwards, at best keeping him at distance. After the battle, you can search the imposter's body to find Valmir's orders and also look into the chest with his belongings.
As you travel through Skyrim, you might want to visit the south-west region of Riften. There, you should look for Froki's Shack. Finding it isn't easy, so check the map below.
Enter the dwelling and you should see lots of trophies, an old man and a child. Speak to Froki to learn that he believes in the old gods, who are now disrespected. As he's of old age, he would want to pass on their legacy to the younger generation. If you're nice to him, he will offer you to hunt three sacred ghosts: Skeever, Wolf and Mudcrab. By completing this mission, you are sure to learn a lot about hunting.
Before heading out of the shack, look around the bookshelves. Between lots of more or less useful items, you will find Vernaccus and Bourlor, a book which can boost your Archery.
All of your targets have been marked on the map (M), so you shouldn't have problems with finding them. The Guardian Skeever can be found at the Windward Ruins, south-west of Dawnstar - he's very weak and can be defeated with a single arrow (screen below).
It won't be much different with the Guardian Wolf. You can find him north-east of Falkreath, inside a cave before the lake. This enemy will fall fast as well - you don't even need to try too hard. The Guardian Mudcrab living south-east of Rorikstead is a bit more powerful. It will probably take not one, but two arrows to get rid of him (or alternatively, a couple hits).
After defeating all three beasts, you should return to Froki and collect your prize. The old man should be quite proud of you - after all, you completed his tasks without any problems.
Head back to the shack and tell Froki of your success. The old man won't be amazed and will order you to kill three more ghosts. Apparently the real challenge is still waiting for you - the first ones were merely a warm-up.
The locations of all the enemies have been marked on the map - just consult it and head to the marked destination. The Sabre Cat can be found south-east of Winterhold, beside Journeyman's Nook. It's best to climb the cliff and shoot the cat from above - it won't have anywhere to run and will die quickly (screen below).
The Guardian Mammoth can be met north of Whiterun - it pastures just like its living brothers. Unfortunately the large elephant didn't choose a good location - he's inside a syncline, with no fast escape route, perfect for an ambush (screen below). Nothing stands in the way of staying at the top of the slope and killing the beast from there - whether using arrows or spells. Physical contact with the mammoth isn't recommended - his attack is very powerful and can kill you in a matter of seconds.
The last beast can be found north-west of Falkreath, right beside the Twilight Sepulcher. The bear isn't any stronger than his living brothers, so fighting him won't be hard at all. Just be sure to attack him fast enough.
After defeating the three stronger ghosts, return to Froki and tell him of your achievement. He will praise and... give you yet another beast to kill. This time it's the Guardian Troll. It's properly strong, so be sure to equip yourself properly before heading out.
You can find your target between Whiterun and Valtheim Towers, inside Graywinter Watch. Head inside and be ready to fight not one, but three Trolls - apart from the ghost, there will two more, quite alive. Remember that the three-eyed beasts are very vulnerable to fire and use it against them. If you don't have any spells based on fire, try eliminating them silently, one after another (the bow can be especially useful here). If you can't handle them, you can always head out of the cave and regenerate - they won't follow you.
After killing the Trolls, look around the location where you found them. Inside the syncline behind the tree you will find a Bandit camp (they're all dead) and Froki's Bow, worth quite some gold. As you're heading out of the cave, note the beautiful landscape - this location has been clearly created for this purpose.
Having defeated the Trolls, you can return to Froki and tell his that you have passed all of his trials. If you found his Bow inside the cave, show it to him in the first place (you won't be able to do it later on). The man will be so touched that he will let you keep the precious item. Afterwards tell him of the successful hunt to be called his friend and receive Kyne's Blessing (-10% damage taken from wild animals, +5% to archery damage).
The quest ends here. You have proven that you're the best hunter in all of Skyrim and received the blessing of the goddess of hunters.
Notice! This isn't a side quest, but one of the College of Winterhold (Mages Guild) missions. It's present in this guide as completing it is required for Forbidden Legend.
Activating the first quest of College of Winterhold first requires you to find the location. Head to Winterhold, located in the north-east part of Skyrim (screen above). If you have already visited the town, use fast travel of course. Otherwise, you will have to plan your journey. The easiest way of reaching Winterhold is hiring a carriage (e.g. in Whiterun Stables).
After reaching Winterhold, look for the large bridge (screen above), as it's the only way of getting to the College of Winterhold.
As you try to cross the bridge, you will be stopped by Faralda, who will tell you that only authorized people can enter the College. The easiest way of solving this problem is accepting Feralda's proposition of a short test that could prove your usefulness and magic abilities (screen above).
Faralda will ask you to cast a random spell. If you know it, you will be able to skip to the next step. Otherwise, you will need to unlock it and the easiest way of doing it is by asking Faralda for help (screen above), as learning it will cost you only 30 gold.
Regardless of whether you had the spell or had to ask Feralda to teach you it, you will now have to cast it. Choose the spell and set it as active. In most cases you will need to cast it on the seal on the ground (screen above), except if you're asked, for example, to perform a summoning, in which case you should aim somewhere beside you. Remember not to aim at Faralda, as it might provoke her to a fight!
There are also two other methods of gaining access to the College. If your character has highly developed Speech, you can try persuasion. Another solution is informing Faralda that she's speaking with the Dragonborn (screen above). For obvious reasons, you will be able to use that option only if you have unlocked at least on Shout (by meeting the Greybeards during the main quests).
Faralda will want you to prove to her that you're the Dragonborn. As a result, press TAB, open the Magic menu and activate any you like. I'd recommend choosing Unrelenting Force and pressing Z (screen above), thanks to which you will only slightly hurt her.
Regardless of which method you choose, Feralda will eventually let you enter the College, taking you to the main square and sending you to speak with Mirabelle Ervine. Note: If you intend to take care of the College quests after finishing the main story, you should remember that you gain access to it during Elder Knowledge.
College of Winterhold quest unlocked: First Lessons
You should find Mirabelle Ervine on the main square of College of Winterhold (screen above). Speak with her and she will give you the basic mage equipment, namely Boots, Apprentice Robes of Destruction and Apprentice Hood of Magicka. Using them is completely optional, so feel free to use better mage equipment if you have one. In the end Mirabelle will offer you a tour around the College, which you should agree to.
Head after Mirabelle. The woman will take you to the Hall of Attainment, showing you your assigned room (screen above). Wait until you return onto the main square to learn that the mage Tolfdir will conduct your first training.
Use the door leading to the Hall of the Elements (screen above). After getting there, open the metal gate in front of you to reach the area where Tolfdir is giving a lecture. You will have to answer a question concerning the danger of using complex spells, though the answer won't really matter.
Tolfdir will soon inform the gathered students that the first test will concern using protective spells. The mage will once again turn towards you, asking if you know any spells of that kind. If you don't, you will automatically learn the Lesser Ward from the Restoration group. In case you already know a spell, you will be able to choose between learning more about it and skipping to using it.
Tolfdir will want you to cast the spell, so start off by choosing it from the list as setting as active (you can assign it to any hand). Afterwards stand on the marked plate (screen above).
Turn around towards Tolfdir and hold down the mouse button to which you assigned the spell. Don' let go of the button and note that the spell protected you from the fireball that Tolfdir threw at you (screen above). Now just listen to what the mage has to say. He will invite the students for another lesson which will this time take place outside the College, in the Saarthal ruins excavation.
College of Winterhold quest unlocked: Under Saarthal
Leave the College of Winterhold and open the world map to establish that the Saarthal ruins, in which the mages organized the excavations is located in the mountains south-west from here (screen above).
If you already discovered the ruins, you can of course use fast travel. Otherwise, I'd recommend beginning at Winterhold. Head south and turn west at the first chance to go through the gully (screen above). Be careful, as there might be wolves and bears in the area.
Your destination are the excavations, which cannot be spotted at first sight as they're on the lower level of the glacier (screen above). You can also get there by going round it or jumping onto the lower ice ledges. After reaching them, talk to Tolfdir and tell him that you want to enter the excavations.
Use the small entrance to the Saarthal Excavation. After reaching the new area, follow the mage (screen above), listening to his comments on the way. Eventually you should reach a slightly bigger room. Once again tell him that you're willing to cooperate and Tolfdir will ask you to find Arniel Gane and ask him if he needs help.
Arniel Gane works north-west from here and you can get there by choosing the only possible passage. However nothing stand in the of following Tolfdir, as he's heading that way as well. After reaching the even bigger room, stay on the upper balconies and move through the bridges (screen above).
Use the western passage, for now the only possible exit from the room (not counting the corridor you used to get here). Soon enough you should reach Arniel. Speak to him (screen above) and the mage will ask you to explore the northern rooms in search of four magical artifacts.
Following Arniel's hint, head north. All the artifacts are luckily marked, so you shouldn't have any particular trouble with finding them. Start off by collecting three artifacts on the ground, the Enchanted Rings (screen above).
In the end head to the artifact furthest from Arniel, that is the Saarthal Amulet hanging from the wall (screen above). Note that by taking the amulet you will activate a trap, in the form of blades that will appear behind your back, blocking the way back to Arniel.
Approach the blocked passage and listen out to what Tolfdir, who should approach you automatically, has to say (screen above). The mage will tell you that the amulet you just took is the key to getting out of the trap.
Open the inventory, go to Apparel and equip the Saarthal Amulet (screen above).
Return to the wall on which the amulet was. Listen to a short comment and afterwards use any offensive spell (e.g. Flames from the Destruction category, which you should have from the very beginning of the game) while aiming at the wall. Properly doing it should destroy the wall (screen above).
Wait for Tolfdir to pass beside you and use the northern passage. Soon you should reach a small room in which you will witness a vision (screen above). Listen to what the mage Nerien has to say. He will mention the Psijic Order, the danger that awaits you and your two deeds that will be judged.
Tolfdir should approach you and start the conversation himself, though his first question will be quite general as he hasn't witnessed any vision himself. You should of course share tell what you saw (screen above). You can ask the mage about the Psijic Order, though it's optional. After the conversation be sure to SAVE your game, as the first group of monster will soon attack you.
Be ready for Draugrs to break through the walls (screen above). Moreover, it will probably be their elite types, including a Restless Draugr and Draugr - Wight. Fight them and remember not to use any AoE spells, as they would also hurt your allies because of the small size of the room. You also have to be careful not to let the monsters surround you.
After the battle, Tolfdir should head through the western passage. Follow him, of course. Soon enough you should reach a locked gate and considering that your guide isn't necessarily sharp-witted, you need to pull the nearby lever yourself (screen above). Once again save your game and enter the big room afterwards.
Here you will have to fight Draugrs once again, though this time most of them should be of the "standard" type. However be sure to look out for the Restless Draugr (screen above), as he should be the only one that might cause you trouble. Afterwards Tolfdir should start examining the ruins, sending you to explore the deeper parts.
Head towards the northern exit (screen above). It's locked, so you will need to pull the TWO chains on its sides. Only afterwards will you be able to open the door leading to the proper part of the Saarthal ruins.
After reaching the next part of the ruins I'd recommend saving your game, as there's another difficult fight waiting for you. At first you will have to eliminate a normal Draugr. Look out for the nearby runic flame trap (screen above). You can detonate the rune from a distance or just avoid it, hoping to use it in the next fight. Unfortunately, in the second option you have to consider the danger of your clumsy team member activating the trap.
Soon more Draugrs (including a Draugr - Wight) will attack you, though you will most of all have to look out for the Draugr - Scourge (screen above). The monster is very resistant and can also deal high damage, so you will have to use your best skills, Shouts, magic and weapons, healing your hero and replenishing mana when it fall down too low. Note - Don't hope to safely attack the Scourge with ranged attacks, as it will probably use a bow by default.
After the battle ends, use the stairs leading onto the upper level. Look around for two chests or head towards the only possible exit, located in the eastern part of the room (screen above). Move onwards, but be ready to deal with a Draugr - Wight on your way. Soon you should reach the first puzzle in this location.
The puzzle will require you to interact with six pillars. You will have to turn them so that they show the proper signs. Stand as shown in the screen above (opposite to the locked grate) and approach the pillars in the order below:
1) Approach pillar 1. By default it shows a fish, but the plate behind it suggest that it should be an hawk. Turn the pillar so that is shows an hawk.
2) Approach pillar 2. By default it shows an hawk, but the plate behind it suggest that it should be a snake. Turn the pillar so that is shows a snake.
3) Approach pillar 3. By default it shows a snake, but the plate behind it suggest that it should be a fish. Turn the pillar so that is shows a fish.
4) Approach pillar 4. By default it shows a fish and the plate behind suggests the same, so you don't have to change anything.
5) Approach pillar 5. By default it shows a snake, but the plate behind it suggest that it should be an hawk. Turn the pillar so that is shows an hawk.
6) Approach pillar 6. By default it shows a fish, but the plate behind it suggest that it should be a hawk. Turn the pillar so that is shows an hawk.
Afterwards pull the lever to raise the grate.
Save your game and only afterwards enter the southern room. You will have to fight a mini-boss in the form of a Draugr - Deathlord (screen above). Use the fact that the monster is a warrior and try to keep it at distance. Also be sure to use your best powers, spells and items, as the Draugr is very resistant. Afterwards examine the body, collecting the very precious and useful for the warrior, Ebony Battleaxe.
Go up the stairs and head to the southern door. Look out for the two traps in the nearby corridor (screen above), as activating them might electrocute you. I'd suggest destroying them from a safe distance.
Destroying both traps will let you access the room with another puzzle. Stand as shown in the screen above, opposite to the locked grate. Approach the pillars in the suggested order:
1) Approach pillar 1 (second from the left). By default it shows a snake, but the plate behind suggests that it should show a fish. Turn the pillar so that it shows a fish. Ignore the fact that by turning this pillar you have also turned the others. It's just important to approach them in the order presented in this guide.
2) Approach pillar 2 (first from the left). By default it shows an hawk, but the plate behind suggests that it should show a snake. Turn the pillar so that it shows a snake.
3) Approach pillar 3 (second from the right). By default it shows a snake, but the plate behind suggests that it should show an hawk. Turn the pillar so that it shows a hawk.
4) Approach pillar 4 (first from the right). By default it shows a snake, but the plate behind suggests that it should show a fish. Turn the pillar so that it shows a fish.
The proper pillar arrangement can be seen in the screenshot above. If you made a mistake, remember to repeat everything in the above order, as only that way you will avoid the problem on multiple pillars moving at the same time. Pull the lever to use the newly unlocked passage.
Soon enough you should be joined by Tolfdir, so consider waiting for him. Look out for the pressure plate in the corridor, as it activates a trap (poison arrows). Your objective is reaching the big door (screen above) and enter the room behind. Save your game, as the final battle in this quest is waiting for you.
Temporarily ignore the magic sphere in the distance, as before you can take a closer look at it you will have to fight Jyrik Gauldurson (screen above). Don't attack him at all in the beginning, as your attacks will only do minimal damage. Instead, wait for Tolfdir to note that the boss is very resistant and take away part of him power.
Start attacking the boss only after Tolfdir tells you that he was able to weaken Jyrik. You can of course use standard spells, powers, Shouts and magic items, but there's also an easier way of eliminating him. Note that Jyrik alternates between using fire and ice spells. The key to winning is therefore attacking him with the opposite element. If you see, that Jyrik is about to use fire spells (screen 1), attack him with ice and with fire if he's using ice (screen 2). Regardless of the chosen tactic, you need to deplete the boss' of his hp bar completely.
Be sure to examine Jyrik's body, as you will find the valuable and very useful Gauldur Amulet Fragment. Apart from that, you can take the Writ of Sealing, connected with one of the side quests. In the end approach Tolfdir and talk with him about the sphere that you found here (screen above). Tolfdir will want to stay here and will send you to tell the Arch-Mage of what you found.
Luckily you won't have to go through the whole ruins again, as you can use the door behind the magic sphere (screen above). Cross the narrow corridor. After reaching the new room, approach the Word Wall to learn the Word of Power - Ice, Ice Form. Apart from that, be sure to check the chest containing precious artifacts (inter alia the Adept Robes of Restoration).
Go through the western door (screen above), thus returning to Saarthal Excavation. Afterwards interact with the handle to reach one of the previously visited rooms. Head to the exit, therefore reaching the surface.
Open the world map and head to College of Winterhold. Afterwards go to the Hall of the Elements and use the previously locked left door, leading to the Arch-Mage Quarters. Go up the stairs and find Arch-Mage Savos Aren (screen above). If it's your first conversation, you're in for a short introduction. Otherwise, you will be able to inform him of the finding at once. The Arch-Mage will want you to take care of investigating the origin and meaning of the sphere, therefore sending you to Urag gro-Shub. You will also receive a reward, the Staff of Magelight.
College of Winterhold quest unlocked: Hitting the Books
Now you can connect the three pieces of Gauldur Amulet into one. You can learn how to do it in the description of Forbidden Legend, in the Reforge the Gauldur Amulet section.
If you happened to get infected with vampirism and don't want to end as a bloodsucker, there's still some hope for you. During the first three days you can heal using conventional methods (potions or visiting a divine altar). If three days have already passed, you will need to put a bit more effort into it.
With the vampirism starting to give tangible effects (red eyes, pale skin etc.), head to any inn and ask the innkeeper for the latest gossip. Seeing the state you're in, the innkeeper will suggest that the mage Falion from Morthal is rumoured to have learned the mystery behind vampirism. Who knows, maybe he knows the cure for your disease?
The mage can be found in Morthal - a small town north-east of Whiterun (you can also easily reach it from Solitude). During the day, the man will be at his house and during the night at the ancient circle north-west of town. He will immediately recognize a vampire upon seeing you. Apparently he really has some knowledge.
In order to heal yourself of vampirism, you will need to participate in a mysterious ritual conducted by Falion. He will however need a filled Black Soul Gem for that. It seems that in return for your freedom, you will need to pay with someone's life.
The Black Soul Gem can be found in a few ways. The easiest is just buying it from Falion - it doesn't cost that much. If you don't have enough gold, you can find it at Hjerim in Windhelm or at Hob's Fall Cave (west of Winterhold).
After obtaining the gem, you will still need to fill it. In order to suck a soul and place it inside a gem, you will need a special spell (Soul Trap - available at most mages), or a weapon capable of imprisoning enemy souls. Afterwards hunt for a human - it will be easiest to sneak into a Bandit camp or any other cave and kill one there. After catching a soul, you can return to Falion.
After you give the mage the Filled Black Soul Gem, you can get ready for the ceremony. Head out of Morthal and go north-west until you reach a stone circle. Stand in the middle and wait for sunrise (around 5:00AM). Of course you don't have to just stand there and waste your time waiting, as by pressing T you can speed things up.
As the mage appears at the circle, ask him to conduct the ritual. Falion will start reading a magical incarnation and as a result your world will start spinning and growing dark. The foul vampire soul will leave your body and you will lose your conscience. When you wake up, the sun will be high in the sky and you will be a completely healthy human. If you happen to catch vampirism again, you can return to Falion and repeat the whole process.
As you visit Morthal for the first time, you will probably see a small group of people discussing something fiercely. If you approach them, you will learn that the cause is a fire in which a woman and her child died. Visit the Moorside Inn and speak with the bartender about recent events. She will tell you that Hroggar is suspected of setting fire to his own house, with his wife and child inside. Suspicions started after he has moved to a beautiful woman named Alva only one day after the catastrophe. The quest will activate at this moment.
None of the citizens has any evidence that Hroggar and Alva are responsible for setting the fire and therefore murdering the inhabitants. The whole case is very mysterious and many people think that the burned place is cursed. The Jarl of Morthal will certainly be grateful to anyone who can bring peace back to the city.
Head out of the inn and to the Highmoon Hall (directly opposite). As you enter, you're in for a surprise - the Jarl of Morthal turns out to be a woman - Idgrod Ravencrone. Speak to her to learn that she's very concerned with the fire and the death of two innocent people. Of course all the citizens are suspecting Groggar, but the man cannot be sentenced based only on traces.
Your role starts here - as none of the citizens wants to approach the ruins because of the supposed curse, only you can go there and look for clues. If you manage to prove Hroggar's guilt or innocence, the Jarl will reward you.
Head to the site of the fire and investigate it. It can be found right behind the Jarl's house, so you should have problems with locating it. As you reach it, it will turn out that the house is indeed hunted, though not by a monster but Hroggar's daughter - Helgi.
Speak with the cursed girl to learn that she doesn't fully realize she's dead. Questioning her might be quite difficult, as classical methods of persuasion don't seem to work. If you decide to play hide and seek with her, she will agree to help you. Before the ghost disappear, you will learn that you need to wait until the night comes, as only then the "second one" (whoever that is) will appear. If it's not dark already, press T and wait until 8PM.
Turn west and head out of town. The location you're heading to isn't marked on the map, though finding it should be too difficult, as it's a cemetery between a heap of rocks south of town. In case you can't find it, you can always speak to the Jarl who will tell you where to look for it (a proper marker will appear on the map).
After getting there, you will see a dark woman standing above a small, childish coffin. Come closer and you should note that she's a vampire called Laelette. The monster will just at you, so know no mercy and slay her. After killing her, approach the coffin and speak to Helgi who's inside. The girl will tell you that Laelette planned on reviving her as a vampire and her "prize". Now her soul can peacefully head of the dead.
With the vampire lying dead, her husband - Thonnir - will appear. Seeing that she has become a monster, he will break down. The muscular Nord thought that she had run away to the Stormcloaks, but apparently her faith was clearly different.
Before her unexpected disappearance, Laelette met with Alva, who she used to hate. It might suggest that Hroggar's new lover is behind her transformation. Suggest it to Thonirr and he will definitely rule out such a possibility. Are all men in Morthal under the control of the beautiful Alva?
If you break into her house during the day, you won't come across Hroggar, therefore it's a much better option. In case you don't want to waste picklocks, you can always steal the key from Alva's lover, as he walks through town. What's interesting, you can tell him of the faith of his daughter and your suspicions towards his new lover and he will ignore it completely. Apparently the woman is a very powerful witch, or a skilled seducer.
Enter the house and head to the basement. If it's daytime, inside the coffin in the middle of the room you will find a sleeping Alva (she walks through town during the night). You don't need any more proof for her vampirism - kill the woman before she attack you. Afterwards take her Journal from the coffin - it's the proof that you should bring to the Jarl. If you give her the evidence without killing Alva, she will escape to the vampire stronghold, which you will visit in the further part of this mission.
Take the vampire's documents to the Jarl. After a short reading the woman will tell you that a terrible thing is going on. Apparently Alva wasn't the only bloodsucker in town, as Morthal is being quietly infiltrated by the forces of darkness for quite some time.
The vampire's notes clearly state that their master, Movarth, has settled nearby town and is leading a scheme of penetrating the society of Morthal. Your objective should be to save the citizens - quickly head to Movarth's Lair and kill all his servants.
Head out of town and go north-east. After a short walk you should reach a cave - Movarth's Lair. Go inside and kill two Spiders at the bottom of the cave. Afterwards head onwards and kill the first Vampire's Thrall inside the big grotto. Turn left and kill another Thrall, who's digging a hole for the monsters' victims (screen below).
Further on, you will reach a big cave. Your main enemy will be sitting beside the table, with his Thralls and weaker Vampires around him. Stand on top of the platform and attack the enemies from a safe distance - you should be able to kill a few of them before they can reach you. If you hurt Movarth badly, he will run to his room an leave the other monster to you.
Go to the room in which the master vampire is hiding and try killing him from afar. Try keeping him at distance at all times - he's capable of sucking out life at a frightening rate. If you have no other choice, kill him with a melee weapon. With him dead, you can head out of the underground.
Before heading out of the cave, take a look around. Inside Movarth's quarters you will find 2920, vol 02 - Sun's Dawn which can boost your Illusion. Afterwards explore the side caves inside which you will come across more servants and some more equipment. With your exploration hunger satisfied, head to the cave exit. At the exit you will once again meet Helgi's ghost, who will tell you that her mother is calling her home.
Return to the Jarl of Morthal and give a report. In return for your deeds you will receive a big amount of gold and lifelong gratitude of the citizens. You can call yourself a proper hero.
Head to Understone Keep in Markarth (if you haven't been to the Keep yet, you can find the entrance by going west after entering Markarth). The location in which you activate this quest is Nchuand-Zel excavation site and you can get there in three ways. The best way is finding the mage Calcelmo (screen above) and speaking to him about heading to the excavation. Calcelmo will decide to let you in and give you the Key to Nchuand-Zel, but only if you agree to kill the giant spider living in the ruins (Miscellaneous: Kill Nimhe inside Nchuand-Zel).
The less obvious solutions are breaking into the excavation by using lockpicks or stealing the mentioned key from Calcelmo. Personally I wouldn't recommend such option, as eliminating the spider will prove necessary either way. Regardless of the chosen option, find the door to the Nchuand-Zel excavation site (screen above), located in the southern part of Understone Keep.
Start exploring the excavation site. Your objective is reaching the its south-west part. Kill the lesser Frostbite Spider that you come across and destroy the spider-webs with any weapon or spells. Inside the main room you will need to fight the biggest spider who Calcelmo mentioned, Nimhe. Depending on your preferred fighting style, you can attack the spider from the narrow corridor or fight him directly. After the battle, climb onto the upper ledge and find the corpse of Alethius (screen above) to pick up Alethius' Note and officially activate this quest.
Stay where you found Alethius and use any weapon or spells to cut through the spider-webs (screen above). Note that therefore you gained access to the door leading to the main area of Nchuand-Zel. It's somewhat of a hub, so you will visit this location multiple times. For now head south, staying on the wide bridge and eliminating the Falmers you come across on your way. I'd especially suggest looking out for the archers and mages, trying to eliminate them in the first place.
Eventually you should reach the marked door in the south-east part of the cave, leading to Nchuand-Zel Quarters. Some more demanding fights with Falmers await you here. Head south-west, as in order to reach the second journal you will need to first locate the stairs leading onto the lower level. Head east only afterwards. Stromm's Journal is lying on the table (screen above) and will be of course guarded by a couple monsters.
Return to the starting point, i.e. the door leading to the main area of Nchuand-Zel. After reaching the large cave, CAREFULLY head to the very bottom and locate a door leading to Nchuand-Zul Armory in its western part. Inside the new area head west, looking out not only for Falmers, but also a quite dangerous fire trap. Erj's Journal can be found surrounded by dwarven machinery (screen above), though you don't have to worry about the Spiders and Spheres activating.
Head to the previously ignored exit from the Armory. For that you need to return to the branching in the northern part of the location and choose the path leading east. Open the large gate to return to the main area of Nchuand-Zel. You luckily don't have to search any further, as Krag's body is just beside (screen above). Most of all, you should of course take Krag's Journal.
Only one journal remains to be found. In order to reach it, you have to head north and find a door leading to Nchuand-Zel Control in the north-west part of the cave. Follow the only possible path, successively eliminating the Falmers that you come across. With time you will also start coming across Dwarven Spiders, though you don't need to change your tactic with them too much. Find Staub's corpse (screen above) and pick up Staub's journal lying beside him.
Head south, eliminating more Spider on your way. Be careful as you fight the Spider Guardians, as they're capable of shocking their targets with electricity. With time, Dwarven Spheres will join the fights. It's good to keep them at distance, as they specialize in direct combat. Eventually you should reach a lever which you have to pull (screen above) to activate the dwarven defence systems.
Now you need to return to the Understone Keep. Start off by heading back to the starting point of the control room you're currently in, i.e. the door leading to the main part of Nchuand-Zel. After getting there (screen above), it would be best to ignore the fights that are taking place in the area and choose the left ramp, thanks to which you can easily jump down onto the previously examined platform, thanks to which you won't have to go through all the rooms all over again.
Head towards the gate leading to the Nchuand-Zel excavation site, eliminating the Falmers and Dwarven Spiders that you come across if needed. Now you need to head through the whole excavation, though you shouldn't meet any new enemies here. After getting back to Understone Keep, find Calcelmo. Start off by informing him of killing the spider Nimhe to receive the Dwemer Museum Key. It's however more important to tell him of the recovered journals (screen above). In this case you should receive 1250 gold and the quest itself will end. Notice - if for any reason you missed some journals during the exploration of Nchuand-Zel, you can return for them anytime you want, though it will also mean having to deal with the activated dwarven automatons.
This mission can be activated in one of two ways. If during your visit to the Whiterun marketplace you speak with the old lady (Fralia Gray-Mane), arguing with two men, you will learn of the tragic faith of her lost son. If you agree to help her, she will ask you to her house to tell you more about the case.
If you haven't met with Fralia and would want to take on this mission, you can head straight to her house and there speak with the grey-haired man (he will greet you with curses and axe waving). After he calms down, you will learn that Thorald has been opposing the imperial authority and that's why he was kidnapped. Your objective will be finding out what exactly happened with Thorald Gray-Mane. You should begin with the clan's biggest enemy, the Battle-Born.
After speaking with Avulstein Gray-Mane, you will be directed to the House of Clan Battle-Born in Whiterun (neighbouring building). You can obtain the necessary information in a few ways. If you're familiar with the art of theft, you can break into the house and steal the Imperial Missive from the room on the left. If you're disgusted by theft, you can persuade Idolaf Battle-Born to tell you everything he knows (Persuasion).
If that wouldn't meet your expectation as well, you can steal a key to the room with the Imperial Missive from any of the inhabitants and take the note. Eventually, if you don't have anything against blackmail, you can steal the compromising love letters from Jon. After obtaining them, threat any of them to reveal the correspondence and the Battle-Born will bring you the document you're looking for themselves.
Look through the documents taken from the House of Clan Battle-Born to learn that Thorald had been kidnapped by General Tullius and that he's being kept at the Northwatch Keep. The Gray-Mane will be certainly interested with this information, so give them the evidence you found.
Bring the Imperial Missive to Avulstein Gray-Mane and he will tell you that the situation is worse than he has thought. Apparently the Thalmor have caught Thorald and are keeping him in an old imperial stronghold. Your interlocutor is however determined to free his brother - he will do anything to complete this task. At this point you can agree to accompany him in his attack on the Northwatch Keep (Avulstein will join your party) or state that you will do it alone. Regardless of the method, you're in for a hard time with Elves.
Theoretically there are two ways of completing this mission: you can declare an all-out war against the Elves (taking Avulstein with you) or decide on a more subtle option of quietly sneaking into the keep. In reality the second plan has no way of succeeding - as only you rescue Thorald, the guards throughout the keep will be alerted and you will need to fight them. In such situation the optimum solution is heading out with Avulstein and showing the Thalmor hell on earth.
The Northwatch Keep can be found at a very remote part of Skyrim. In order to get there, you will need to head to Solitude and afterwards go north-west (expect lots of wild animals and Bandits on your way).
Sneaking into the stronghold is very hard, or even impossible. Solving the whole case peacefully is out of reach as well, as the Thalmor cannot be convinced to your right in any way. Therefore it's best to just attack the keep - it's guarded by only seven Elves, so if you lure them out and kill one after another, you shouldn't have too many problems (especially with help from Avulstein). Massacre them, enter the keep and start looking for Thorald.
Expect strong Thalmor resistance inside the keep. There's about a dozen of them here, including three mages. Try exploring this area step by step, without going too far too fast - otherwise you might get flooded by enemies. I'd suggest using skills typical for thieves, such as Sneak and Archery - the element of surprise pays a big role in the beginning.
As you enter the large, two-story area, head to the small room on the left - the guards captain quarters. Apart from the leader himself, you will also find a couple useful items and The Legendary City of Sancre Tor which can boost your Two-Handed skill. As for the captain himself, in his inventory you can find a key which can come in handy during further exploration.
Head onto the upper floor and to the cells. Kill the Interrogator and Guard and go meet with Thorald (left corridor). Tell him that you're here to rescue him and free him of his shackles.
After rescuing the man, you can return following the same path that you used to get here or choose the shorter one through the cells. However be ready that by choosing the second option you will have to defeat two more Elves.
After getting Thorald out, lead him to a safe area (if you have killed everyone, the keep will turn out to be such a place). Afterwards speak with the would-be convict.
After reaching a safe area, you can speak to Thorald. He will thank you for freeing him and ask whose orders were you following (only if you didn't bring Avulstein along - otherwise it will be clear). After a short conversation, the man will ask you one final favour - you should return to Whiterun and give Fralia a coded message. The old woman will know what it's about.
Thorald will run to Windhelm to join the Stormcloaks there - the same fate awaits Avulstein. Skyrim has apparently ceased being a good place for true Nords.
Head back to Whiterun and meet with Fralia - you should be able to find her at the marketplace or her house. Tell the woman that you saved her son and she will demand proof. Tell her the words that he told you to ensure the old woman of his safety. Delighted with your heroic deed, she will reward you with an enchanted steel weapon or considerable amount of gold. The quest will end and you can head out onto more adventures.
There are a few ways of starting this quest. The easiest is heading to the Jarl's library in Dragonsreach (northern part of Whiterun) and reading the popular book Lost Legends which can also be found in other, random locations. Another method is heading to Saarthal and finding the note held by a powerful boss or going to Reachwater Rock and reading the documents found there.
If none of these methods satisfies you, you can always head to Folgunthur (south-east of Solitude, in the marshes) and there, by the body of a man, find the useful notes. Regardless of which you method you choose, you will eventually learn the legend of the mage Gauldur and what happened to him.
Notice! This mission consists of multiple lesser subquests which you can complete in any order you like. The guide includes one option, though you of course don't need to follow it - only the order will change, but not the content itself. Therefore you shouldn't get lost at any point.
After reading the Lost Legends, the location known as Folgunthur will be marked on your map. It's best to head south-east of East Empire Company. When your reach your destination, it will turn out that a group of adventurers have made a camp beside the ruins. Enter it to find it completely deserted and the campfire long extinguished.
Search the tents to find Daynas Valen's Journal in one of them - in accordance with the notes, the man is a researcher willing to investigate the history of Gauldur. Before heading to Folgunthur, he hired a few mercenaries and obtained the claw - a key needed to open the door inside the catacomb.
Head inside the dungeon. Inside the corridor there's a pressure trap and some gold. Inside the room you will find a puzzle and movable panels with images of animals - you can solve it to open the side panel with a treasure inside, but it's pretty much useless, as when only you obtain the Ivory Dragon Claw (see further), all the doors will become unlocked.
Move onwards and be ready to fight a couple Draugrs and encounter more traps. Having dealt with those obstacles, head onto the upper floor and find the body of Daynas Volen. Search it to find the Ivory Dragon Claw and Daynas Valen's Notes.
From the information gathered by the scientist it seems that Gauldur was murdered by his sons, who were jealous of his power. After committing the crime, the men split their father's amulet into three pieces and scattered throughout the land. Eventually they were all caught by the guards and locked in three ancient dungeons.
The first son of Gauldur can be found in Folgunthur, the second in Saarthal and the third in Geirmund's Hall. In order to reforge the amulet, you will have to go to all three and find the pieces of the ancient artifact.
Put the Claw into the plate beside Daynas - a bridge leading to the further part of the underground will lower, with two Draugrs waiting for you there. After killing them, you can continue onwards. Look out for more undead hiding in the niches on the sides of the room and pressure traps. In the further part you will come across a few gates and four levers, accordingly opening and locking the doors. The schematic which will let you move on can be seen in the screenshot below - you need to pull the first lever from the left and second from the right.
As you move onwards, look out for the falling rocks - they can hurt you really badly. Move to the next room and kill the guarding Draugrs. Turn right and you will reach a room with two undead and three animal pedestals (snake, dolphin and hawk). Head out of the room and pull the lever by the throne on the left. A big mechanism will open the door to the left of the throne. Behind it there's a slightly more powerful Draugr and a puzzle consisting of three animal figures. You should set them in exactly the same order as in the previous room (i.e. snake, fish, hawk). Afterwards return to the throne room and pull the chain to open a passage to the lower part of the dungeon.
Go down the stairs and be ready to come across two Frostbite Spiders at the end of the corridor. Enter the big room with coffins. The candles will clearly twinkle and the dead will come back to life. You will need to fight six Draugrs - luckily they are rather slow, so you can start attacking them before they manage to pull out their weapons (getting out of their sarcophaguses takes them some time).
After putting all of them to rest, you will need to solve the puzzle by the door. In accordance with what can be seen on the claw, the correct combination is: hawk, hawk, dragon (screen above). Arrange the rings and put the claw into the hole in the middle of the door. Afterwards enter the Folgunthur Crypt.
Enter the crypt and be ready for a difficult fight with one of Gauldur's sons - Mikrul. He rests inside a large sarcophagus in the middle of the room and along with him, his undead servants will also return to life. They are really numerous (around ten), though not too strong - the champion will be the one causing you most trouble. He uses a large sword, capable of not only dealing large damage, but also sucking out life with every hit. Therefore the optimal tactic is to keep running away from the enemies and shooting Mikrul from a distance. With the strongest of the Draugrs defeated, all of his servants will die as well.
After defeating the enemy, be sure to search his body to find the Gauldur Amulet Fragment (which is also an amulet itself) and the mentioned Sword. With both of them in your inventory, head to the next room and search the chest found there. Afterwards approach the Word Wall to learn the Frost Breath. Having done that, you can head out of the dungeon.
Geirmund's Hall can be found east of Ivarstead, on a small island in the middle of the lake. Head inside the catacombs, kill two Skeevers and jump down the large shaft in the middle of the cave. Get out of the water and open the door behind which two Frostbite Spiders await you. Kill them and strip the nearby rooms of all treasures (look out for traps!). Inside the next room you will come across two Draugrs and a puzzle pattern: a hawk and fish on the left and on the right a fish and snake.
Head onwards, collecting treasure on your way (when you take the Soul Gem, a trap will fall down on you) and push the pillars so that they show a hawk, fish, snake and fish (it's a reflection of the pattern you have seen before - it's copied according to the corridor sides). Afterwards pull the lever by the door and enter the next room.
Defeat a couple Draugrs inside the room, approach the platform and take the Lord Geirmund's Key from the dead man's hand (screen above). Move onwards, kill some more enemies and approach the drawbridge. On the right side of the door you will find a lever - don't pull it, or you will be stabbed by spikes. The mechanism which will lower the bridge can be found behind your back, high on the wall. Pull it and go across the bridge.
Inside the corridor in front of you there are some Draugrs and swinging blades which can easily slash you in half. On the other side of the tunnel there's an undead archer, so it's best to use the Whirlwind Sprint Shout and quickly attack him (screen above). In the next room you will encounter you main enemy - Sigdis.
Get onto the platform with the coffin in which the son of Gauldur is sleeping. He will wake up and teleport behind you. On the three pedestals in the middle of the pond, not one but three copies of Sigdis will appear! Two of them are just magical copies, though they can still damage you. You can kill them with one hit, through the champion itself won't fall so easily. Therefore the easiest way of defeating him would be staying at safe distance and shooting him with a bow.
Note that Sigdis' copies don't have horns it their helms - using this you can identify them. If you happen to kill one of them, the champion will revive him and change his position (which will make the whole thing more difficult). If you keep shooting at the enemy long enough, you should be eventually able to defeat him. Take the Gauldur Amulet Fragment and Gauldur Blackbow (a very powerful artifact) from his body. Afterwards head out of the room and take everything you find useful from the nearby chest. Having done that, you can return to the surface.
Notice! In order to be able to enter Saarthal, you first need to complete the College of Winterhold quest First Lessons. The whole process of finding Gauldur Amulet Fragment is strictly connected with the College quest Under Saarthal (descriptions of both can be found in this guide). Head to the proper chapters of this guide and after obtaining the amulet fragment, return to Reforge the Gauldur Amulet found below.
Having obtained all three amulet fragments, you now have to connect them. It cannot be done at any blacksmith, but only in the cave under Reachwater Rock. Reaching it can be quite problematic - you need to head out of Markarth and go along the river until you reach a bridge below a waterfall. Afterwards go off the path and climb to around the middle of the ledge, from the right side. Below the waterfall you will find a small cave entrance (screens below).
As you enter the cave, note the corpse by the tree and the Emerald Dragon Claw lying on the pedestal. Approach the Nordic gate and set the rings as seen on the claw (i.e. bear, fish, snake). The door will open and you will be able to move on.
Inside the next room you will come across yet another door. This time in order to activate them you have to use the Ivory Dragon Claw that you found in Folgunthur in the beginning part of this quest. In accordance with the symbols on the artifact, the proper combination is: hawk, hawk, dragon.
As you enter the next room, you will see three pedestal on which you have to place the amulet fragments. Do it and ghosts of all three sons of Gauldur who you had killed will appear. It seems they won't give the artifact without a fight and you will fight them one last time.
You need to fight all brothers once again - luckily they don't attack all at once, but one after another. The first one will attack you with his powerful sword and lots of weak minions. Try to keep him at distance and shoot at him as often as possible - with the champion dead, his servants will die as well. The next brother will keep teleporting throughout the room and create his clones. Play roulette and shoot them with a hit-or-miss tactic (charging with a sword isn't suggested, as you would probably get shot dead). The last of the enemies will cast powerful spells and appear in random areas throughout the location - you should attack him from a proper distance as well.
With all of Gauldur's sons dead, he will appear in the room and rejoin the three pieces of the amulet. This way you will gain a ready item which increases your magicka, health and stamina by 30 points. It's by far one of the most powerful items in the game. At this point the Forbidden Legend quest comes to an end.
Open the world map and head to Volunruud, located in the middle part of Skyrim (screen above). Assuming you haven't yet discovered it (it's connected with the Dark Brotherhood quests), it's worth to begin at Whiterun and head north.
Markings on the map: 1 - Starting point (tomb entrance); 2 - Quest activation and passage to the Elder's Cairn; 3 - Ceremonial axe; 4 - Ceremonial sword.This quest doesn't activate automatically, so you will have to do it on your own. After reaching the destination, head inside and go north, crossing the big room serving as a hub, to which you will return several times. You need to reach the locked door seen in the screen above, trying to open them will activate this quest. Of course nothing stands in the way of heading to the door after finding the ceremonial weapons, though you wouldn't be able to use the in-game markings that way.
You need to find two weapons. Start off by returning to the southern room. You can collect them in any order you like, but to keep a certain order I'd recommend starting with the corridor going north-west. Start fighting the Draugrs, slashing through them into a room in which a Draugr Scourge is sitting on a throne (screen above). Fight this mini-boss along with the other undead and afterwards take the Ceremonial Axe from the wall above the throne.
Return to the main southern room and for a change choose the corridor going north-east. Also in this case you will have to fight some Draugrs. Go through the bigger room and you will reach the upper balconies. Turn right after reaching the skull altar, reaching a northernmost room. The item you're looking for is the Ceremonial Sword, found inside an open sarcophagus (screen above).
Return to the main room for the last time and head north once again, towards the locked door which began this quest. Interact with them to put the ceremonial weapons in the corresponding slots (screen above). Afterwards open the door to Elder's Cairn and continue the exploration.
Keep heading north, eliminating weaker Draugrs on your way. Afterwards turn east and save your game, as you're about to fight a boss. Your enemy is Kvenel the Tongue (screen above) and as he's most of all a great warrior, it would be best to keep him at distance, ignoring his transformations and using your favourite weapons and spells. Don't worry about the magic creatures that he summons, as they will die with him. You should however look out for the Draugrs, which you should kill in the meantime. In this case the most difficult will be the Draugr Scourge.
Keep fighting until you kill Kvenel and examine his corpse after the battle. You should find two great weapons which deal ice damage and let you drain enemy health and stamina, namely Okin and Eduj (screen above). There's also a possibility that one of these weapons will get destroyed as the boss dies and you have to deal with it or reload a save and try again. Before leaving this place, be sure to look after a treasure chest and a Word Wall which will let you learn the Word of Power - Seek, Aura Whisper.
After completing the side quest The Man Who Cried Wolf, wait three days and head to any of the hold cities. You will be stopped by a courier with an important message from Falk Firebeard. It turns out that Potema, summoned by the necromancers, wasn't driven off this world completely. You should quickly speak to the chamberlain of Solitude and take care of the phantom once and for all.
Head to Solitude and speak with Falk to receive the mission of defeating Potema once and for all. The Wolf Queen wasn't revived completely, so now he hunts Skyrim as a ghost. If she was to regain her material form, you would probably all end up dead.
There's only one person in Solitude who knows enough about necromancy and ancient gods to help you in restraining the phantom. The priest of Arkay, Styrr, is the one you should head to. He can be found at the Hall of the Dead, in the middle of town. Speak to him to learn that Potema has subjected some of the undead in the catacombs of the Temple of the Divines and is preparing to return to the world of living. You need to head to the dungeon and kill the monster.
Had out of the Hall of the Dead and to the Temple of the Divines. Head inside, turn left and afterwards head underground. Inside the catacombs you will hear the voice of Potema, promising that after dying you will become her servant and companion, ruling the world with her. As you move through the corridors, you have to look out for Draugrs and Vampires inhabiting the dungeon. Inside the room with the first Vampire, take a look around to fight the book Thief which can boost your Pickpocket, lying on the table.
Move onwards, looking out for traps in the floor and the sleeping Draugrs beside the walls. Eventually you should reach a room with a big lever in the middle - pulling it will activate the last revolving door. Behind it you will find lots of useful potions and the passage to Potema's Refuge. Enter the new location and be ready to fight more Draugrs and Vampire and an undead Deathlord (screen below). The last one can cause you some problems because of his strength and resistance, though a couple Shouts and potions will surely let you defeat him. Afterwards find the key in the corpse of his servant and head onwards.
Inside the next room you will come across a large pile of bodies - at some point some of them will return to life and attack you. After dealing with them, head to the main room of the catacombs. The final battle with Potema's followers awaits you here. The ghost of the Wolf Queen will be flying below the ceiling and cast lighting at you, while more undead keep coming out of their coffins. You have to chance in direct combat - the enemies will flood you and their master will easily kill you with lightning.
The best solution is therefore hiding behind one of the pillars and shooting the enemies from a bow. As the undead can be revived only once, the army will eventually exhaust. After you defeat the last of the Draugrs, the powerful Deathlord, the Wolf Queen will evaporate.
With the battle in the main room finished, you still need to take care of Potema. Inside the next room you will find a skull with a diadem on the throne - touch it for the ghost of the Wolf Queen to appear. As she is a powerful necromancer, you shouldn't prolong the fight and try to defeat her as fast as possible. Afterwards take the skull and search the nearby chest - you are sure to find some useful items there.
After dealing with the ghost of the necromancer, you can finally leave her sanctum. Head out of the dungeon through the steel door behind the throne and afterward head onwards (look out for two Draugrs beside the walls!). A few steps and stairs later, you should finally return to the surface.
Return to Solitude and go meet with Styr at the Hall of the Dead. Hand him the witch's skull and the old man will bless it with the power of Arkaya, therefore destroying all evil it had inside. Afterwards you can go meet with Falk at The Blue Palace and collect your prize. Apart from gold, you will also receive the title of Protector of Solitude and the very useful Shield of Solitude.
This quest can be activated in two ways. The first method is speaking to the official quest giver. For that, head to Riverwood and find Riverwood Trader. Enter the building to witness a quarrel between Camilla Valerius and Lucan Valerius. Afterwards approach Lucan and speak to him offering help in solving the problem (screen above). The man will tell you of the Golden Claw being stolen and of his suspicions that the thieves can be probably found at Bleak Falls Barrow. Notice! If Lucan is dead for any reason, you can still receive this quest from Camilla Valerius.
The second method implies skipping speaking to Lucan Valerius and obtaining the artifact as part of the Bleak Falls Barrow quest. In this case, the artifact can be found by the body of Arvel the Swift (screen above). More details can be found in the further part of the guide.
The first step is of course reaching Bleak Falls Barrow which is described in the walkthrough of Bleak Falls Barrow. If you have been there already, you can of course use fast travel. After reaching the destination (screen above), you will need to deal with a group of Bandits, though it shouldn't be too hard. Make sure the enemies are dead and find the gate leading to Bleak Falls Temple.
Further actions are available after reaching the room in which you have to defeat the Giant Frostbite Spider. After the battle approach the man imprisoned by the spider, namely Arvel the Swift (screen above). Speak to him and Arvel will promise to share what he knows about the artifact in return for rescuing him. In order to free Arvel, you have to destroy the spider-webs by using melee weapons or magic. Afterwards Arvel will run off, probably not willing to share the treasure with you.
The refugee can be found in the next room, after the first fight with Draugrs. Look for the corpse of Arvel the Swift, who apparently wasn't able to run away safely (screen above). Take The Golden Claw and Arvel's Journal.
In order to discover the secret of Bleak Falls, you will need to reach the large cave at Bleak Falls Sanctum, the last room of the underground structure. Head towards the main altar and approach the Word Wall (screen above), thanks to which you will most probably learn the first Word of Power - Force, Unrelenting Force.
You can finish this quest after getting out of Bleak Falls Burrow. Head back to Riverwood Trader and speak to Lucan or Camilla. In return for brining the Golden Claw, you will be rewarded with gold (screen above).
While you're in Riften, visit The Bee and Barb inn. In the corner of the main room you will see a balding man - Louis Letrush. Speak to him to learn that he was tricked by Sibbi Black-Briar, who was supposed to sell him a horse. Eventually however he was thrown in jail and doesn't acknowledge the agreement anymore. He did however receive initial payment, therefore the whole case isn't finished. You should head to the jail, speak to Sibbi and explain the case.
Head out of The Bee and Barb and go to Riften Jail. Head inside and you will be stopped by a Guard. In order to get pass him, you will need to either bribe or persuade him. Having solved the problem, go to the cell where Sibbi is. A short conversation will let you realize that you're dealing with quite a cheater - the man doesn't even own the horse that he wanted to sell to Letrush. Formally, the horse belong to his mother, Maven Black-Briar, who most of the town fears. You however don't have to worry - as long as you don't tell her about the case, she won't connect you with it. What's interesting, if you do tell her about the whole case, she will tell you to follow her son's plan. Revenge is a dish best served cold and Maven will take hers after you finish the quest.
The prisoner obviously cannot bring the horse to the buyer - but you can. You will have to steal the horse's (Frost) lineage papers and then the animal itself. If you threat Sibbi that you will tell his mother about everything, he will also give you Sibbi's Stash Key, which you can use at the Black-Briar Lodge. The horse is also there.
Head to the Black-Briar Lodge - it can be found east of Riften, right beside the mountains. When you arrive there, it will turn out that the building is well guarded - if you come too close, the Mercenaries beside the main entrance are sure to attack you. Therefore it's best to approach the building from the west - no one guards the door there and the lock can be easily picked (in can be seen in the screenshot below, on the left). Of course you can also steal the Key to Black-Briar Lodge from one of the Mercenaries - it will make the whole mission much easier. The building can be also accessed through a different entrance, though keep in mind that it will be difficult
The documents you're looking for can be found at the basement of the house - enter through the door to be closest to the destination point. Steal the documents from the desk and afterwards turn left - there you will find a stash, the key to which you got from Sibbi (if you don't have it, you can always play with lockpicks). Afterwards head out of the building.
Stealing the horse cannot be done quietly. Sneaking by doesn't make sense - the enemies will notice you as soon as you get on the horse. Therefore it's best to just quickly run to the stable and jump onto the mount. Now you will have to flee the house - remember that by pressing ALT you can make the horse run faster, which will definitely come in handy.
After stealing the horse and running away from the scene, you are left with two options. The first implies going to Maven Black-Briar and telling her of everything. It's not the best solution, as you will not only not receive any prize, but also come across the massacred body of Letrush sooner or later. Therefore it's best to return to the man and give him the horse.
This solution has a couple options as well. If you just hand him over the horse, you will receive a payment in gold. If you use persuasion and threaten that you will tell Maven of everything, the horse will be yours but you can expect that Bandits sent by Letrush will attack you. Threatening him with death will have the same result. If you don't want to fight the thugs, you will have to satisfy yourself with cash - that way you will end the whole thing once and for all.
Notice! This quest is connected with Dragon Priests Masks, so it's best to complete it while obtaining one of the eight masks needed for the collection.
Open the world map and head to the High Gate Ruins in the northern part of Skyrim (screen above). If you haven't yet discovered that location, it would be best to start at Dawnstar and head west. After getting there, enter the ruins and find Anska in one of the first rooms. Speak to her to learn that she has found the crypt of the Dragon Priest Vokun and she's looking for a certain scroll. It's of course worth to offer your help, especially that Anska will join your party as an independent ally (you don't have to give up on your current companion).
Begin the exploration, being ready for a long and tiresome journey. On your way you will regularly come across Draugrs and unfortunately in most cases it will be their strongest kinds, i.e. Draugr Wights, Draugr Scourges and Draugr Deathlords. Adapt your strategy depending on whether you're fighting a warrior, archer, or mage. After reaching the bigger room go up the stairs and through the passage in the north-east corner (screen above).
Markings on the map: 1 - Hawk lever; 2 - Fish lever; 3 - Wolf lever; 4 - Snake lever.Keep fighting your way through the Draugrs until you reach a bigger room in which you will have to solve a rather easy puzzle. Examine the southern the southern part of the ceiling and you should note the four symbols from the screen above. They suggest the proper order in which you have to pull the levers in this room. Start off by pulling the one with the hawk symbol, afterwards the fish, wolf and in the end the snake lever. The location of the levers have been marked in the map above (two first levers are on the upper level and two last on the lower).
Solve the puzzle and use the newly unlocked stairs in the middle of the room to reach the door leading to High Gate Ruins Catacombs. Here you will have to fight more Draugrs and you should especially look out for the "sleeping" ones, no letting them attack you from behind. Go down the next set of stairs onto the lower level and continue exploring the catacombs. Be careful while going through the southern corridor (screen above), as the area is full of traps activated by standing on a pressure plate.
Eventually you should reach a small room with a lever (screen above). Pull it to open the side room and freeing a Draugr. Get rid of this monster and examine the room for another lever. Interacting with it will open the neighbouring room. Deal with the Draugr Scourge Lord and pull the third and last lever. Follow the newly unlocked eastern passage and open the door to Vokun's Throne Room. Save your game, as you will have to fight a boss.
Head east and fight Vokun, the Dragon Priest, after reaching the bigger room (screen above). look out for his powerful magic attack and keep an eye on Anska, not letting her end up in the centre of the boss' attention. After the battle examine the remains of the Priest and take Vokun Mask, needed for another side quest mentioned before.
Use any set of stairs to reach the eastern room. Find the Sealed Scroll (screen above), take it and return to Anska. The woman will reward you with the Spell Tome: Conjure Flaming Familiar, though you should still take a look around the area to find a chest and a Word Wall with the Word of Power - Wrath, Storm Call. You can easily leave the throne room by following to corridor going north.
You can learn of the college from any bard met throughout Skyrim, for example from Lisette in The Winking Skeever in Solitude. You can ask the bard of choice about the location of the College and how to join it or head there on your own by skipping this step. The Bards College can be found in the eastern part of Solitude and it's one of the biggest buildings in the city (screen above). Head inside and wait for the headmaster - Viarmo - to approach you. Confirm the will of joining the College and you will receive a mission of retrieving King Olaf's Verse.
Head out of the College, open the world map and find Dead Men's Respite (screen above). It's located south of Solitude, but you can get there faster by beginning at Morthal or Rorikstead. It's best to approach it from the south-east. Find the crypt entrance and head inside.
Go north. Ignore the ghost of Svaknir the bard and take the Ruby Dragon Claw (screen above) from the pedestal, which should raise the grate in the distance and wake up the nearby Draugrs. Defeating them shouldn't be difficult, especially that they will be of weaker kinds. Afterwards use the newly unlocked northern passage, avoiding a pressure plate that would activate a spiked trap.
Follow the linear corridors and you will reach a chain. Pull it to unlock the northern catacombs. Look out for the Frostbite Spiders and look around the north-west part of the catacombs for a second chain (screen above). Pulling this one will open a couple nearby passages and cause new Draugrs to appear, including a very strong Draugr Scourge. The monster should be a warrior, so try keeping him at distance or block his attack often.
Depending on your liking, you can explore the eastern part of the catacombs or use the recently unlocked northern corridor. Avoid another trap by the stairs, this time activating flames. After reaching a bigger room you will have to deal with new Frostbite Spiders and afterwards pull a lever, therefore opening a grate in the floor (screen above). Jump own, landing in water. Swim to the surface and continue exploring the ruins by choosing the partially flooded eastern corridor.
Inside the next room you will need to fight some Draugrs and you should especially look out for those who can use spells. Afterwards examine the southern part of the room, finding stairs leading onto the upper balconies. Upstairs, open the northern gate and stop by the trap with swinging blades (screen above). Depending on your liking, you can either slowly move between the blades or use Whirlwind Sprint. After reaching the other side of the corridor, pull the chain so that your party member can safely join you.
Head onto the upper level and you will reach a big gate. Turn west and ignore the sealed door as you will return to them later on. Instead, prepare to fight the nearby Draugr Deathlord (screen above). Try attacking him from a distance, as his direct attack can deal large damage and you would have to either dodge or block them. After the fight, search its body and follow the corridor leading north.
It's worth to look around the area, especially the locked northern room in which you will find a highly secured chest. After exploring this part of the crypt, save your game and head into the western room. Note that the passage has closed behind you. Be ready to fight more Draugrs that will run out of the side rooms (screen above). Try eliminating the undead enemies fast, so that they can't surround you.
After the fight, look around for yet another chest and pull the chain to gain access to a set of downward stairs. Go down and follow the only possible corridor. Interact with the left lever to unlock the room with King Olaf's Verse (screen above). Once again ignore the ghost of Svaknir the bard and collect the document from the ground.
Head back through the same rooms, though be careful as inside one of the rooms you will be attacked by new Draugrs. Stop after reaching the previously ignored sealed door and wait for the ghost of Svaknir to unlock them (screen above). I'd of course recommend using the newly unlocked western passage.
Approach the next locked gate, where you will have to solve a symbols puzzle. The whole thing consists of setting three interactive rings in the correct order. Open your inventory, head to Misc and take a look at the Ruby Dragon Claw that you obtained at the beginning of this quest to learn the order. The full solution can be seen in the above screenshot - the upper ring has to show a wolf, the middle a hawk and the lower a wolf. In the end use the claw to unlock the passage.
Head south and save your game on your way. After reaching a big southern room you will have to take part in a long fight with Draugrs, consisting of a few parts. Start attacking the undead who stand up from their thrones (screen above) and note that the ghost of Svaknir is helping you. What's more, he cannot die. Be careful, as with time you will have to face increasingly strong Draugrs, including four Draugr Scourges.
In the end you will have to fight the main boss of this quest - King Olaf One-Eye (screen above). Attack him before he can even raise from his grave and in the further part of the battle back out and let Olaf fight with Svaknir. You could of course join in, though you most of all have to focus on avoiding the boss' attacks. Afterwards examine his corpse and take King Olaf's Treasury Key. Apart from that you should also check the nearby Word Wall to learn the Word of Power - Fury, Whirlwind Sprint.
Use the side door, opening them with the key (screen above). Inside the treasury, be sure to check the content of the main chest. Afterwards pull the lever and follow the narrow corridor thanks to which you will easily return to the crypt exit. Open the world map and travel to Solitude, or rather The Bards College. Speak to Viarmo and give him King Olaf's Verse.
As you speak with Viarmo, it will turn out that the verse isn't complete and your hero will automatically suggest using a trick, or rather falsifying it. The Headmaster will start reading the verse and ask you twice how he should fill it up (screen above). I'd definitely suggest choosing the dialogue options connected with Speech (Persuasion). Luckily if these attempt don't succeed, you will still be able to use the "standard" dialogue options.
Having finished the verse, Viarmo will decide to take it to The Blue Palace and read it to the Jarl, trying to convince him to return to the tradition of the Burning of King Olaf. The Blue Palace can be found in the south-east part of Solitude and you can follow Viarmo or meet him there. Find him and ask him if he's ready. Follow the headmaster into the main hall and wait for Viarmo to start reading the verse (screen above). Regardless of your choice regarding the gaps, the Jarl of Solitude will be delighted and decide to restore the Bard feast.
Speak to Viarmo and he will send you to Jorn, so that he starts preparation for the feast. Head out of The Blue Palace and return to The Bards College. Find Jorn and speak to him (screen above). If you meet with him after dusk, you will be able to advance to the next part of the quest automatically. Otherwise Jorn will ask you to come back to him later.
Head out of The Bards College and turn right, going north-east. Stop by the small square and wait for all the interested to gather and watch the dummy King Olaf get burned (screen above). In the end you will speak with Viarmo, who will officially make you a member of the College and reward you in gold (the prize depends on the "quality" of the verse, i.e. how many Persuasion dialogue options you were able to use). Despite the mission coming to an end, you can now take care of completing three other quests of The Bards College, described in the further part of this guide.
Notice! You can attempt this quest only after completing the only main quest of The Bards College, namely Tending the Flames.
Head to The Bards College in Solitude and find Pantea Ateia (screen above). She will inform you that the title flute has been stolen and that her former student Larina is behind it. Pantea doesn't intend to buy the flute back and will instead want you to take it from a certain necromancer who is now in possession of it.
Head out of the College, open the world map and plan your journey to Hob's Fall Cave (screen above). It can be found in the northern part of Skyrim and in case you haven't been there yet, it would be best to start at Winterhold or Dawnstar. It's best to approach the cave from the south, choosing the path running between two large glaciers.
Head into the cave and start exploring its narrow corridors and little rooms. On your way you will be attacked by Skeletons and Necromancers (screen above). I'd especially suggest looking out for the Necromancers, as they're capable of not only casting offensive spells, but also summoning more undead or raising their fallen companions. In each of the fights, you should first eliminate the stronger necromancers and afterwards the apprentices.
Eventually you should reach a bigger room in the north-east part of the cave. Fight with the most numerous so far group of enemies, focusing mainly on attacking the very dangerous Ascendant Necromancer. Afterwards look around for a locked chest and head east. The passage here is blocked (screen above), but puling the chain on the right wall will solve this problem.
Look out for ice traps as you move towards the last room, they can be switched off by taking the soul gems from pedestals. After reaching the marked location, the last fight with Necromancers will start. I'd especially suggest focusing on attacking the Master Necromancer (screen above), as he can easily revive his apprentices. Keep an eye on your health level, as you can also easily die because of his strong ice spells.
Afterwards take a look around the area and note that Larina is already dead. Take Pantea's Flute from the big chest (screen above) and leave the cave after exploring it. Return to The Bards College to return the flute to Pantea. She won't have any material prize for you, BUT she will raise all six mage skills by 1 point (Alteration, Conjuration, Restoration, Enchanting, Destruction and Illusion.
Notice! You can attempt this quest only after completing the only main quest of The Bards College, namely Tending the Flames.
Head to The Bards College in Solitude and find Giraud Gemane (screen above). Speak to him to learn that Giraud has learned where the title Rjorn's Drum - an item very precious for the Bards - can be found. As it's a place currently occupied by monsters, you will be asked to obtain it and bring back to the College.
Head out of the College, open the world map and plan your journey to Halldir's Cairn (screen above). It can be found in the southern part of Skyrim and in case you haven't found it yet, it's best to start at the nearby Falkreath. Head out the town and go south-west, eventually turning south. Reaching the cave shouldn't take you too much time.
Start exploring the cave. Ignore the starting destination point, as it's above you and it will be hard to reach. Look around the first big grotto for the Key to Halldir's Crypt (screen above) and optionally read Agrius' Journal. Afterwards you can use the key to open the door in the distance. Head south and go up the stairs onto the upper level.
Once again go south and afterwards west. From now on you will regularly come across Ghosts (screen above) and you don't have to modify your tactic in any way, so use standard weapons and most common spells. It's however worth to notice that some Ghosts are clearly stronger and you should take care of them at the end of each battle. After the first battle, once again use the recently obtained key to open the nearby door.
Attack the new group of Ghosts and look out not to accidentally stand on the pressure plate which activates a spike trap. Head west, where you will be additionally attacked by Draugrs. Eliminate the monsters and turn north. One of the Draugrs will be resting on a throne and you should attack him before he can join the fight. As you have probably noticed, access to the further part of the Cairn is protected by bars. The problem can be luckily easily solved by interacting with the lever behind the throne (screen above).
Markings on the map: X - Interactive pillars.After reaching the next area, deal with more Ghosts. Temporarily ignore the new lever and move to solving the puzzle. There are three pillars in the area, the locations of which have been marked on the map above. You need to interact with each of them, therefore causing it to show the same symbol as the plate hanging from the opposite wall (turn around and look up to see it).
Only after arranging the three pillars properly return to the lever mentioned above (screen above) and use it to unlock the northern corridor. Follow the only possible path and be ready to fight more Ghosts. There's also a chest in the area, though it's protected by traps (a line and fire trap activated by opening the chest). Once again follow the northern corridor and afterwards turn east. Save your game before heading into the big room, as you're in for the final battle of this quest.
Begin attacking the Draugr Scourge who will appear in front of you. Eventually it will disappear and be replaced by a few types of Halldir (screen above). It's worth to neutralize the ghosts one after another and try to avoid being attacked by several of them at once. Make sure your party member is inside before closing the grate, as otherwise you will be on your own.
Attack the Draugr Scourge only after taking care of all of Halldir's copies (screen above). I'd recommend increasing your elemental resistance or use protective spells, as otherwise you might die quite easily. In addition you should use the local pillars as cover, especially if you character prefers ranged attacks.
Keep fighting until you defeat the Draugr. Afterwards you will be able to take a look around the room and take Rjorn's Drum from the chest marked by the game (screen above). Open the wooden hatch in the middle of the room and start jumping down along the wooden platforms. Return to The Bards College to return the Drum. Giraud won't have any material prize for you, BUT will raise all six warrior skills by 1 point (Block, Archery, One-handed, Two-handed, Heavy Armor and Smithing).
Notice! You can attempt this quest only after completing the only main quest of The Bards College, namely Tending the Flames.
Head to The Bards College in Solitude and find Inge Six-Fingers (screen above). The woman will tell you of a burglary from a year ago. The thieves have stolen, inter alia, Finn's Lute. Inge will want you to recover this precious item and will give you the location of the Bandits' current hideout.
Head out of the college, open the world map and plan your journey to Stony Creek Cave (screen above). It can be found in the eastern part of Skyrim and if you haven't unlocked it yet, it would be best to start at Windhelm and head south-east, eventually turning east.
The cave entrance can be found in a rather untypical place, as in order to reach it you have to jump into a small pond and swim to it (screen above). After reaching the new area, swim towards the body and use the platforms on the right side. Afterwards you can proceed into the Bandit hideout.
Be careful after reaching the first intersection, choose the corridor going south-east (screen above) and defeat the Bandit there. You need to keep in mind that more enemies are prone to appear here. Especially look out while fighting the Bandit Plunderer, as he will probably be capable of using magic.
After the battle, follow the narrow corridor going north-east and look out as there might be a trap activated by pulling a rope. After reaching a small room, look around for a chest with, inter alia, Finn's Lute (screen above). Afterwards you either continue exploring the hideout (northern room with a waterfall) or head back to the exit. Return to The Bards College to return the item to the quest giver. Inge won't have any material prize for you, But will increase all six thief skills by 1 point (Alchemy, Light Armor, Lockpicking, Pickpocket, Speech and Sneak).
The Blades and the Greybeards are two groups which pay an important role during the main quests of the game. You can also complete lesser missions for them, usually not complicated and letting you develop your skills. I'd suggest familiarizing yourself with the below description of the Blades and the Greybeards, as some of the quests become available only after meeting specific conditions and if the hero has friendly relations with a given group.
The Blades' base is Sky Haven Temple (screen above), which you visit for the first time during the main quest Alduin's Wall. You can approach the first side mission of the Blades right after completing it. It's worth to mention that further on in the game, your relations with the Blades can get far more complicated. Right after beginning The Fallen, the Blades will require you to kill the dragon Paarthurnax, putting your further relations on the line. Killing the dragon is easy, but by doing so you will lose any chances of further work for the Greybeards
The base of The Greybeards is High Hrothgar (screen above), which you visit for the first time as part of the main quest The Way of the Voice. You can approach the only (repeatable) Greybeards mission after completing another main quest, namely The Horn of Jurgen Windcaller. It's also worth to mention that further on in the game, your cooperation with The Greybeards may suddenly come to a drastic end, if you fulfill the will of the Blades and kill the dragon Paarthurnax.
You can approach this quest no sooner than after finishing the main quest Alduin's Wall. Search the Sky Haven Temple for Delphine and ask her if the Blades are currently formed by only two people, namely her and Esbern (screen above). She will confirm this fact and ask you to recruit new members.
The game won't add any markers, as only people who you choose yourself will be able to join the Blades. After finding a proper candidate, return to Delphine and tell her of bringing a volunteer (screen above). You don't have to worry about losing his for good, as you still will be able to ask him to join you on your adventures. What's more, he will also undergo training and receive the Blades equipment. Notice - Only warriors can join the Blades. Lydia seems to be the perfect first candidate. In search of more volunteers, you should definitely head to Jorrvaskr in Whiterun, of course assuming you have already finished the Companion quests.
You will need to bring three different characters to Delphine in total, as only then will the Blades gain enough power and you will be able to move to the next mission - (The Blades) Ask Esbern about dragon lairs.
You can approach this quest only after finish the mission of brining three volunteers to the Blades, as part of (The Blades) Bring a follower to Delphine. In return, Delphine should send you to Esbern. Find the old man and ask him of his study on dragon lairs (screen above). Esbern will inform you that he indeed did discover a lair and will send you to slay the dragon. You will also learn that those who you have recruited will help you in this mission.
Notice - Before leaving Sky Haven Temple, it's worth to ask Esbern of the free Dragonslayer's Blessing. It stays active for five days and increases you chance of critical hit while fighting dragons by 10%. You can of course return to Esbern and ask him for another blessing after the effect wears out.
Open the world map and head to the marked dragon lair in a randomly chosen area of Skyrim. The whole fight with the Dragon (screen above) will be no different than all the previous ones, so base on well-known tactics. The battle will be of course made easier thanks to the allies who you can count on. Afterwards I'd recommend examining the corpse of the dragon (the Dragon Bone and Scale will come in handy in the next mission) and return to Esbern afterwards. The old man will have another mission for you - (The Blades) Bring a Dragon Scale and a Dragon Bone to Esbern.
You can approach this quest only after finishing the first quest for Esbern, namely (The Blades) Ask Esbern about dragon lairs. Esbern will ask you to bring him one Dragon Scale and one Dragon Bone. If you followed my advice and examined the body of the recently killed dragon (screen above), you should already have them. Otherwise you can return there, or anywhere else you fought a dragon before (or eventually kill a new one). Give Esbern the ingredients and in return he will give you Esbern's Potion. Drink it to lower the damage dealt by dragons by 10%.
You can approach this quest only after finishing the main quest The Horn of Jurgen Windcaller. Enter High Hrothgar and find Arngeir. Tell the priest that you want to learn something more about the Voice and ask him of any new Words of Power (screen above). Arngeir will therefore send you to find a Word of Power to a randomly chosen location. You can repeat this quest multiple times. If Arngeir won't have any new locations for you, wait a couple days and speak to him again. In case you receive nothing again, it might mean that you have learned all the "widely available" Words of Power.
The following chapter describes the Skyrim Civil War and contains the walkthrough for all Imperial Legion Quests and the walkthrough for all Stormcloak Rebellion Quests. The full contents are as follows:
Quest guides contain, most of all, information on how to complete main and optional tasks as well as accurate instructions concerning the more and less complex battles. In the latter case the battles are divided into those which main objective is to maintain control over the chosen location, and those which require taking over a strategically important location from the enemy. The guides are filled with high quality pictures and battle maps, which show, among other things, vital buildings and routes leading to destination points.
You will probably hear about the Civil War in Skyrim for the first time in the early stages of the game; specifically, during the Before the Storm quest. At the end of that assignment you can get an invitation from Hadvar or Ralof to join the Imperial Legion of the Stormcloak Rebellion. Luckily, you don't have worry that who you worked with at the beginning of the game will have an effect on your future relations with the two factions. The same applies to the Civil War itself, because without your involvement no crucial decision will be made, and the fighting sides will occupy the same strongholds and other strategic locations all the time. What is more, working for one faction and completing a few initial quests for them will still leave the door open for changing your decisions. The final and irreversible decision on the choice of an ally you need to make at the end of The Jagged Crown quest (mutual to both factions.)
The Imperial Legion has its headquarters in Castle Dour in Solitude (the above screen), with General Tullius in charge. The most important locations under its control are Markarth, Whiterun, Morthal, Falkret and Riverwood. If you want to join the Legion, go to the Imperial Legion Quests section.
The Stormcloak Rebellion has its headquarters in the Palace of the Kings in Windhelm (the above screen), with Ulfrik Stormcloak in charge. The most important locations under its control are Winterhold, Riften, Dawnstar and Ivarstead. If you want to join the Stormcloaks, go to the Stormcloak Rebellion Quests section.
As I mentioned before, nothing crucial has any right to happen as far as the Civil War is concerned until you alone decide to join one of the hostile factions. The only exception is the game's main quest given in the advanced stage of the campaign, called The Fallen. One of the steps of this quest requires going to the Jarl of Whiterun to ask him for help in imprisoning a dragon, and if he refuses, you will be forced to break negotiations (the above screen) which are a part of another main quest - Season Unending. If you haven't taken an interest in the Civil War quests up to that point, the game will force you, for the first time, to take steps favoring one of the fighting sides and hurting the other. For more details on this matter, refer to the guide describing the main game storyline.
To sum up, it's better to start the Civil War quests before taking The Fallen, so as not to miss any excitements. If you have already completed this quest, take into account that the way the Civil War goes may be somewhat changed. On the other hand, I don't recommend getting involved in the Civil War too early, because it's better to have a character that has already gained some experience and battle skills. I suggest to take an interest in the Civil War after completing the Dragon Rising or The Way of the Voice main quests (better exploration and a larger variety of available Dragon Shouts.)
Open the world map and plan a travel to Solitude, located in the north part of Skyrim (the above screen). It's easiest to use Fast Travel, but if you haven't unlocked that location yet, try using a wagon, for example the one on the Whiterun Stables. If this is your first visit in Solitude, you will witness the execution of Roggvir, accused of working for the Stormcloaks. There is no way to affect the execution.
Go to the north part of the city and locate the entrance to Castle Dour, which is guarded by two sentries (the above screen). Fortunately, you don't have to worry about being detained.
Go to the "war room" where all of the most important persons in the Imperial Legion are gathered. Depending on preferences, you can listen to the conversation about what the Stormcloaks are likely planning, or initiate dialogue with General Tullius (the above screen) at once. If you worked with Hadvar at the beginning of the game, you can mention it now, but it won't affect the outcome of the conversation. Tullius will say that the Imperial Legion could use another warrior who can take care of himself and sends you to Legate Rikke.
Rikke should also be in the room (the above screen) and you have to talk to her. The woman will let you prove your usefulness for the Imperial Legion. You're given the assignment to secure Fort Hraggstad, which is currently under control of bandits.
Unlocked Imperial Legion Quest: Joining the Legion
Open the world map and locate Fort Hraggstad (the above screen). It's situated west of Solitude. If you have already unlocked it, it's better to use Fast Travel. If not, I suggest keeping to the hard-surfaced path leading west. After a while, turn north and then again west, eventually reaching the surroundings of the fort.
The fort is occupied by weakly trained bandits, but nevertheless it's worth to adjust your tactic to the chosen playing style. If you character is a warrior, you don't need to overthink it and can head towards the main fort entrance (the above screen).
If your character is an archer or a mage, then it's better to attack the foes from a distance, and I suggest taking care of archers on the upper walls first (the above screen). Naturally, if you play a warrior you also shouldn't ignore the archers, and, depending on preferences, you can for example try and hurl the Unrelenting Force Dragon Shout at them, or climb the wall and take them out in close combat.
You might as well surprise your opponents. In such case, I strongly recommend going around the whole fort to get to the north part of the wall, where you'll find a large hole (the above screen). Of course, it's advisable to do this under the cover of the night, because then the visibility of the foes is significantly limited.
Try to clear out the main courtyard first. Afterwards, check the two big towers, as there should be additional archers there (the above screen). I suggest using the Unrelenting Force Dragon Shout again, or other ability that can hurl enemies away, so you don't have to fight them for too long.
Finally, check the two locations with doors. In one of the main rooms of Fort Hraggstad you'll probably meet the Bandit Chief (the above screen) and you have to be careful, because he's much stronger than a standard opponent. I also recommend raising your resistance to fire before engaging him, because he'll most likely use a weapon that inflicts fire damage.
The other location that you need to secure is the Fort Hraggstad Prison (the above screen). Most likely, there will be three weak bandits to slay there. Fight until all of them have been eliminated. Luckily, if you miss some bandits in one part of the fort, the game should automatically point you to their current location, making it easy for you to complete the Legion's assignment.
Open the world map and go to Solitude. Naturally, you have to get back to Castle Dour. Once there, you can listen to a new conversation or talk straight to Legate Rikke to report the completion of the assignment (the above screen). She will tell you to speak to General Tullius so that you can take the oath and officially join the Imperial Legion. Note - taking the oath is not tantamount to allying yourself with the Legion irreversibly; you will still have some time to change your ally.
This objective is very easy to complete. Approach General Tullius and, once the dialogue begins, repeat parts of the oath after him (the above screen), clicking one by one on the only lines available. Afterwards, the general officially welcomes you to the Legion. He will also mention that you can get gear from Beirand the blacksmith, and that Legate Rikke has something to discuss with you.
Unlocked Imperial Legion Quest: Miscellaneous: Get Imperial Gear from Beirand
Unlocked Imperial Legion Quest: The Jagged Crown
I would suggest going to Beirand at once and getting your due gear without delay. Leave Castle Dour and go to the marked location. You should find Beirand the blacksmith outside his house (the above screen). Initiate dialogue and say that you were sent by General Tullius. The blacksmith will allow you to choose one of three sets of items:
Personally, I recommend choosing elements of light or medium sets, but naturally, it should reflect your own personal playing style. It's worth mentioning that using Imperial gear is not mandatory, however if you have started the Civil War quests in the early stages of the game, it's likely you wouldn't have any better outfit for your character. Now you can concentrate on the next Imperial Legion Quest - The Jagged Crown.
Go back to Castle Dour in Solitude. As usual, you can choose between listening to what the people in the room are talking about, or initiate dialogue with Legate Rikke at once (the above screen). She will tell you that a unit under her command is preparing to set off for a place that supposedly holds the titular Jagged Crown. The Legion wants to claim the Crown before it falls into the Stormcloaks' hands. Rikke suggests that you meet her near the ruins of Korvanjund.
Leave the castle and open the world map. Notice that your destination isn't located directly in Korvanjund, but some distance away (the above screen). Consequently, I don't recommend using Fast Travel (if you have been there before), but go on foot instead. The ruins lie in the central part of the map, and you can travel there from Windhelm (go west) or Whiterun (go northeast).
When you reach the location, look around for the unit led by Rikke (the above screen) and join it. It's worth mentioning that if you worked with Hadvar before, you will meet him here. Nothing comes out by talking to him, though. Wait until Legate Rikke approaches you, and in the meantime you'll find out that the Stormcloaks are already here. Confirm your readiness to attack them.
Follow the lead of the Legionnaires until you reach the camp of the Stormcloak soldiers. If your character prefers close combat, you should actively participate in the fight and take out enemy archers first (the above screen).
If your character prefers ranged combat, don't use the stairs at all and eliminate enemy soldiers from a safe distance instead (the above screen).
No matter the tactic, remember not to use area-effect weapons, abilities and spells, because there's a high chance you could injure your allies, and as a result they can turn against you. After the battle, run with Rikke and her men to the ruin's entrance. Listen to a short speech (the above screen) and open the door to Korvanjund Temple.
Inside, crouch and join the other Legionnaires (the above screen) until Legate Rikke gives the command to attack the Stormcloak soldiers. Remember to avoid hitting the Imperials when you fight inside the ruins. You don't have to worry that they would fail without you, because Rikke's units should be able to win battles even if your involvement isn't crucial.
After the battle, wait until Rikke posts two Legionnaires there and follow her. The next battle starts when you reach a larger chamber (the above screen); use the fact that some foes will have to use the stairs to join the main fight.
Fight until all Stormcloak soldiers are eliminated and go downstairs. Rikke should stop at the north entrance (the above screen), saying that there is likely a trap in the next room. She suggests finding an alternative path.
If you feel secure and so far hadn't had any problems with eliminating enemy soldiers, you can ignore Rikke's warning and go north right away. Her assumptions about the trap prove to be correct (the above screen) and you'll probably have the most trouble with the archers, which are not easy to reach. Luckily, your allies will join you in a moment, so you don't have worry about fighting them all by yourself.
It's much better to follow Rikke's counsel and look for an alternative path. Return to the stairs and once upstairs, go east (the above screen). This way, you will go around the whole place where the previous battle has been fought, and reach a corridor that leads to the adjoining room.
Crouching, go into the northern room. You should see that two archers are occupying the balcony to the south-west, so it's best to get rid of them by aiming at the lamps above them. Once they fall to the ground, they'll cause a fire right where the archers are standing (the above screen). Depending on your playing style, stay on the upper balcony or jump down and help the Imperials eliminate all enemy units.
No matter which option you choose, you need to get rid of every Stormcloak soldier. Then you can follow Legate Rikke by going into the west corridor. There is a single opponent (the above screen) to eliminate in one of the adjoining chambers, but your allies should take care of him. Examine the corpse of a Draugr and continue through the temple. After a while you should reach the Korvanjund Halls.
Follow Rikke. There are probably two more Stormcloak soldiers to eliminate on the way, but due to the fact that they are largely outnumbered, the Legionnaires can deal with them without your help. Continue the exploration of the ruins until you reach the Hall of Stories (the above screen). Here, listen to Legate Rikke's short speech and proceed to solving quite an easy puzzle.
Start by picking up the Ebony Claw, which you can find on one of the dead bodies (the above screen). Open the Inventory, go to the Miscellaneous category and examine the newly found item until you notice that it contains the proper sequence of symbols.
Now you can approach the wall with the symbols and three interactive rings. The full solution to the puzzle is pictured on the above screen - the upper ring has to show the Wolf, the middle the Moth, and the lower the Dragon. Finally, use the claw on the keyholes to unlock the entrance.
You can proceed further on, and of course it's good to travel in the company of the Leggionaires. Soon you will reach a larger hall with a portcullis blocking your way; as a result, you'll have to find a way to raise it. Go into the small north corridor (the above screen).
Use the stairs to get to the upper balconies and follow the only available way until you reach the handle pictured above. Use it to raise the portcullis.
Be aware of your surroundings, because Draugrs (the above screen) will start coming out of the nearby crypts. If you're playing a warrior, jump down and join the fight. Otherwise, I suggest staying close to the handle and attacking from a safe distance. After the battle, use the unlocked path and enter the Korvanjund Crypt.
Follow Rikke's unit, saving the game after you reach a large chamber. The crown you are looking for rests on the head of a Draugr Deathlord (the above screen), whom it would be better to attack before he is awakened by one of the Legionnaires. I recommend using weapons, abilities and spells which can weaken or paralyze the monster right at the beginning of the battle.
Apart form the Draugr Deathlord, two other monsters will come to life, namely a Restless Draugr (the above screen) and a Draugr Scourge. I suggest taking care of them quickly, as they are much more resilient than the Deathlord. The battle will probably be rather chaotic, so remember not to injure any of the Legionnaires.
Save the Scourge for the end, when he's the only enemy on the battlefield. Fight until his health bar is empty and he dies. Now you can approach the Draugr Deathlord, examine his body and take the Jagged Crown (the above screen).
I suggest going north, because there is a Word Wall nearby (the above screen), which teaches a new Word of Power - Slow Time. You now have a choice either to use the corridor and get to a door leading to Korvanjund Temple easily, or to follow the same path you took to get here, carefully examining every location you missed in the hurry.
If you chose the shortcut, when you get back to the temple you'll have to interact with a bolt which will take you back to the ruins entrance (the above screen). Return to the surface, open the world map and journey to Solitude.
When you get to Solitude, enter Castle Dour, locate General Tullius and initiate dialogue to tell him that you have found the crown (the above screen). The general will have another assignment for you, which is to deliver a message to the Jarl of Whiterun warning him about an upcoming Stormcloak attack.
Unlocked Imperial Legion Quest: Message to Whiterun
You don't really have to hurry with the journey to Whiterun, because, as I mentioned before, nothing crucial will happen until you move the events forward. If you have followed my advice and got into the Civil War Quests after completing at least a first initial quests of the game, you will be able to travel to Dragonsreach right away (the above screen). Otherwise, you'll have to reach Whiterun on your own and do everything according to the guide describing the main game quests (the Before the Storm quest).
When you arrive at Dragonsreach, find Jarl Balgruuf the Great, initiate dialogue and give him the message from General Tullius (the above screen). If you haven't completed the Before the Storm, Bleak Falls Barrow and Dragon Rising Main Quests yet, you'll have to do them now. Otherwise, the Jarl will take the letter at once.
You don't have to do anything to complete this quest. Stay close to Balgruuf and listen to his conversation with his advisors (the above screen). The Jarl decided to confirm whether Ulfric is really planning to invade Whiterun, and he asks you to deliver Balgruuf's War Axe to the Stormcloaks leader. If Ulfric keeps the axe, it will mean that he wants peace, but if he returns it, he means to go to war.
Leave Dragonsreach, open the world map and head to Windhelm, located in the east part of Skyrim (the above screen). If you have been there before, you can use Fast Travel. If not, you need to plan your journey, and the easiest way is to use a wagon, for example the one in Whiterun Stables.
When you reach your destination, go to the north part of the city and find the entrance to the Palace of the Kings (the above screen). Of course, if you have visited it before, you can go there straight from the map menu.
Inside, find Uflric Stormcloak and initiate dialogue to deliver the axe from Balgruuf to him (the above screen). The leader of the Stormcloaks will give it back to you, thus suggesting that he's ready to invade. You can stop talking to him now, because you won't be able to negotiate peace with him.
Leave the Palace of the Kings, open the world map and go to Dragonsreach. Go into the Jarl's residence and find him (he should be in a chamber upstairs). During the conversation you need to tell Balgruuf that Ulfric returned the axe (the above screen) and that he's preparing an invasion on Whiterun. Balgruuf will inform you that in the meantime General Tullius has sent a detachment of his troops to Whiterun, lead by Legate Cipius.
Legate Quentin Cipius should soon enter the room, but you don't have to talk to him. Instead, approach the table and listen to the plans on how to defend the city (the above screen). The meeting will end when an Imperial soldier arrives, informing everyone that Ulfric's troops are ready to attack.
Unlocked Imperial Legion Quest: Battle for Whiterun
Leave Dragonsreach and travel through all Whiterun (don't use Fast Travel!), ignoring the fleeing civilians and buildings on fire. You need to get to Whiterun's main gate (the above screen).
Once you're outside the city, go straight north, over the rocks, to where Legate Rikke should be giving a speech (the above screen). This is the last opportunity to save the game, because the battle commences as soon as Rikke gives the command to fight.
Labels on the map: Red arrows - direction of the enemy attack; 1 - the barricade, 2 - the drawbridge; 3 - Whiterun entrance.
For starters, a few words on the principles of this battle. The Stormcloaks will be coming only from one side, namely from the south, which is near the Whiterun Stables. Their aim is to reach the main city gate, but they will have two obstacles on the way. The first is the barricade where Rikke gave her speech, and the second the raised drawbridge. If enemy soldiers break through these obstacles, it doesn't mean you failed the quest. What's more, it's not possible to loose the battle, because even if a substantial number of your allies dies, the game will still allow you to continue the defense. Consequently, the only exception is the main character's death.
Remember that you will have not only the Legionnaires on your side, but also the Whiterun soldiers. Pay attention not to incidentially attack them. I suggest using area-effect attacks and spells only at the beginning of the battle, before the masses of enemy soldiers start breaking through the barricade.
Every time a Stormcloak soldier dies, the game will inform you of the decrease in the "strength" of the attacking forces. You have to fight until that count reaches 0%.
In the first stages of the battle, focus on defending the first barricade, the place where Legate Rikke gave her speech. If your character prefers close combat, jump over the barricade and attack the approaching foes (the above screen) so as not to let them near the barricade.
If your character prefers ranged combat, place yourself on the wall over the barricade and attack from there (the above screen).
Sooner or later, the Stormcloak troops will probably destroy the whole barricade or a part of it (the above screen). According to a tip given earlier, fall back to the drawbridge, especially since many foes will run past you without stopping to deal you any damage.
As I mentioned before, the drawbridge will be raised. At first, it's best to fight on the main path leading to the bridge (the above screen). If you prefer close combat, stay on the cobblestone path, and if you prefer ranged combat, consider occupying a nearby tower or any other high ground.
What's important, the foes will prove their wits and some of them might want to use the upper path to get to the mechanism lowering the drawbridge (the above screen). Lowering the bridge doesn't mean defeat, but it's better not to let it happen and try to defend the mechanism from any sabotage.
No matter how many obstacles the Stormcloaks manage to beat, continue fighting and choose your targets carefully. Watch for the enemy General, but he'll be only marginally better that his subordinates. After a while, the game will inform you of the victory, and the remaining soldiers will flee (the above screen).
Go back to the drawbridge and listen to Jarl Balgruuf's speech (the above screen), thanking everyone gathered here for their sacrificial fight. Approach the Jarl afterwards; he thanks you in person and offers you the possibility of living in Whiterun (for details, report to Proventus Avenicci in Dragonsreach).
Unlocked Imperial Legion Quest: Reunification of Skyrim
Open the world map and go to Solitude. Head to Castle Dour and find General Tullius (the above screen). Tullius promotes you to a higher rank and gives you a Sword scaled to the current level of your character. The General sends you to the Legion's hidden camp and ask you to report to Legate Rikke.
Leave the castle, open the world map and plan a journey to the Pale Imperial Camp (the above screen). It's situated in the mountains in the north part of Skyrim. Assuming you haven't been there before, you can best go there from Dawnstar and then turn west.
Be careful, because on the way to the Imperial camp you can be attacked by wild animals. You should be there after a couple of minutes, though (the above screen).
Enter the camp and look for Legate Rikke, because she's the one you have to ask for orders (the above screen). Rikke reveals the details of a plan to deliver false information to one of the Stormcloak Commanders. In order to do that, you have to find an enemy courier and take documents that are in his possession.
Note! At this time, the game will activate a new Imperial Legion Quest (A False Front), but the current quest will remain active as well. This is how it's going to be until the end of your Imperial Legion adventure, as you'll be getting minor quests and moving the main storyline at the same time. Consequently, do A False Front quest and return to this part of the guide once you have finished it.
Unlocked Imperial Legion Quest: A False Front
You can proceed with the completion of the current quest once you finish A False Front. Head back to the Pale Imperial Camp, find Legate Rikke and initiate dialogue with her (the above screen). She tells you that your next assignment is to take part in an attack on Fort Dunstad and seize it. At this moment, the game activates The Battle For Fort Dunstad quest. Skip to its guide, because only by finishing it will you be able to continue with the Reunification of Skyrim.
Unlocked Imperial Legion Quest: The Battle For Fort Dunstad
This objective will appear in your journal after you complete The Battle For Fort Dunstad. Open the world map, choose Solitude and then go through the door to Castle Dour. Find General Tullius and talk to him (the above screen). The General informs you of your further promotion, and gives you a prices Shield scaled to the current level of your character. He sends you to a camp in Rift, where you will get your orders.
Leave the castle and open the world map. Your destination is located in the south part of the map, the Rift Imperial Camp (the above screen). Assuming you haven't been there before, you can best go there from Ivarstead, lying at the foot of a nearby mountain, and then go south.
Be careful, because you can be attacked by wild animals on the way to the camp. When you arrive, find the tent Legate Rikke is in and talk to her (the above screen). Rikke sends you to Riften to gather evidence incriminating Anuriel, the steward of the Jarl At this moment, the game activates the Compelling Tribute quest. Skip to its guide, because only by finishing it will you be able to continue with the Reunification of Skyrim.
Unlocked Imperial Legion Quest: Compelling Tribute
You can proceed with the completion of the current quest once you finish Compelling Tribute. Return to the Rift Imperial Camp and find Legate Rikke. Once you receive Gold as a reward for taking over the enemy caravan, ask Rikke for new orders (the above screen). She sends you to seize control over Fort Greenwall. At this moment, the game activates The Battle for Fort Greenwall quest. Skip to its guide, because only by finishing it will you be able to continue with the Reunification of Skyrim.
Unlocked Imperial Quest: Battle for Fort Greenwall
This objective will appear in your journal after you complete The Battle For Fort Greenwall. Open the world map, go to Solitude and then through the door to Castle Dour. Find General Tullius and talk to him (the above screen). The General sends you to a new Imperial camp, mentioning that the next step to victory is to take over the lands around Winterhold Hold.
Leave the castle and open the world map. Your destination lies in the north part of the map, the Winterhold Imperial Camp (the above screen). Assuming you haven't been there before, you can best go there from Dawnstar and then go east.
The camp you're looking for is situated high in the mountains, so consider travelling by horse. I suggest keeping an eye for wild animals too. After a while, you should reach your destination (the above screen).
Look around the Imperial camp. The person you need to talk is of course Legate Rikke (the above screen). She tells you that your next mission is to take over Fort Kastav. This mission, however, will differ from the other ones in that apart from eliminating enemy soldiers, you also need to rescue some imprisoned Legionnaires. To help you with this task, a group of scouts have been sent ahead. At this moment the game activates the Rescue from Fort Kastav quest. Skip to its guide, because only by finishing it will you be able to continue with the Reunification of Skyrim.
Unlocked Imperial Legion Quest: Rescue from Fort Kastav
This objective will appear in your journal after you complete Rescue from Fort Kastav. Open the world map and go to Castle Dour in Solitude. Find General Tullius and talk to him (the above screen). He is very pleased to hear of your success and promotes you to the rank of Legate. Apart from that, he also gives you Armor scaled to the current level of your character. The next step before the invasion on Windhelm is to take over Eastmarch.
Leave the castle and open the world map. Your destination if the Eastmarch Imperial Camp (the above screen). If you have been there before, you can use Fast Travel. Otherwise, you'll need to go a long way as there are no major cities in the camp's closest area. I suggest starting from Windhelm and going southeast.
Be careful, because on your way to the camp you can be attacked not only by wild animals, but also by Giants. It's best to approach the Imperial camp from the west (the above screen).
When you get there, look around for Legate Rikke and report to her for your next mission (the above screen). She tells you need to take over Fort Amol. At this moment the game activates the Battle for Fort Amol quest. Skip to its guide, because only by finishing it will you be able to continue with the Reunification of Skyrim.
Unlocked Imperial Legion Quest: Battle for Fort Amol
You can proceed with the completion of the current quest once you finish Battle for Fort Amol. Return to the Eastmarch Imperial Camp and find Legate Rikke (the above screen). She sends you to Windhelm to join the rest of the Legionnaires in the attack on the Stormcloaks headquarters. At this moment the game activates the Battle for Windhelm quest, so skip to its guide.
Unlocked Imperial Legion Quest: Battle for Windhelm
You can proceed with the completion of the current quest once you finish Battle for Windhelm, that is taking over the Stormcloaks stronghold and killing Ulfric. Approach General Tullius, who should be inside the Palace of the Kings in Windhelm (the above screen). The General will let you keep the weapon you might have used to kill Ulfric.
If you want to listen to Tullius's speech, leave the palace (the above screen). Don't worry that the city is currently in ruins, because you haven't blocked the possibility of doing other quests associated with this location. Return to Windhelm after a few days, and it should be rebuild and the streets filled with citizens again. Congratulations!
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
According to Rikke's tip, you can find the courier in one of two inns. The first one is The Nightgate Inn (the above screen), but it's harder to get to because it's not located in any town. If you choose is nevertheless, start you journey from Korvanjund ruins and go northeast. The inn is situated on a hill.
The second one is The Candlehearth Inn (the above screen), and here the case is simpler because it's located in Windhelm. What's more, you don't have to worry that by going to the Stormcloaks main city you'll be attacked; the Stormcloaks will limit themselves to saying that you're not welcome here.
It doesn't matter which inn you choose, because in both cases the storyline is the same. Approach the innkeeper (Hadring in The Nightgate Inn or Elda Early-Dawn in The Candleherath Inn) and ask for the Stormcloak Courier (the above screen).
The innkeeper refuses to share any details on their clients, leaving you with a few options. The best one is to use highly increased Speech to try to persuade the innkeeper to tell you want to know (the above screen) or to intimidate them. If you fail, you can also bribe them or simply wait for the courier to arrive at the inn.
If you managed to persuade one of the innkeepers to tell you about the courier, his current location will be added to your map. It's very probable that he's is on the way between the two inns, and if so, you can meet him there. When you find the courier (the above screen), you can talk to him or attack him. The main advantage of this method is that you won't be spotted and attacked by any third party. After the fight, examine the courier's body and take the Stormcloak Documents.
If you failed to persuade either of the innkeepers to tell you anything the courier, or you simply want to avoid bloodshed, you can stay at the inn, fast forward time and wait for the Stormcloak Courier to arrive (the above screen).
When he arrives, wait until he goes to rest (the above screen). This way you can easily rob him or kill him in his sleep, leaving him no options to fight back. In the latter case, make sure your actions aren't noticed by the innkeeper or other patrons. See if the Stormcloaks Documents have been added to your Inventory.
Open the world map and return to where Legate Rikke is, the Pale Imperial Camp. Find Legate Rikke and give her the courier's documents (the above screen). She edits their contents and sends you to the Stormcloak Commander in Dawnstar with the forged documents.
Open the world map and go to Dawnstar, located east of the Imperial Legion's camp. Depending on the time of day, Frokmar Banner-Torn could be in one of the buildings or walking through Dawnstar (the above screen). Initiate dialogue during which you will automatically give him the documents.
Note! You can now return to the Reunification of Skyrim (main objective: Regain Pale).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
Open the world map and you'll see that the meeting place (the above screen) is east of Fort Dunstad. I don't recommend going straight to the fort, even if you've discovered that location before and could use Fast Travel. It's way better to start the journey from Dawnstar (north of Skyrim) and then go south.
When you reach the marked location, you should see Imperial Legion Soldiers who will take part in the attack (the above screen). Save the game first and only then approach them, because they will go for the fort without warning.
Labels on the map: 1 - north fort entrance; 2 - south fort entrance; 3 - the way into the west part of the fort; 4 - places from which enemy soldiers are usually coming from.
Again, it's a good time to go over the principles of this battle. The most important thing is that this time you're not defending, but attacking. As a result, you can focus only on eliminating enemy targets and not worrying about maintaining control over particular areas on the map.
Similar to one of the previous quests, the battle will take place until you eliminate enough enemy soldiers and their "strength" parameter drops to 0%. Nevertheless, don't rely on the fact that initially there will be fairly few enemy soldiers in the courtyard, because the next ones will be running out of nearby buildings pretty regularly. It's good to remember that and not to position yourself near the doors leading to other locations within the fort. Also, remember not to attack your allies, refraining from using area-effect weapons, abilities or spells, or using them only when you are certain they will hit no one else but enemy soldiers.
Basically, there are two ways to enter the fort. By default, the Imperials will turn to the north entrance (the above screen), although it's not only better guarded, but there are also barricades to break through. If you play a warrior, this is the best choice for you.
The second way is the south entrance (the above screen), which is not only weakly guarded, but there also no barricades. You can approach it by going around the fort from the east, and it's the better choice for an archer or a mage.
If your character prefers close combat, start eliminating Stormcloak soldiers around you as soon as you get to the right part of the fort (the above screen). Don't forget about the archers; try to get rid of them right away, whether by using single ranged attacks or by getting close to them.
After clearing out the main courtyard, choose the path leading to the west part of the fort, surrounded by barricades (the above screen). There is more intense fighting there. If your character has any area-effect attacks, it's good to use at least one of them here.
If your character prefers ranged combat, your first priority after entering the fort should be finding any stairs that lead to the surrounding walls (the above screen).
Depending on preferences, you can attack enemies from low elevation or climb one of the taller towers, so that you have a view on the better part of the fort (the above screen). Naturally, watch out for enemy soldiers and don't let them surprise you, so as not to be forced to eliminate them in close combat.
No matter the playing style, get rid of enemy soldiers one by one. As I mentioned earlier, watch out for foes running out of the buildings, not letting anyone surprise you. Fight until enough of enemy soldiers have been eliminated. The rest of the Stormcloaks should automatically flee (the above screen). This mission is now over, so you can return to completing the Reunification of Skyrim (main objective: Report to General Tullius #2).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
Open the world map. Your destination is Riften, located in the southeast part of Skyrim (the above screen). If you've been there before, you can use Fast Travel. Otherwise, you need to plan your journey, so consider taking a wagon (for example the one in the Whiterun Stables). When you try to enter Riften for the first time, you'll be stopped by a Riften Guard. Depending on preferences, you can pay a tax to gain entry to the whole city, or use Speech and try to either persuade or intimidate him.
Once you're in Riften, head north. You need to get to Mistveil Keep (the above screen). Naturally, if you've been there before, you can transport there straight away, especially since the keep is visible on the world map.
Go straight ahead. Ignore everyone in the room completely, because you don't have to speak to anyone at the moment. You should get to a south passage guarded by two sentries (the above screen).
Theoretically, you should start sneaking now, but such precautions are better to take if you have Invisibility spells or potions. Go past the sentries, first turning right and then left. You should get to a bedroom (the above screen). Ignore the warning of a guard patrolling the hallway, because he won't detain you right away.
Close the bedroom's door behind you and start examining it. Ignore the cabinet, which opening requires a key or a picklock, and check the dresser underneath (the above screen). Take the Incriminating Letter out (you can read it from the Inventory menu) and quickly go back to the Mistveil Keep's main hall.
Note - if you spend too much time exploring the areas closed to guests or run around the keep with your weapons drawn, you can encourage the guards to attack your character. If so, I don't recommend fighting them back (the above screen), but quickly putting down your weapons, surrendering or agreeing to go to prison. Otherwise, you'll be surrounded by a large group of highly trained foes who would be very hard to beat.
Find Anuriel in the main hall of Mistveil Keep (the above screen). If you can't see her anywhere, wait until the next day, otherwise you'd have to risk going into the closed areas of the keep again. During a conversation with Anuriel, tell her that you have a letter incriminating her, and she will ask you to join her in a back chamber.
Follow Anuriel and stay close to her as advised (the above screen). Your second conversation with her takes place once you get to her bedroom, from where you stole the letter earlier.
After you reveal to her that you are a member of the Imperial Legion, Anuriel offers that she keeps the contents of the Incriminating Letter to herself in exchange for information on a shipment of silver and weapons. If your Speech is high enough, you can try to persuade her into giving you additional gold pieces (the above screen) and agree to the agreement only then. Anuriel mentions a caravan on its way from Riften to Windhelm. Because it doesn't travel fast, you have a lot of time to catch up to it, attack and rob it.
Leave Mistveil Keep, open the world map and travel to the recently visited Rift Imperial Camp. When you get there, locate Legate Rikke and share the information about the caravan with her (the above screen). Rikke suggests meeting up with Imperial scouts present in the area and organizing a joint attack on the caravan.
When you open the world map, you should notice that the scouting party is on the road to Windhelm (the above screen), specifically in the area of Shor's Stone. Meeting up with your allies is optional, but it's better to do it. I suggest approaching the scouts from the south, not north, to avoid running into the caravan prematurely.
When you get to the market spot, look around for the scouts (the above screen) and talk to Hadvar. The Legionnaire tells you that his group has been tracking the caravan for a time now, but didn't know what it was carrying until now. At the end of the conversation, Hadvar leaves you with a choice. You can either attack the caravan by yourself or take part in a trap the scouts are planning to set up.
If you want to act alone, go northeast right away. You can attack the Stormcloak Guards from a distance, but because of the fact that the majority of them are archers, it's safer to fight them in close combat (the above screen). If by any reasons you're starting to loose, run back to the scouts so that they can join the battle.
If you have agreed to Hadvar's plan, wait for the night to fall in. Crouching, follow the scouts. Try to stay close to Hadvar. Stop when he stops (the above screen) and wait until he gives orders to quietly eliminate the enemy scout.
Only then move forward to the Stormcloaks camp (the above screen). With any luck, you will surprise the enemy soldiers, and besides you have your allies to help you. Fight until every caravan guard is dead.
Before you go back to Hadvar, examine the enemy camp. Try to open one of the chests on the wagon, because it holds a few valuable items and taking them won't be considered stealing from the Imperial Legion. Approach Hadvar and listen to a short commentary (the above screen). This mission is now over, so you can return to completing the Reunification of Skyrim (main objective: Regain the Rift).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
Open the world map and you'll see that the allied troops are waiting for the order to attack at some distance from Fort Greenwall (the above screen), so I don't recommend using Fast Travel. The fort itself is located north of the recently visited Riften. If you unlocked Shore's Stone during your meeting with Hadvar, this is where it's best to start your journey, and then turning southwest.
This time, you don't have to look around for the other participants of the battle, because they are waiting out in the open for you to join them (the above screen). Save the game and approach them, thus commencing the battle.
Labels on the map: 1 - northwest main entrance; 2 - southeast main entrance; 3 - small entrance (collapsed wall fragment); 4 - upper courtyard occupied mostly by archers.
The battle rests on the same principles as the previous one, so simply eliminate enemy soldiers, because you'll win only when you kill enough of them. Of course, be prepared that new foes will appear regularly over the course of the battle. Unfortunately, the game will cheat a little bit, as enemy soldiers will not only run out of buildings, but also appear on the fort's walls virtually out of nowhere.
There are three ways you can get inside the fort. The most obvious one is the northeast entrance (the above screen). Be prepared for enemy archers on the surrounding walls. What's more, there are two rows of barricades blocking the way to the courtyard (the first row is easy to go through).
The second way inside is the northwest entrance (the above screen). It's nor particularly interesting, because there are also two rows of barricades here.
The third way inside is from the southwest (the above screen). There is only one barricade to break through and it shouldn't be guarded by enemy soldiers, so it's a perfect choice for a character who prefers ranged combat.
If you want to fight the Stormcloak soldiers in close combat, choose either fort entrance and attack the enemies on the main courtyard (the above screen).
For the time being, ignore enemy soldiers occupying the surrounding walls and the upper courtyard in the north part of the fort (the above screen), because there are quite a lot of them there. Sooner or later you need to take care of them, though, especially so that the enemy archers would stop attacking you and your allies.
If you want to attack the Stormcloak soldiers from a safe distance, go for the walls as soon as you enter the fort. Find a good observation spot, for example the tower in the northwest part of the fort (the above screen). Position yourself and start taking out foes.
No matter the tactic, you need to fight until the "strength" parameter drops to 0%. This will force the remaining forces to flee (the above screen). This mission is now over, so you can return to completing the Reunification of Skyrim (main objective: Report to General Tullius #3).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
You'll see on the world map that the scouts have placed themselves at some distance from Fort Kastav (the above screen). The fort itself is located northwest of Windhelm and it's there that you should start your journey from, reaching the scouts from the south.
When you meet them, talk to the scout's commander, Hadvar (the above screen). Ask him about the plans for rescuing the prisoners. The Legionnaire tells you that there is a grate on the outside of the wall, which you can use to sneak into the prison. After the prisoners have been rescued, Hadvar suggests meeting his men at the courtyard to get rid of enemy soldiers. Whether you agree to his plan or decide you're not too good with sneaking doesn't matter, especially since getting to the grate doesn't require higher than the average thieving skills.
Before you do anything, wait until the night to lessen your chances of being accidentally discovered by one of the sentries. Move towards the fort, going east in a straight line (the above screen).
After several meters, I suggest crouching or at least slowing down so as not to be spotted nor heard. Turn northeast and try to get as close as possible to the wall (the above screen).
Once you're by the wall, stop and turn south. Head towards the grate marked by the game (the above screen) and use it to get into Fort Kastav Prison.
Labels on the map: 1 - secret prison entrance; 2 - corridor leading to cells; 3 - probable whereabouts of a guard with the cell key; 4 - cells with the imprisoned Legionnaires; 5 - route to the main courtyard.
It's better to sneak here as well, though even if you're spotted, you don't have to worry that the guards from the courtyard will come here. Open the closest door and go past the larger room, heading east (the above screen).
After a while turn south and prepare to take out the first guard, who should be patrolling the area of the stairs (the above screen). It's better, of course, to surprise him.
Go south. The second guard is near the cells holding the Legionnaires (the above screen). If you haven't spoiled it earlier, you should be able to surprise him too.
There are three imprisoned Legionnaires here (the above screen). You can open their cells by lockpicking (poorly secured locks) or examine the body of the second guard to take the Fort Kastav Prison Key.
Free all three Imperial Legion Legionnaires and wait until they run towards one of nearby chests to recover their equipment (the above screen).
You now have to return to the north room of the prison, killing one guard on the way. When you get there, save the game first and then go through the north door (the above screen) leading to Fort Kastav's inner courtyard.
If your character specializes in close combat, you can attack the Stormcloak soldiers at once. Don't worry about the freed Legionnaires, because even if they die during the fight, you won't suffer any punishment for it.
If your character prefers ranged combat, I suggest getting to the left wall as soon as you leave the prison, and taking a good observation spot from which to eliminate the Stormcloak soldiers (the above screen).
Watch for a larger group that will come from the northwest (the above screen). It's best to use an area-effect attack on them, for example the Unrelenting Force Dragon Shout. This way you can stop their massed attack, but it also gives you a few moments of peace before the allied scouts arrive.
This battle differs from the others in that no new enemy soldiers appear of the battlefield. You need to eliminate "only" those soldiers who are marked by the arrow from the start. Fight until everyone is dead (the above screen).
Find Hadvar, who, depending of how well you dealt with the foe, can be inside the fort or on his way to it. Listen to his short commentary (the above screen). This mission is now over, so you can return to completing the Reunification of Skyrim (main objective: Report to General Tullius #4).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and its completion is required to advance to the next part.
Start by opening the map. You probably won't be surprised that the detachment of Legionnaires is stationed at some distance from the target destination, Fort Amol (the above screen). You can travel there by going for example from Windhelm (go southwest) or Ivarstead (go northeast).
Surprisingly, the Legionnaires are hiding in the forest (the above screen), so it's possible you miss them at first. Save the game and approach them, "encouraging" them to attack. Notice that approaching the fort takes at least a few seconds, but don't use sprint so as not to weaken the character's physical shape.
Labels on the map: 1 - main fort entrance; 2 - hole in the wall; 3 - suggested place for ranged attacks.
As opposed to the battle in the previous quest, where the positions of enemy soldiers were predetermined, this battle has all the characteristics of a "standard" fort invasion. You need to fight until enemy forces are sufficiently weakened. Remember not to stay close to the doors, because that's where enemy soldiers will be running out from.
Just like before, the game will allow you a free choice as to how you want to get inside. By default, the Legionnaires go for the west entrance (the above screen), but they might need to break through at least one barricade.
A much safer way into the fort is to go from the north to find a hole in the east part of the wall (the above screen). It's the best choice for a mage or an archer, who attack from a safe distance.
If your character prefers close combat, you can attack the Stormcloak soldiers once you're in the courtyard (the above screen). Just like in the other quests, don't forget about the archers massively occupying the upper walls and rooftops. Try taking them out as soon as you can, so you won't be loosing your team members.
If your character prefers attacking enemy soldiers from a distance, try sneaking into the fort and find a good spot to shoot at them. My recommendation: a tall tower in the southeast part of the fort (the above screen) with stairs leading to the top.
No matter the tactic, try to eliminate enemy soldiers as they come, because the game will be sending them your way quite regularly . Fight until you receive information of the victory. Traditionally, you can ignore the fleeing forces (the above screen). This mission is now over, so you can return to completing the Reunification of Skyrim (main objective: Regain Eastmarch).
Note! You get this mission during the Reunification of Skyrim main Imperial Legion Quest and it concerns the most important battle in the Imperial Legion campaign, which is to take over Windhelm, the Stormcloaks main city.
Open the world map and you'll see that Windhelm has been temporarily removed from the list of available locations. Luckily, it doesn't mean that you can't use Fast Travel, because you might as well journey to the Windhelm Stables south of the city (the above screen). If you don't want to use Fast Travel at all, head north to reach the stronghold from the south.
When you get there, go north, toward Windhelm's main gate. After a while you'll see General Tullius and you'll have to wait until he finishes his speech encouraging his soldiers to fight (the above screen). Save the game and only then approach the large gate to commence attack on the city.
Labels on the map: red lines - free routes; 1 - starting point, 2 - entrance to the Palace of the Kings; X - barricades you can break through.
For starters, a few words on the fights you're about to take part in. This battle rests on quite unusual principles, namely that you can't enter the Palace of the Kings, Ulfric Stormcloak's headquarters, by going north in a straight line. The way to the palace and other parts of the city is blocked by fragments of collapsed buildings or burning barricades, forcing you to follow a predetermined and quite linear path.
It's important to know that you don't have to eliminate all Stormcloak soldiers on the way, because both fighting parties will be replacing their dead warriors pretty regularly. I suggest focusing only on killing those that are a direct threat to you or that stand in your way to other parts of the city. Similarly to other battles, remember not to use area-effect attacks and always pay attention to who you're attacking, because it's difficult to distinguish between the Imperials and the Stormcloaks in the middle of the fighting.
The fights begin as soon as you enter the city (the above screen). If your character prefers close combat, you can start eliminating the Stormcloak soldiers right away. If you prefer ranged combat, you need to get far away from the gate quickly and find a good spot to attack efficiently. As I mentioned before, you can't reach the Palace of the Kings by going north. The streets on the east are also blocked, so the only way is the path leading west.
Soon, you should reach a fork in the road (the above screen) and decide which way to go. You can either go west and past a market, or go north and past a cemetery. In both cases, try to destroy the barricades as quickly as you can. It's particularly important if you play a warrior, as he needs to approach every foe to be able to kill him.
Both ways mentioned above lead to the north passage pictured on the above screen. There is also a barricade to break through here. While exploring the narrow alleys, monitor what the Stormcloak soldiers are doing to avoid being surprised or surrounded by any large group.
Head north, one by one eliminating soldiers you run into on the way. After a while you'll be forced to turn west (the above screen).
If you have followed my advice, at this point you'll be forced to take care of a group of enemy soldiers gathered around the last barricade (the above screen). Be careful here, because it's easy to hit one of your allies. The barricade itself can be destroyed either during the fight or after it.
Head west and then turn north. Get rid of the last group of Stormcloak soldiers stationed here, and you gain access to the Palace of the Kings (the above screen). Note - before you enter the palace, save the game, because in a while you'll be meeting the Stormcloaks leader.
Go to the northern part of the huge hall and stop by the throne with Ulfric on it (the above screen). Don't attack him at once, but wait until his conversation with General Tullius ends. The conversation won't change anything and a result the fight begins.
I suggest attacking Ulfric's guard, Galmar Stone-Fist (the above screen), first. This is due to the fact that Galmar can die then and there (once Ulfric's health bar is diminished, he only kneels). Galmar is a highly skilled warrior, so watch out for his powerful strikes, even if you're playing a character of a similar class.
Only when you defeat Galmar, attack Ulfric (the above screen). Interestingly enough, he'll be using Dragon Shouts. Nevertheless, he's less resilient and easier to defeat.
After the fight, listen to another conversation and wait until General Tullius approaches you (the above screen). You need to decide whether you want to finish Ulfric off yourself, or let the General perform this duty.
I recommend killing Ulfric yourself, because then Tullius will give you his priced Sword. To execute the Stormcloak leader, you can use either the General's weapon (the above screen) or your own. You can find the summary of the Imperial Legion Quests in the description of the Reunification of Skyrim (main objective: Report to General Tullius #5).
Open the world map and plan a journey to Windhelm located in the west part of Skyrim (the above screen). The easiest way is of course to use the Fast Travel option, but if you haven't unlocked this location before, try using a wagon, for example the one the Whiterun Stables. If this is your first visit in Windhelm, you'll witness a rough exchange between Stormcloak soldiers and an Elven woman, who is apparently not welcome in the city. When it's over, you can talk to her, but it's not required and won't have an affect on future events.
Go to the north part of the city and locate the entrance the Palace of the Kings (the above screen). Assuming you've been to the Stormcloaks stronghold before, you can travel there directly.
Go to the north part of the palace's main hall. You can find Ulfric Stormcloak sitting on a throne or having a war council in the "war room", talking about further plans and the doings of the rival faction. Talk to Ulfric (the above screen). If you worked with Ralof at the beginning of the game, you can mention it now, but it won't affect the outcome of this conversation. Ulfric says that the Stormcloaks are always on the lookout for people who can fight and sends you to his second-in-command, Galmar.
Galmar Stone-Fist should also be in the palace (the above screen) and you need to talk to him. The old warrior wants to know why you wish to fight for Skyrim alongside the Stormcloaks, but whatever you tell him won't affect your future relations. At the end Galmar tells you of your test. You need to go a completely isolated island and fight an Ice Wraith. To make it easier for you, he gives you a Resist Frost Potion and a couple of Ice Wraith Bane potions.
Unlocked Stormcloak Rebellion Quest: Joining the Stormcloaks
Leave the Palace of the Kings and open the world map. Your destination is the Serpentstone Island (the above screen), located in the northwest corner of the map. It's best to travel there from Winterhold, which lies in the same part of Skyrim, but if you haven't unlocked it before, you can use a wagon, for example the one in Windhelm Stables.
From Winterhold, head east, but be careful because you need to go down a hill the city stands on. I suggest finding a gentler slope (the above screen) which will safely lead you to the coastline.
Keep going east, omitting smaller islands, swimming if necessary, and watching out for wild animals, especially wolves and bears. Your destination is a fairly small island (the above screen). It has a very steep slope on its west side, so I suggest getting there from the south.
Use one of the paths leading to the highest point of the island. Go to the marked location and save the game, because once you approach the Guardian Stones (the above screen) you'll be attacked by the Ice Wraith.
If your character prefers close combat, consider poisoning your weapon with the recently received Ice Wraith Bane, so you can hit the monster with much greater damage (the above screen); this way it will only take a few successful blows to kill it.
If your character prefers ranged combat, poison the weapon with Ice Wraith Bane as well. If your character is partial to magic, try using fire-based spells (the above screen). No matter the tactic, it's good to drink the Resist Frost potion before the fight to lessen the damage dealt by the monster. Once you win, examine the monster's remains because there is a high chance of acquiring some valuable potion.
Open the world map and go to the Palace of the Kings in Windhelm. You can listen to a new conversation or talk to Galmar to inform him that you got rid of the Ice Wraith (the above screen). The warrior is impressed with your achievement and proposes that you take an oath binding you with the Stormcloak Rebellion. Note - taking the oath is not tantamount to allying yourself with the Stormcloaks irreversibly; you will still have some time to change your ally.
This objective is very easy to complete. Continue talking to Galmar Stone-Fist, agreeing to taking the oath. Repeat parts of the oath after him (the above screen), clicking one by one on the only lines available. Afterwards, you'll be officially welcomed into the Stormcloaks. Galmar also gives you complete Stormcloak attire, which comprises of Fur Boots, Stormcloak Cuirass, Footwraps and Hide Helmet. Unfortunately, these items are not too valuable, so probably you already have a better equipment. To activate another Stormcloak quest you don't have to end the conversation with Galmar, as he's the one who gives it to you.
Unlocked Stormcloak Rebellion Quest: The Jagged Crown
Continue talking to Galmar, asking him about the details of the next assignment (the above screen). He tells you that a unit under his command is preparing to set off for a place that supposedly holds the titular Jagged Crown. The Stormcloaks wants to claim the crown before it falls into the Imperial Legions' hands. Galmar suggests that you meet him near the ruins of Korvanjund.
Leave the Palace of the Kings and open the world map. Your destination isn't Korvanjund directly, but a location some distance away (the above screen). I don't recommend using Fast Travel (if you unlocked that location earlier), but travel there on foot. The ruins lie in the central part of the map and you can get there either from Windhelm (go west) or Whiterun (go northeast).
Once you're there, look around for Galmar's unit (the above screen) and join it. If you worked with Rolaf before, you'll meet him here. Talking to him doesn't change anything, though. Wait until Galmar approaches you, and in the meantime you'll be told that the Imperials are already here. Confirm your readiness to attack them.
Follow the other Stormcloak soldiers until you reach the Legionnaires camp. If your character prefers close combat, run into the fight and get rid of enemy archers first (the above screen).
If your character prefers ranged combat, don't use the stairs at all but simply eliminate enemy soldiers from a distance (the above screen).
No matter the tactic, remember not to use area-effect weapons, abilities or spells, because there's a high chance you can hit your allies, and they may strike you back. After the battle, follow Galmar and his men inside the ruins. Listen to a short speech (the above screen) and open the door to enter Korvanjund Temple.
Crouching, join the other Stormcloak soldiers (the above screen), but attack the Legionnaires only when Galmar gives the command. When you fight inside the ruins, be careful not to accidentally hit other Stormcloack Rebellion members. Don't worry that they would fail without you, because Galmar's units should be able to win battles even if your involvement isn't crucial.
After the battle, wait until Galmar posts two soldiers there and follow him. The next battle starts when you reach a larger room (the above screen); use the fact that some foes will have to use the stairs to join the main fight.
Fight until all Imperials are eliminated and go downstairs. Galmar should stop at the north entrance (the above screen), saying that there is likely a trap in the next room. He suggests finding an alternative path.
If you feel secure and so far hadn't had any problems with eliminating enemy soldiers, you can ignore Galmar's warning and go north right away. His assumptions about the trap prove to be correct (the above screen) and you'll probably have the most trouble with the archers, which are not easy to reach. Luckily, your allies join you in a moment, so you don't have worry about fighting them all by yourself.
It's much better to follow Galmar's counsel and look for an alternative path. Return to the stairs and once upstairs, go east (the above screen). This way, you will go around the whole place where the previous battle has been fought, and reach a corridor that leads to the adjoining chamber.
Crouching, go into the north chamber. You should see that two or more archers are occupying the balcony to the southwest, so it's best to get rid of them by aiming at the lamps above them. Once they fall to the ground, they cause a fire right where the archers are standing (the above screen). Depending on your playing style, stay on the upper balcony or jump down and help the Stormcloaks eliminate all enemy units.
No matter which option you choose, you need to get rid of every Imperial Legion soldier. Afterwards, follow Galmar and go into the west corridor. There is a single opponent (the above screen) to eliminate in one of the adjoining chambers, but your allies should take care of him. Examine the corpse of a Draugr and continue through the temple. After a while you should reach the Korvanjund Halls.
Follow Galmar. There are probably two more Imperial soldiers to eliminate on the way, but due to the fact that they are largely outnumbered, the Stormcloaks can deal with them without your help. Continue the exploration of the ruins until you reach the Hall of Stories (the above screen). Here, listen to Galmar's short speech and proceed to solving quite an easy puzzle.
Start by picking up the Ebony Claw, which you can find on one of the dead bodies (the above screen). Open the Inventory, go to the Miscellaneous category and examine the newly found item until you notice that it contains the proper sequence of symbols.
You can now approach the wall with the symbols and three interactive rings. The full solution to the puzzle is pictured on the above screen - the upper ring has to show the Wolf, the middle the Moth, and the lower the Dragon. Finally, use the claw on the keyholes to unlock the entrance.
You can proceed further on, and of course it's good to travel in the company of the Stormcloaks. Soon you reach a larger hall with a portcullis blocking your way; as a result, you'll have to find a way to raise it. Go into the small north corridor (the above screen).
Use the stairs to get to the upper balconies and follow the only available way until you reach the handle pictured above. Use it to raise the portcullis.
Be aware of your surroundings, because Draugrs (the above screen) will start coming out of the nearby crypts. If you're playing a warrior, jump down and join the fight. Otherwise, I suggest staying close to the handle and attacking from a safe distance. After the battle, use the unlocked path and move to Korvanjund Crypt.
Follow Galmar's unit, saving the game after you reach a large chamber. The crown you are looking for rests on the head of a Draugr Deathlord (the above screen), whom it would be better to attack before he is awakened by one of the Stormcloaks. I recommend using weapons, abilities and spells which can weaken or paralyze the monster right at the beginning of the battle.
Apart form the Draugr Deathlord, two other monsters come to life, namely a Restless Draugr (the above screen) and a Draugr Scourge. I suggest taking care of them quickly, because they are much more resilient than the Deathlord. The battle will probably be rather chaotic, so remember not to injure any of the Stormcloak soldiers.
Save the Scourge for the end, when he's the only enemy on the battlefield. Fight until his health bar is empty and he dies. Now you can approach the Draugr Deathlord, examine his body and take the Jagged Crown (the above screen).
I recommend going north, because there is a Word Wall nearby (the above screen), which teaches a new Word of Power - Slow Time. You now have a choice either to use the corridor and get to a door leading to Korvanjund Temple easily, or to follow the same path you took to get here, carefully examining every location you missed in the hurry.
If you chose the shortcut, when you get back to the temple you'll have to interact with a bolt which will take you back to the ruins entrance (the above screen). Return to the surface, open the world map and head to the Palace of the Kings in Windhelm.
When you get to the Palace of the Kings, locate Ulfric Stormcloak and initiate dialogue to tell him that you have found the crown (the above screen). He won't give you any reward for the quest, but asks for your help to deliver a message to Whiterun. This assignment is your next Stormcloak Quest.
Unlocked Stormcloak Quest: Message to Whiterun
Continue the conversation with Ulfric, started in the previous Stormcloak quest. The leader of the faction asks you to take Ulfric's War Axe to the Jarl of Whiterun. According to tradition, accepting the axe is tantamount to wanting peace talks, while returning it means going to war.
You can now leave the Palace of the Kings and open the world map. If you have followed my advice and got into the Civil War Quests after completing at least a few initial quests of the game, you will be able to travel to Dragonsreach right away (the above screen). Otherwise, you have to reach Whiterun on your own and do everything according to the Main Quests' guide (the Before the Storm quest).
Once you reach Whiterun, find Jarl Balgruuf the Greater, initiate dialogue and hand him Ulfric's War Axe (the above screen). If you haven't completed the Before the Storm, Bleak Falls Barrow and Dragon Rising Main Quests yet, you'll have to do them now. Otherwise, Jarl Balgruuf takes the axe saying he needs a few moments to decide.
You don't have to do anything to complete this quest. Stay close to Balgruuf and listen to his conversation with his advisors (the above screen). The Jarl decides to confirm whether Ulfric is really planning to invade Whiterun, and he asks you to return the war axe, adding that he's ready to meet the Stormcloak forces on the battlefield.
Leave Dragonsreach, open the world map and go to the Palace of the Kings in Windhelm. When you get there, you will probably find Ulfric in the war room. Initiate dialogue and tell him about the Jarl's aggressive response (the above screen).
Again, you have to be patient, because Ulfric also needs a few moments to decide on how to answer to the Jarl's response (the above screen). After a longer debate with Galmar, he finally decides to storm Whiterun, ignoring the fact that by then Balgruuf probably asked the Imperial Legion for help. At the end of the meeting, Ulfric personally asks you to take part in the upcoming battle.
Unlocked Stormcloak Rebellion Quest: Battle for Whiterun
Open the world map. Your destination is the Whiterun Military Camp (the above screen); notice, though, that Whiterun itself has been temporarily removed from the map. As a result, I suggest going to any location near the city (for example, Pelagia Farm) and marching to the Stormcloak camp from there.
You can easily spot the place you're looking for thanks to the presence of catapults firing at Whiterun. When you get there, listen to Galmar Stone-Fist's speech and save the game at once, because in a moment you'll participate in a two-part battle to take over Whiterun.
Labels on the map: red arrows - routes to the drawbridge, 1 - barricade; 2 - drawbridge mechanisms; 3 - Whiterun entrance.
For starters, a few words on the principles of this battle. The primary goal of the first battle in Whiterun is to gain the Stormcloaks access to the city. The attack will come from the south, where the Whiterun Stables are. You'll have to break through a barricade and then lower the drawbridge that separates the entrance to Whiterun from the main city gate.
You'll have enemy soldiers standing in your way, but you won't have to eliminate them all, especially since the dead ones will in time be replaced by new ones. Don't worry about your allies, because even if they die, you won't fail the mission. What's more, if you linger too long before getting to the drawbridge mechanism, someone else might get there before you. Remember not to hit your allies, even if only by accident or by using an area-effect attack or spell. Pay very close attention to who is who, as the enemy forces comprise not only of Whiterun soldiers, but also the forces of the Imperial Legion summoned by Jarl Balgruuf.
Follow the Stormcloaks, heading north, towards the first barricade enemy forces set on the only road into the city. If your character prefers close combat, try to break through it as quickly as you can (the above screen), making a way in for your allies.
If you prefer ranged combat, I don't recommend approaching the barricade, but eliminating enemy archers from a safe distance (the above screen), counting on one of the Stormcloaks to break through the barricade. You can also go around the barricade by jumping on the rocks on the left, and from them on a wall further up.
You can now focus on the main goal of the first battle, which is to open the drawbridge to the west. Don't' stay on the city main road, but use one of the less obvious paths. The first option is the path to the north; use it and you'll find yourself near a guard tower (the above screen). Turn west and then south, to the bridge.
The second option is to climb the east wall (the above screen) and jump over the rocks. When you reach a wooden ramp, turn right and use the south stairs. Upstairs, turn left and you should be on the other side of the drawbridge.
In both cases you need take into consideration the fact that enemy soldiers will be trying to stop you from getting to the drawbridge mechanism. Take out only those who stand in your way directly, because dead soldiers will be replaced by new ones anyway. Go to the marked location and interact with any of the drawbridge levers (the above screen).
Depending on preferences, you can wait for the other Stormcloak soldiers to arrive, or head directly towards the Whiterun main gate (the above screen). In the meantime, the defending soldiers have come back to the city, but you don't have to attack them anymore. Once you're inside the besieged city, save the game before the second part of this quest.
Labels on the map: red lines - available paths; 1 - starting point; 2 - Dragonsreach entrance; X - barricades you can break through.
This battle also requires a commentary. Your destination is of course Dragonsreach, the stronghold of Jarl Balgruuf; the game won't allow you to get there using the shortest way possible, but will force you to take a predetermined and quite a linear path.
It's important to know that you don't have to eliminate all enemy soldiers on the way, because both fighting parties will be replacing their dead warriors pretty regularly. I suggest focusing only on killing those that are a direct threat to you or that stand in your way to the other parts of the city. As with the previous battles, remember not to use area-effect attacks and always pay attention to who you're attacking, because it's difficult to distinguish between the Stormcloaks, the Imperials and the Whiterun guards in the middle of the fighting.
Go west, because the first of the paths leading north is blocked. You need to get to a small market and turn north from there (the above screen). If your character prefers close combat, break through the barricade. Otherwise, wait, though it may take a while before your allies do it for you.
You should now be on the city's familiar biggest square. You don't need to visit or secure the nearby buildings, though enemy soldiers may be lurking in some of them. Sooner or later you'll need to use the north stairs leading to Dragonsreach (the above screen).
Keep eliminating enemy soldiers in your way, and use the same tactic as to the new barricade, that is break through it yourself, or wait until your allies do it for you. Soon, you should reach the Dragonsreach entrance (the above screen); save the game for the last time, because there is more fighting inside the Jarl's keep.
First, take care of the Jarl's Guards running to meet you. Afterwards, approach the central part of the throne room to provoke the others to attack. Be cautious, especially of Ireleth (the above screen), because she can use powerful spells.
Personally, I recommend focusing strictly on attacking Jarl Balgruuf the Greater (the above screen). This is because defeating him will end the battle quicker, and you won't have to get rid of the other foes in the hall. The Jarl is a warrior so remember to adjust your tactic to his; and if your character doesn't like fighting in close combat, attack him from a distance without letting him get closer.
You don't have to do anything in particular here. Listen to the conversation of the defeated Jarl Balgruuf with the Stormcloaks who gathered here; aside form the ones you've met before, they are also represented by Vignar. At the very end, Galmar approaches you, asking to take the news to Ulfric. Note - don't worry that Whiterun is currently in ruins, because you haven't blocked the possibility of doing other quests associated with this location. Return to Whiterun after a few days, and it should be rebuild and the streets filled with citizens again.
Unlocked Stormcloak Rebellion Quest: Liberation of Skyrim
Open the world map and go to the Palace of the Kings in Windhelm. Look around for Ulfric Stormcloak, who may be either in the throne room or in his chambers in the Palace of the Kings - Second Floor (the above screen). Ulfric promotes you to a higher rank and gives you a Sword scaled to your character's current level. The Stormcloak leader will also send you to a secret camp and ask you to prepare for taking over one of Skyrim's areas.
Leave the palace, open the world map and plan a journey to the Falkreath Stormcloak Camp (the above screen). It's located in the mountains in the south parts of Skyrim. Assuming you haven't unlocked that location yet, it's best to start travelling from Helgen Keep, the location you started the game from. Once you reach the keep, head east.
Be careful, because on your way to the Stormcloak camp you can be attacked by bandits or wild animals. After a while you should reach you destination (the above screen).
Enter the camp and look around for the tent with Galmar Stone-Fist inside. Initiate dialogue and ask him for new orders (the above screen), and he will tell you that you need to rescue Stormcloak prisoners held in Fort Neugrad and take over the fort itself.
Note! At this time, the game will activate a new Stormcloak Rebellion Quest (Rescue from Neuegrad), but the current quest will remain active as well. This is how it's going to be until the end of your Stormcloak Rebellion adventure, as you'll be getting minor quests and moving the main storyline at the same time. Consequently, do the Rescue from Neuegrad quest and return to this part of the guide once you have finished it.
Unlocked Stormcloak Rebellion Quest: Rescue from Neugrad
This objective will appear in your journal after you complete the Rescue from Neugrad. Open the world map and go to the Palace of the Kings in Windhelm. Find Ulfric and tell him that the fort has been taken over (the above screen). He's very pleased to hear of your success and promotes you to a higher rank. Apart from that, you'll get a priced Sword scaled to your character's current level. Your next assignment in the fight with the Imperial Legion is to liberate a part of Skyrim called the Reach.
Leave the Palace of the Kings, open the world map and find the Reach Stormcloak Camp (the above screen). It's located in the northeast part of the map and unfortunately there aren't many cities you could start your journey from. As for smaller towns, I suggest Dragon Bridge (go southwest) or Rorikstead (go northwest).
Be careful, because on the way to the Stormcloak camp you can be attacked by wild animals. When you get there, find the tent with Galmar Stone-Fist inside and talk to him (the above screen). He sends you to Markarth to steal the Amulet of Talos. With this item you can blackmail Raerek, the Steward of the Jarl of Markarth. At this moment, the game activates the Compelling Tribute quest. Skip to its guide, because only by finishing it will you be able to continue with the Liberation of Skyrim.
Unlocked Stormcloak Rebellion Quest: Compelling Tribute
You can continue with the current quest after the Compelling Tribute. Return to the Reach Stormcloak Camp and find Galmar Stone-Fist (the above screen). After you receive Gold for seizing the enemy caravan, ask Galmar for new orders. He sends you to take over Fort Sungard. At this moment, the game activates The Battle for Fort Sungard quest. Skip to its guide, because only by finishing it will you be able to continue with the Liberation of Skyrim.
Unlocked Stormcloak Rebellion Quest: The Battle for Fort Sungard
This objective will appear in your journal after completing The Battle for Fort Sungard. Open the world map and go to the Palace of the Kings in Windhelm. Find Ulfric to tell him about taking another fort from the hands of the Imperials (the above screen). Once again, Ulfric promotes you and gives you a priced Armor, scaled to your character's playing style and current level. The leader of the Stormcloaks then sends you to another camp, this time located in Hjaalmarch.
Leave the Palace of the Kings, open the world map and find the Hjaalmarch Stormcloak Camp (the above screen). It's located in the north part of Skyrim, and the easiest way to travel there is from Dawnstar (then west) or Morthal (then northwest).
Be careful, because on your way to the camp you may be attacked by wild animals. After a while you should reach the Stormcloak camp, which is hidden among the trees (the above screen).
Find the tent with Galmar Stone-Fist and ask him for your next assignment (the above screen). He tells you the details of a plan to deliver false information to one of the Imperial Legion commanders. For this purpose, you need to find an enemy courier and steal documents in his possession. At this moment, the game activates the A False Front quest. Skip to its guide, because only by finishing it will you be able to continue with the Liberation of Skyrim.
Unlocked Stormcloak Rebellion Quest: A False Front
You can continue with the current quest after completing A False Front. Return to the Hjaalmarch Stormcloak Camp and find Galmar Stone-Fist. Ask him for your new orders (the above screen) and he sends to take part in the battle for Fort Snowhawk. At this moment, the game activates the Battle for Fort Snowhawk quest. Skip to its guide, because only by finishing it will you be able to continue with the Liberation of Skyrim.
Unlocked Stormcloak Rebellion Quest: Battle for Fort Snowhawk
This objective appears in your journal after completing the Battle for Fort Snowhawk. Open the world map and go to the Palace of the Kings in Windhelm. Find Ulfric Stormcloak and talk to him (the above screen). The Stormcloak leader is very pleased to hear of your success and promotes you to o higher rank. Apart from that, you'll receive a priced Armor, scaled to your playing style ad current level, as well as complete Stormcloak Officer Outfit. At the end of the conversation, Ulfric tells you that the last step before storming Solitude is liberating Haafingar.
Leave the Palace of the Kings, open the world map and find the Haafingar Stormcloak Camp (the above screen). It's located in the northwest part of Skyrim, by the road connecting Solitude and Dragon Bridge. Start your journey from either location.
When you are near the camp, step off the hard-surfaced path and you should find it without problems. Locate the tent with Galmar Stone-Fist and initiate dialogue with him (the above screen). He tells you that your new mission is to take over Fort Hraggstad. At this moment, the game activates The Battle for Fort Hraggstad quest. Skip to its guide, because only by finishing it will you be able to continue with the Liberation of Skyrim
Unlocked Stormcloak Rebellion Quest: The Battle for Fort Hraggstad
You can continue with the current quest after The Battle for Fort Hraggstad. Return to the Haafingar Stormcloak Camp and find Galmar Stone-Fist (the above screen). The warrior sends you to Solitude to meet Stormcloak soldiers preparing to attack the Imperial Legion's stronghold. At this moment, the game activates the Battle for Solitude quest, so skip to its guide.
Unlocked Stormcloak Rebellion Quest: Battle for Solitude
You can officially finish the current quest after completing the Battle for Solitude, when you take control over the Imperial Legion's stronghold and kill General Tullius. Approach Ulfric Stormcloak, who should be in Castle Dour in Solitude (the above screen). The Stormcloak leader will let you keep the weapon you used to kill Tullius.
Ulfric should ask you whether he can mention you in his speech, but what you answer won't matter. It's worth to hear the speech, tough, by leaving the castle and stopping at the courtyard (the above screen). Note - As with the Battle for Whiterun you don't have to worry that Solitude is currently in ruins, because after a few days everything should be back to normal. Congratulations!
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
Open the world map and notice that the scouts Galmar mentioned in the previous quest are quite a long distance from Fort Neugrad (the above screen). The fort itself is located to the south of the current camp, though I recommend going back to Helgen and going south from there. This way you can use the hard-surfaced path instead of going through the woods.
Once you're there, talk to the scouts' leader, Ralof (the above screen). Ask him about the plans to rescue the prisoners. He tells you about a secret entrance into the fort through an underwater cave. He also suggests that you meet him and his men in the courtyard after you manage to free the prisoners. Whether you agree to his plan or decide you're not too good with sneaking doesn't matter, especially since getting to the cave doesn't require higher than average thieving skills.
Before you do anything, wait for the night to fall in, which will lessen the chances to be accidentally spotted by one of the enemy guards. Head for the fort, moving northeast in a straight line (the above screen).
After a while, I suggest crouching or at least slowing down to avoid being spotted or heard. Wait until the guard patrolling the wall goes left and continue west. After a while, you should reach a small jetty on a lake (the above screen).
Jump into the water and swim toward the marked spot (the above screen); your character will automatically enter the underwater cave. Wait until you find yourself in Fort Neugrad Prison.
Labels on the map: 1 - starting point; 2 - cells with the Stormcloak soldiers; 3 - entrance to the roof; 4 - entrance to the main courtyard.
It's better to crouch in here, too, though even if you're spotted you don't have to worry that the guards watching the courtyard will come here. Use the only available way, to the north (the above screen).
Be careful while exploring the cellar, because you might get caught in a bear trap. Use the stairs, and when you get to the cells, kill the Legionnaire watching your allies (the above screen). Have in mind that a second guard may soon appear here. Try to get rid of him quickly, too.
There are four Stormcloak soldiers in this location (the above screen). You can open their cells by lockpicking (poorly secured locks) or examine the body of the second guard to take the Fort Neugrad Prison Key (another key lies on a nearby chest).
Free all four Stormcloak soldiers and wait until they run to one nearby chests to recollect their equipment (the above screen).
Go up the stairs to get to the upper level of the prison. You now have to choose how you want to leave this location. The first option is to use a ladder (the above screen) that will take you to Fort Neugrad Prison's roof. It's the best choice if you want to attack from a distance.
The second option is to use the standard door leading to Fort Neugrad's courtyard (the above screen). It's the best choice if you want to engage the Legionnaires in close combat.
Once you're in the courtyard, you'll probably be surprised that it's guarded only by three Legionnaires (the above screen). Take care of them and don't worry if the freed prisoners get themselves killed, because you won't be punished. Approach the fort's main entrance to encourage the scouts to get inside.
As you probably expect, to find the rest of your foes you need to enter Fort Neugrad's main building (the above screen). When you do that, decide whether you want to attack or sneak. The second option is actually worth considering, since many of the Legionnaires have gone to bed for the night.
One by one, clear out the rooms of the fort. You'll probably encounter the largest group of enemy soldiers in the main hall of the barracks (the above screen); try to eliminate them before they get out of bed.
The game will help you lock the foes so you won't miss any of them. Apart from regular soldiers, in one of the upper rooms you'll run into the fort's commander, but he's not much of a challenge.
Find Ralof; depending on the situation he may be either in the courtyard or inside the fort. Listen his short commentary (the above screen). The mission is now over and you can continue with the Liberation of Skyrim (main objective: Report to Ulfric Stormcloak #2).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
Open the world map. Your destination is Markarth located in the west part of Skyrim (the above screen). If you've been there before, use Fast Travel. Otherwise you'll be forced to plan your journey; consider taking a wagon (for example the one from the Whiterun Stables).
When you reach Markarth, go west. You need to get to a monumental entrance to Understone Keep (the above screen). If you've been to the Jarl's keep before, you can travel there right away, especially since it's visible on the map.
Head straight ahead, going west and ignoring a guard you'll be passing by. Your destination is the Jarl's main residence. Ignore the people around because you don't need to talk to anyone at the moment. Instead, turn right, heading north. There is a passage leading to a part of the dwarven keep that is closed to guests (the above screen).
The amulet you're looking for is located in one the bedroom on the ground floor, but unfortunalety reaching it isn't easy. Notice that the nearby corridor is guarded by a sentry. You can ignore his few initial warnings, but after a couple of times he would eventually attack you. To avoid confrontation, I suggest sneaking or becoming invisible. In the latter case, you can use a proper spell or visit the closest store, The Hag's Cure, and buy an Invisibility Potion. No matter which option you choose, you'll reach a closed bedroom door (the above screen). If your thieving skills are high enough, you should be able to open them easily. Otherwise you need to think of something else.
My recommendation is to pickpocket one of the more important persons in the keep. If you choose the conditions of the theft well, you'll succeed even if you character doesn't specialize in this kind of things. The desired Key to Markarth Keep lies in the hands of, for example, Faleen or Raerek. As for the right moment, I suggest choosing either the morning of the evening hours. This is when the persons mentioned will be getting up (the above screen) or going to bed.
If you're having problems with stealing from a moving target, you can wait for another right moment, for example when one of them sits at a table to eat (the above screen). The most important thing is to crouch and be hidden. To make sure you succeed, save the game, especially if you haven't been raising the thieving skills before.
No matter if you have used the lockpick or stolen the key, you need to get to one specified bedroom. Close the door behind you and start examining it. Check the dresser by one of the beds (the above screen) and take Raerek's Inscribed Amulet of Talos. Return to main hall of Understone Keep quickly so as not to encourage the nearby guard to engage you in a fight.
Note - if you spend too much time exploring the areas closed to guests or run around the keep with your weapons drawn, you can encourage the guards to attack your character. If so, I don't recommend fighting them back (the above screen), but quickly putting down your weapons, surrendering or agreeing to go to prison. Otherwise, you'll be surrounded by a large group of highly trained enemies who are very hard to beat.
Look around the Understone Keep's main hall for Raerek (the above screen). If he's nowhere to be found, wait until the next day, otherwise you'd have to risk going to the closed area again. Before meeting Raerek you might also be held off by Faleen, but no matter what you tell her, you'll be able to brush her off. Talk to Raerek and tell him about the Amulet of Talos, and he'll ask you to follow him to a back room.
Follow Raerek and stay close to him as advised (the above screen). Your second conversation with him takes place once you get to his bedroom, from which you stole the amulet earlier.
After you reveal to him that you are a member of the Stormcloak Rebellion, Raerek offers that he keeps the information of him worshipping the forbidden god in exchange for information on a shipment of silver and weapons. If your Speech is high enough, you can try to persuade him into giving you additional gold pieces (the above screen) and agree to the agreement only then. Raerek mentions a wagon on its way from Markarth to Solitude. Because it doesn't travel fast, you have a lot of time to catch up to it, attack and rob it.
Leave the Understone Keep, open the world map and return to the Reach Stormcloak Camp. Once there, locate Galmar Stone-Fist and tell him the news about the caravan (the above screen). He suggests meeting the Stormcloak scouts present in the area and organizing a joint attack on the caravan.
When you open the world map you should see that the scouting party is stationed on the road west of the Stormcloak camp (the above screen). It's best not to use Fast Travel at all, but journey there on foot or by horse. Be careful while passing Broken Tower Redoubt, because you can be attacked by renegades there.
When you arrive at your destination, look around for the scouts (the above screen) and talk to Ralof, who is one of them. He tells you that his party has been tracking the caravan for a time now, but didn't know what it was carrying until now. At the end of the conversation, Ralof leaves you with a choice. You can either attack the caravan by yourself or be a part of a trap the scouts are planning to set up.
If you want to act alone, go southeast right away. You can attack the caravan guards from a distance, but because of the fact that the majority of them are archers, it's safer to fight them in close combat (the above screen). If by any reasons you're starting to loose, go back to the scouts quickly so that they could join the battle.
If you agreed to Ralof's plan, wait for the night to fall in. Crouching, follow the scouts. Try to stay close to Ralof. Stop when he stops (the above screen) and wait until the gives orders to quietly eliminate the enemy scout.
Only then move forward to the Imperial Legion's camp (the above screen). With any luck, you will surprise the enemy soldiers, and besides you have your allies to help you. Fight until every caravan guard is dead.
Before you get back to Ralof, examine the enemy camp. Try to open one of the chests on the wagon, as it holds a few valuable items and taking them won't be considered stealing from the Stormcloaks. Approach Ralof and listen to a short commentary (the above screen). This mission is now over, so you can return to the Liberation of Skyrim (main objective: Liberate the Reach).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
Open the world map and you'll see that the meeting place (the above screen) is located north of Fort Sungard. I don't recommend going to the fort at once, even if you've unlocked that location and could use Fast Travel. It's much better to journey from Rorikstead and then go south on foot or by horse.
When you reach your destination, you should see Stormcloak soldiers who are to take part in the attack (the above screen). Save the game and only then approach them, because they'll set out for the fort without warning.
Labels on the map: 1 - main fort entrance; 2 - south fort entrance (hard to get to); 3 - northeast fort entrance (hard to get to).
Again, it's a good time to go over the principles of this battle. It differs from the previous ones in that the fighting will take place until you eliminate a sufficient number of enemy soldiers and their "strength" parameter drops to 0%. Nevertheless, don't rely on then fact that initially there will be fairly few of them at the courtyard, because the next ones will be coming from nearby buildings regularly. It's good to remember that and not to position yourself near the doors leading to other locations within the fort. Also, remember not to attack your allies, refraining from using area-effect weapons, abilities or spells, or using them only when you are certain they will hit no one else but the enemy.
There are several ways to enter the fort. Your allies will probably run toward the main west gate (the above screen). Choosing this way, even if you're a heavily armored warrior good in close combat, is not a good idea. You'd have not only to break through several barricades in the way, but also take into consideration massive fire from the surrounding archers.
The second way into the fort is from the back, from the fort's south side (the above screen). As the fort has been built on a very high hill, you can fall very easily by going around it, so I recommend using a horse, which will make the whole climb much more efficient.
The last way in is the small passage in the northeast part of the fort (the above screen). It's a perfect way in for a an archer or a mage. None of the entrances are guarded, so it'll be easy to get inside and take a convenient position to attack.
If your character prefers close combat, start eliminating the Imperial Legion soldiers as soon as you reach the proper part of the fort (the above screen).
Don't forget about the archers occupying the surrounding walls and rooftops; try to get to them as quickly as you can (the above screen).
If your character prefers ranged combat, your first priority after you get inside the fort should be to use any stairs leading to the walls. Using a wide view of the battlefield, eliminate the Legionnaires from a safe distance (the above screen). Pay attention to enemy soldiers trying to strike you, not let them surprise you and force you to fight them in close combat.
No matter the playing style, keep eliminating enemy soldiers. As I mentioned before, look out for foes running out of buildings, and not let anyone surprise you. Fight until enough enemy units are eliminated (the above screen). The remaining Legionnaires will flee and you don't have run after them. The mission is now over and you can continue with the Liberation of Skyrim (main objective: Report to Ulfric Stormcloak #3).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
According to Galmar's tip, you can look around for the courier in one of two inns. The first one is the Four Shields Tavern (the above screen) in Dragon Bridge. If you haven't been there before, start your journey from Solitude and choose the hard-surfaced path west.
The second one is the Frostfruit Inn (the above screen) in Rorikstead in the central part of the map. If you haven't been there before, you may have a little trouble getting there, because it's not situated near any major city.
It doesn't matter which inn you choose, because in both cases the storyline is the same. Approach the innkeeper (Faida in the Four Shields Tavern and Mralka in the Frostfruit Inn) and ask for the Imperial Courier (the above screen).
The innkeeper refuses to share any details on their clients, leaving you with a few options. The best one is to use highly increased Speech to try to persuade the innkeeper to tell you want to know (the above screen) or to intimidate them. If you fail, you can also bribe them or simply wait until the courier arrives at the inn.
If you managed to persuade one of the innkeepers to tell you about the courier, his current location will be added to your map. It's very probable that he's is on the way between the two inns, and if so, you can meet him there. When you find the courier (the above screen), you can talk to him or attack him. The main advantage of this method is that you won't be spotted and attacked by any third party. After the fight, examine the courier's body and take the Imperial Documents.
If you failed to persuade either of the innkeepers to tell you anything about the courier, or you simply want to avoid bloodshed, you can stay at the inn, fast forward time and wait for the Imperial Courier to arrive (the above screen).
When he arrives, wait until he goes to rest (the above screen). This way you can easily rob him or kill him in his sleep, leaving him no options to fight back. In the latter case, make sure your actions aren't noticed by the innkeeper or other patrons. See if the Imperial Documents have been added to your Inventory.
Open the world map and return to where Galmar is, in the Hjaalmarch Stormcloak Camp. Find Galmar there and give him the courier's documents (the above screen). He edits their contents and then sends you to an Imperial Commander in Morthal with the forged documents.
Open the world map and go to Morthal, located east of the Stormcloaks camp (you can always use a wagon if you're lazy). Depending on the time of day, Legate Taurinus Duilis could be in one of the buildings or walking through the city (the above screen). Initiate dialogue during which you will automatically give him the documents. This mission is now over and you can continue with the Liberation of Skyrim (main objective: Liberate Hjaalmarch).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance in to the next part.
Open the world map and you'll see that the allied forces are waiting some distance away from Fort Snowhawk (the above screen), so I don't recommend using Fast Travel. The fort itself is located in the north part of Skyrim and it's best to travel there from Morthal, heading west.
Luckily, you don't have to climb anywhere to get to your allies. Instead, stay on the hard-surfaced path that runs parallel to the mountain chain. Save the game and join the Stormcloak soldiers (the above screen), commencing the battle.
Labels on the map: 1 - main fort entrance; 2 - other easily accessed entrances into the fort (usually unguarded).
The battle rests on the same principles as the previous one, so simply eliminate enemy soldiers, because you'll win only when you kill a sufficient number of them. Of course, be prepared that new foes will be coming regularly over the course of the battle. Unfortunately, the game will cheat a little bit, as they will not only run out of buildings, but also appear on the fort's wall virtually out of nowhere.
The fort is currently in ruins, so the game presents you with a couple of ways to get inside. The most obvious entrance is through the main gate in the northwest side of the fort (the above screen). I suggest choosing this way only if you're playing a warrior, because you'll have not only barricades to break through, but also enemy arrows to avoid.
If you don't want to break through the main gate, you can use other easily accessible entrances. For example, there's a gap in the wooden fencing on the southwest side of the fort (the above screen).
Another solution is to check out the west side of the fort and look for a short wooden fencing you can easily jump over (the above screen). This and other entrances are perfect for a character who prefers ranged combat.
If you're planning to attack the Imperial Legion soldiers in close combat, use the main fort entrance and step into the fight (the above screen).
I don't recommend ignoring foes on the walls (the above screen). Remember to check the compass regularly and not let yourself be surprised by enemies running out of buildings or appearing out of nowhere.
If you're planning to attack the Legionnaires from a safe distance, climb the walls as soon as you enter the fort. Find a good spot to attack (the above screen), but stay on your guard not to let enemy soldiers surprise you.
No matter the tactic, fight until the enemy "strength" parameter drops to 0%. This should force the remaining Imperial Legion soldiers to flee (the above screen). The mission is now over and you can continue with the Liberation of Skyrim (main objective: Report to Ulfric Stormcloak #4).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
Start by opening the world map. It probably won't surprise you that the Stormcloak soldiers are stationed some distance away from Fort Hraggstad (the above screen). It's not too far from the Stormcloak camp, so you can got there on foot or by horse, heading north.
When you reach your destination, look around for the Stormcloak soldiers (the above screen). Save the game and approach them, "encouraging" them to commence the attack.
Labels on the map: 1- main fort entrance; 2- north fort entrance; 3 - suggested entrance for r combat.
The battle has all the characteristics of a "standard" fort invasion. You need to fight until enemy forces are sufficiently weakened. Remember not to stay close to the doors, because that's where enemy soldiers will be running out from. Don't use area-effect attacks or spell so as not to accidentally hit your allies.
Just like before, the game will allow you a free choice as to how you want to get inside. By default, the Stormcloak soldiers go for the northeast entrance (the above screen), but for obvious reasons it's blocked by barricades and guarded by archers.
A much safer way into the fort is to go around it to the north entrance (the above screen). It's the best choice for a mage or an archer who attack from a safe distance.
If your character prefers close combat, you can attack the Imperial soldiers once you're in the courtyard (the above screen). Just like with similar quests, don't forget about archers massively occupying the upper walls and rooftops. Try to take them out as soon as you can, so you won't be loosing your team members.
If your character prefers attacking foes from a distance, try to sneak into the fort and find a good spot to shoot at them. My recommendation: a tall tower in the north part of the fort (the above screen) with stairs leading to the top. Choosing the tower is especially advantageous because it's located right by the alternative entrance to the fort.
No matter the tactic, try to eliminate enemy soldiers as they come, because the game will be sending them your way quite reguralry. Fight until you receive information of the victory. Traditionally, you can ignore the fleeing forces (the above screen). The mission is now over and you can continue with the Liberation of Skyrim (main objective: Liberate Haafingar).
Note! You get this mission during the Liberation of Skyrim main Stormcloak Rebellion Quest and its completion is required to advance to the next part.
Open the world map and you'll see that Solitude has been temporarily removed from the list of available locations. Luckily, it doesn't mean that you can't use Fast Travel, because you might as well journey to one of the nearby locations, for example Katla's Farm (the above screen) or East Empire Company Warehouse. If you don't want to use Fast Travel at all, head east and keep to the hard-surfaced path.
When you get there, go up the main road leading to Solitude's main gate. After a while, you'll spot Ulfric Stormcloak and have to wait until he finishes his speech (the above screen), encouraging his men to fight. Save the game here and only then approach the large gate to commence the attack on the city.
Labels on the map: red lines - available routes; 1 - starting point; 2 - Castle Dour entrance; X - barricades to break through.
For starters, a few words on the fights you're about to take part in. This battle is quite similar to the Battle for Whiterun at the beginning of the Stormcloaks campaign. Your destination is Castle Dour, the stronghold of General Tullius and other important persons of the Imperial Legion, and just as before, you won't be able to reach the destination points by going in a straight line. The way to the castle is blocked by a portcullis which will force you to go around.
Remember that you don't have to eliminate all Imperial soldiers on the way, because both fighting parties will be replacing their dead warriors pretty regularly. I suggest focusing only on those that are a direct threat to you or that stand in your way to other parts of the city. Similarly to other battles, remember not to use area-effect attacks and always pay attention to who you're attacking, because it's difficult to distinguish between the Stormcloaks and the Imperials in the middle of the fighting.
The battle begins as soon as you enter the city (the above screen). If your character prefers close combat, you can start killing the Imperial Legion soldiers right away. If you prefer ranged combat, you need to get far away from the gate quickly and find a good spot to attack efficiently.
Head east. Depending on preferences, stay close either to Ulfric or Galmar, or split and fight on your own. Ignore the route that leads to the city's upper level, because there is a portcullis blocking the way to Castle Dour. Instead, head for the barricade ahead (the above screen). Depending on your chosen playing style, you can break through it yourself or wait for your allies to do it.
When you get past the barricade, you can decide whether you want to stay on the main road or climb the rocks to the left (the above screen) to take a shortcut. In both cases, Imperial soldiers will be regularly running out of nearby buildings.
Turn northwest when you reach one the main streets of Solitude, and head toward the second barricace, set by the entrance to Castle Dour (the above screen). Once again, decide how you want to deal with it.
New Legionnaires are waiting in the castle courtyard, and you can take care of them or run to the north door (the above screen) leading inside Castle Dour right away. Note - Before you get inside, make sure you save the game, because in a few moments you'll be meeting the leader of the Imperial Legion.
Enter the small war room and stop before Legate Rikke and General Tullius (the above screen). Don't attack the general yet, but wait until his conversation with Ulfric is over. Of course, the conversation won't do any good, and as result the fight begins.
As soon as the fight starts, I suggest attacking General Tullius (the above screen). He won't die at once, but he's a fairly weak opponent so you can exclude him from the fight easily (when his health bar is diminished, he should kneel).
Now it's time to focus on Legate Rikke. She's a highly trained warrior, so watch out for her powerful strikes, even if you're playing a character of a similar class. Nevertheless, if your character attacks from a distance and is poorly armored, try running around the table (the above screen) so as not to let her near you.
After the fight, listen to another conversation and wait until Ulfric Stormcloak approaches you (the above screen). You need to decide whether you want to finish General Tullius off yourself, or let the Stormcloak leader perform this duty.
I recommend killing Tullius yourself, because then Ulfric will give you his priced Sword. To execute the Imperial Legion leader, you can use either Ulfric's weapon (the above screen) or your own. You can find the summary of the Stormcloak Rebellion Quests in the description of Liberation of Skyrim (main objective: Report to Ulfric Stormcloak #5).
Before you lies an enormous world atlas to The Elder Scrolls V: Skyrim video game. This guide will assist you in exploring all the major locations in Skyrim, to build a strong hero character properly, to find every important NPC character, to acquire the most valuable treasures and to become the master of crafting. Here's a complete content of the world atlas:
Note! The atlas is based on the basic version of the game, available at the date of the official premiere. New patches may be published as time passes by and they may change some of the minor elements of the game, like for example properties of character's perks or effects of some of the alchemy potions.
Jacek "Stranger" Halas
The table seen below contains a list of all the locations which you may explore. A very small number of these places is seen on your world map when you start of the game, so this means you'll have to unlock the rest on your own. Make sure to use the maps found in the next section of this chapter of the atlas so you'll know where to go.
In order to find the location from the table you must first know where to look for it. I've divided the world map into nine sectors and here's what each sector means:
Sector 1 - North-west of Skyrim
Sector 2 - North of Skyrim
Sector 3 - North-east of Skyrim
Sector 4 - East of Skyrim
Sector 5 - Central Skyrim
Sector 6 - West of Skyrim
Sector 7 - South-west of Skyrim
Sector 8 - South of Skyrim
Sector 9 - South-east of Skyrim
Once you've chosen the correct sector look for the number on the map (and scroll down to read the description of that location).
LOCATION NAME (alphabetical order)
SECTOR
NUMBER
Abandoned Prison
4
13
Abandoned Shack
2
01
Agni's Camp
8
33
Alchemist's Shack
8
26
Alftand
2
19
Ancient's Ascent
8
13
Anga's Mill
3
24
Angarvunde
9
07
Anise's Cabin
8
02
Ansilvund
4
37
Arcwind Point
8
27
Autumnshade Clearing
9
04
Autumnwatch Tower
8
31
Avanchnzel
9
19
Bannermist Tower
7
05
Bard's Leap Summit
6
41
Battle-Born Farm
5
34
Bilegulch Mine
6
43
Black-Briar Lodge
9
17
Bleak Falls Barrow
5
45
Bleakcoast Cave
3
32
Bleakwind Basin
5
12
Bleakwind Bluff
6
22
Blind Cliff Cave
6
14
Blizzard Rest
5
15
Bloated Man's Grotto
5
42
Bloodlet Throne
8
15
Blue Palace
1
26
Bonechill Passage
8
14
Bonestrewn Crest
4
21
Boulderfall Cave
9
03
Brandy-Mug Farm
4
05
Brinewater Grotto
1
13
Broken Fang Cave
5
26
Broken Helm Hollow
9
29
Broken Limb Camp
4
16
Broken Oar Grotto
1
10
Broken Tower Redoubt
6
05
Bronze Water Cave
3
21
Brood Cavern
1
53
Bruca's Leap Redoubt
1
40
Bthardamz
1
36
Chillfurrow Farm
5
35
Chillwind Depths
1
44
Clearpine Pond
1
21
Clearspring Tarn
4
41
Cliffside Retreat
1
43
College of Winterhold
3
05
Crabber's Shanty
1
52
Cracked Tusk Keep
7
11
Cradle Stone Tower
6
39
Cradlecrush Rock
4
11
Cragslane Cavern
4
36
Cragwallow Slope
4
25
Cronvangr Cave
4
18
Crystaldrift Cave
9
23
Dainty Sload
1
15
Dark Brotherhood Sanctuary
7
14
Darklight Tower
9
21
Darkshade
4
09
Darkwater Crossing
4
30
Darkwater Pass
4
39
Dawnstar
2
06
Dawnstar Sanctuary
2
05
Dead Crone Rock
6
29
Dead Men's Respite
1
51
Deep Folk Crossing
1
35
Deepwood Redoubt
1
28
Dragon Bridge
1
30
Dragon Bridge Overlook
1
41
Dragonsreach
5
30
Dragontooth Crater
1
38
Drelas' Cottage
5
05
Driftshade Refuge
2
16
Druadach Redoubt
1
37
Dushnikh Yal
6
36
Duskglow Crevice
2
28
Dustman's Cairn
5
09
East Empire Company Warehouse
1
34
Eastmarch Imperial Camp
4
33
Eldergleam Sanctuary
4
29
Eldersblood Peak
5
01
Embershard Mine
8
17
Evergreen Grove
7
06
Faldar's Tooth
9
09
Falkreath
7
15
Falkreath Stormcloak Camp
8
22
Falkreath Watchtower
7
12
Fallowstone Cave
9
15
Fellglow Keep
5
23
Folgunthur
1
46
Forelhost
9
28
Forsaken Cave
3
19
Fort Amol
4
27
Fort Dunstad
2
26
Fort Fellhammer
2
27
Fort Greenwall
9
06
Fort Greymoor
5
28
Fort Hraggstad
1
05
Fort Kastav
3
22
Fort Neugrad
8
23
Fort Snowhawk
1
48
Fort Sungard
6
40
Four Skulls Lookout
6
16
Froki's Shack
8
32
Frostflow Lighthouse
2
17
Frostmere Crypt
2
24
Gallows Rock
4
12
Geirmund's Hall
8
08
Giant's Grove
9
18
Gjukar's Monument
5
24
Glenmoril Coven
7
01
Gloombound Mine
4
24
Gloomreach
6
38
Goldenglow Estate
9
10
Graywinter Watch
5
38
Greenspring Hollow
5
07
Greywater Grotto
8
20
Guldun Rock
4
07
Haafingar Stormcloak Camp
1
31
Haemar's Shame
8
25
Hag Rock Redoubt
6
30
Hag's End
1
29
Half-Moon Mill
7
07
Hall of the Vigilant
2
25
Halldir's Cairn
7
16
Halted Stream Camp
5
14
Hamvir's Rest
5
08
Harmugstahl
1
39
Heartwood Mill
9
08
Hela's Folly
2
08
Helgen
8
19
High Gate Ruins
2
02
High Hrothgar
5
46
Hillgrund's Tomb
4
10
Hjaalmarch Stormcloak Camp
2
12
Hlaalu Farm
3
27
Hob's Fall Cave
2
18
Hollyfrost Farm
3
28
Honeystrand Cave
8
28
Honningbrew Meadery
5
36
Hunter's Rest
7
04
Ilinalta's Deep
7
08
Irkngthand
5
22
Ironback Hideout
1
09
Ironbind Barrow
2
31
Ivarstead
8
06
Japhet's Folly
3
09
Journeyman's Nook
3
14
Kagrenzel
4
35
Karthspire
6
18
Karthspire Camp
6
19
Karthwasten
6
04
Katariah
1
25
Katla's Farm
1
33
Kjenstag Ruins
2
21
Knifepoint Ridge
7
02
Kolskeggr Mine
6
13
Korvanjund
5
18
Kynesgrove
4
19
Labyrinthian
5
06
Largashbur
9
20
Left Hand Mine
6
11
Liar's Retreat
1
42
Loreius Farm
5
16
Lost Echo Cave
1
18
Lost Knife Hideout
4
28
Lost Prospect Mine
9
16
Lost Tongue Overlook
9
27
Lost Valkygg
2
33
Lost Valley Redoubt
6
42
Lower Steepfall Burrow
1
02
Lund's Hut
6
25
Mara's Eye Pond
4
14
Markarth
6
08
Markarth Stables
6
09
Meeko's Shack
1
45
LOCATION NAME (alphabetical order)
SECTOR
NUMBER
Merryfair Farm
9
11
Mistveil Keep
9
14
Mistwatch
4
32
Mixwater Mill
4
15
Mor Khazgur
1
27
Morthal
1
49
Morvunskar
4
03
Moss Mother Cavern
7
03
Mount Anthor
3
15
Movarth's Lair
2
20
Mzinchaleft
2
13
Mzulft
4
26
Narzulbur
4
23
Nightcaller Temple
2
07
Nightgate Inn
2
40
Nightingale Hall
9
25
Nilheim
4
38
North Brittleshin Pass
5
43
North Cold Rock Pass
5
02
North Shriekwind Bastion
8
09
North Skybound Watch
8
04
Northwatch Keep
1
01
Northwind Mine
4
42
Northwind Summit
4
43
Old Hroldan
6
24
Orotheim
6
06
Orphan Rock
8
21
Orphan's Tear
1
04
Palace of the Kings
3
25
Pale Imperial Camp
2
04
Peak's Shade Tower
8
12
Pelagia Farm
5
33
Pilgrim's Trench
3
01
Pinefrost Tower
1
17
Pinemoon Cave
1
20
Pinepeak Cavern
8
05
Pinewatch
8
11
Purewater Run
6
31
Ragnvald
6
01
Raldbthar
4
01
Rannveig's Fast
5
04
Ravenscar Hollow
1
08
Reach Imperial Camp
6
02
Reachcliff Cave
6
35
Reachcliff Secret Entrance
6
33
Reachwater Rock
6
32
Reachwind Eyrie
6
34
Rebel's Cairn
6
21
Red Eagle Redoubt
6
17
Red Road Pass
2
15
Redoran's Retreat
5
10
Refugees' Rest
3
31
Rift Imperial Camp
8
29
Rift Watchtower
9
31
Riften
9
13
Riften Stables
9
12
Rimerock Burrow
1
16
Riverside Shack
4
17
Riverwood
8
03
Roadside Ruins
7
13
Robber's Gorge
1
50
Rorikstead
6
26
Ruins of Bthalft
8
30
Ruins of Rkund
9
22
Saarthal
3
10
Sacellum of Boethiah
4
06
Salvius Farm
6
10
Sarethi Farm
9
01
Secunda's Kiss
5
44
Septimus Signus's Outpost
3
03
Serpent's Bluff Redoubt
6
27
Shadowed Grove
2
39
Shadowgreen Cavern
1
11
Shearpoint
5
21
Shimmermist Cave
5
19
Shor's Stone
9
05
Shor's Watchtower
4
44
Shrine of Azura
3
12
Shrine to Mehrunes Dagon
2
35
Shrine to Peryite
6
03
Shroud Hearth Barrow
8
07
Sightless Pit
3
11
Silent Moons Camp
5
11
Silverdrift Lair
2
30
Sky Haven Temple
6
15
Skyborn Altar
2
34
Skytemple Ruins
3
04
Sleeping Tree Camp
5
27
Snapleg Cave
4
40
Snow Veil Sanctum
3
17
Snowpoint Beacon
2
29
Snow-Shod Farm
9
24
Solitude
1
24
Solitude Lighthouse
1
14
Solitude Sawmill
1
32
Soljund's Sinkhole
6
23
South Brittleshin Pass
8
01
South Cold Rock Pass
5
03
South Shriekwind Bastion
8
10
South Skybound Watch
8
18
Southfringe Sanctum
8
24
Statue to Meridia
1
23
Steamcrag Camp
4
22
Steepfall Burrow
1
03
Stendarr's Beacon
9
30
Stillborn Cave
3
16
Stone Hills
2
22
Stonehill Bluff
2
36
Stony Creek Cave
4
34
Sundered Towers
6
20
Sunderstone Gorge
5
41
Swindler's Den
5
25
Talking Stone Camp
6
28
Thalmor Embassy
1
12
The Apprentice Stone
1
47
The Atronach Stone
4
31
The Guardian Stones
8
16
The Lady Stone
7
09
The Lord Stone
2
23
The Lover Stone
6
12
The Ritual Stone
5
39
The Serpent Stone
3
08
The Shadow Stone
9
26
The Steed Stone
1
07
The Tower Stone
2
10
Throat of the World
5
47
Tolvald's Cave
4
45
Tower of Mzark
2
37
Traitor's Post
3
30
Treva's Watch
9
02
Tumble Arch Pass
5
20
Twilight Sepulcher
7
10
Understone Keep
6
07
Ustengrav
2
11
Uttering Hills Cave
4
02
Valtheim Towers
4
08
Valthume
6
37
Volskygge
1
19
Volunruud
5
13
Wayward Pass
2
32
Western Watchtower
5
29
Weynon Stones
2
38
Whistling Mine
3
13
White River Watch
5
37
Whiterun
5
31
Whiterun Stables
5
32
Whiterun Stormcloak Camp
5
40
Whitewatch Tower
5
17
Widow's Watch Ruins
1
06
Windhelm
3
26
Windhelm Stables
4
04
Windward Ruins
2
14
Winterhold
3
06
Winterhold Stormcloak Camp
3
23
Witchmist Grove
4
20
Wolfskull Cave
1
22
Wreck of the Brinehammer
2
03
Wreck of the Icerunner
2
41
Wreck of the Pride of Tel Vos
3
07
Wreck of the Winter War
3
18
Yngol Barrow
3
29
Yngvild
2
09
Yorgrim Overlook
3
20
Ysgramor's Tomb
3
02
1. NORTHWATCH KEEP
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing Missing in Action side quest.
2. LOWER STEEPFALL BURROW
Location type: dungeon
Accessibility: always
Comments: The burrow is being occupied by monsters.
3. STEEPFALL BURROW
Location type: dungeon
Accessibility: always
Comments: The burrow is being occupied by monsters.
4. ORPHAN'S TEAR
Location type: ship
Accessibility: always
Comments: The shipwreck is being occupied by bandits.
5. FORT HRAGGSTAD
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing Joining the Legion civil war quest (if you've sided with the Imperial Legion) or The Battle for Fort Hraggstad civil war quest (if you've sided with the Stormcloaks).
6. WIDOW'S WATCH RUINS
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by a witch.
7. THE STEED STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
8. RAVENSCAR HOLLOW
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and monsters.
9. IRONBACK HIDEOUT
Location type: campsite
Accessibility: always
Comments: The hideout is being occupied by bandits.
10. BROKEN OAR GROTTO
Location type: cave
Accessibility: always
Comments: The cave is being occupied by enemy units and it's best to explore it while completing Lights Out! side quest.
11. SHADOWGREEN CAVERN
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by monsters.
12. THALMOR EMBASSY
Location type: estate
Accessibility: You can't visit the embassy until you've started Diplomatic Immunity main quest.
Comments: The embassy is being occupied by enemies and it's best to explore it while completing Diplomatic Immunity main quest. If you prefer to remain hidden during that quest, then you may revisit the embassy later in the game.
13. BRINEWATER GROTTO
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and monsters. It's best to explore it while completing Scoundrel's Folly Thieves Guild quest.
14. SOLITUDE LIGHTHOUSE
Location type: lighthouse
Accessibility: always
Comments: It's best to explore the lighthouse while completing Lights Out! side quest.
15. DAINTY SLOAD
Location type: ship
Accessibility: always
Comments: The shipwreck is being occupied by bandits and it's best to explore it while completing Reputation: Solitude - Dainty Sload Thieves Guild quest.
16. RIMEROCK BURROW
Location type: cave
Accessibility: always
Comments: The cave is being occupied by a sorcerer and it's best to explore it while completing A Daedra's Best Friend daedric quest.
17. PINEFROST TOWER
Location type: fort
Accessibility: always
Comments: The tower is being occupied by monsters.
18. LOST ECHO CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by falmers.
19. VOLSKYGGE
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon until you've gained some levels and acquired good gear, because it's being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest, because it's a lair for one of the priests (Volsung).
20. PINEMOON CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters (mostly vampires).
21. CLEARPINE POND
Location type: pond
Accessibility: always
Comments: The pond is being occupied by spriggans.
22. WOLFSKULL CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and monsters. It's best to explore it while completing The Man Who Cried Wolf side quest.
23. STATUE TO MERIDIA
Location type: altar; dungeon
Accessibility: You can't visit the Kilkreath Ruins located underneath the statue until you've started The Break of Dawn daedric quest and delivered Meridia's Beacon to the altar.
Comments: You can start The Break of Dawn daedric quest by approaching Meridia's statue. Kilkreath Ruins are being occupied by monsters.
24. SOLITUDE
Location type: city
Accessibility: always
Comments: Solitude is one of the biggest cities in Skyrim and you'll visit this place many times while completing main and side quests. There are a lot of stores and other interesting places here, including Castle Dour which is the main headquarters for the Imperial Legion.
25. KATARIAH
Location type: ship
Accessibility: The emperor's ship will appear near the harbor while completing Hail Sithis! Dark Brotherhood quest and that's when you'll be allowed to board it for the first time.
Comments: The ship (upper and lower decks) is being occupied by enemies and it's best to explore it while completing Hail Sithis! Dark Brotherhood quest. It's important to know that you won't have to be in a hurry, because the ship won't leave the harbor at any point of the game.
26. BLUE PALACE
Location type: castle
Accessibility: always
Comments: Blue Castle is a part of the city named Solitude (sector 1, number 24) and it's a place you have to visit to complete several quests (including The Man Who Cried Wolf side quest). You don't have to travel all the way through Solitude to reach the castle, because you can choose this location directly from the world map.
27. MOR KHAZGUR
Location type: fort
Accessibility: always
Comments: The fort is a home to a group of friendly orcs.
28. DEEPWOOD REDOUBT
Location type: cave
Accessibility: always
Comments: The redoubt is being occupied by bandits and it's linked to Hag's End (sector 1, number 29). It's best to explore this location while completing Miscellaneous: Locate the assassin of old Dark Brotherhood quest.
29. HAG'S END
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by bandits and monsters. You can reach this location only by travelling through Deepwood Redoubt (sector 1, number 29) and it's best to do that while completing Miscellaneous: Locate the assassin of old Dark Brotherhood quest.
30. DRAGON BRIDGE
Location type: village
Accessibility: always
Comments: Dragon Bridge is a small settlement you can visit as a part of several smaller quests. There's an inn here among other interesting places.
31. HAAFINGAR STORMCLOAK CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Imperial Legion, because otherwise you're going to be attacked on sight. If the Stormcloaks are your friends, then you should explore this location while completing their civil war quests.
32. SOLITUDE SAWMILL
Location type: sawmill
Accessibility: always
Comments: You won't encounter any enemies here.
33. KATLA'S FARM
Location type: stables
Accessibility: always
Comments: You can hire a carriage here, as well as buy a horse.
34. EAST EMPIRE COMPANY WAREHOUSE
Location type: docks
Accessibility: always
Comments: The warehouse is a place you'll have to visit to complete several side quests. You won't encounter any enemies here, however you may provoke the sailors to attack you if you decide to board their ships.
35. DEEP FOLK CROSSING
Location type: -
Accessibility: always
Comments: It's best to explore this location while completing Arniel's Endeavor College of Winterhold quest.
36. BTHARDAMZ
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by enemies and dwarven machinery. It's best to explore them while completing The Only Cure daedric quest.
37. DRUADACH REDOUBT
Location type: cave
Accessibility: always
Comments: The redoubt is being occupied by bandits.
38. DRAGONTOOTH CRATER
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by bandits at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
39. HARMUGSTAHL
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by a sorcerer and monsters.
40. BRUCA'S LEAP REDOUBT
Location type: campsite
Accessibility: always
Comments: The redoubt is being occupied by bandits.
41. DRAGON BRIDGE OVERLOOK
Location type: campsite
Accessibility: always
Comments: The overlook is being occupied by bandits.
42. LIAR'S RETREAT
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and monsters.
43. CLIFFSIDE RETREAT
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
44. CHILLWIND DEPTHS
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters.
45. MEEKO'S SHACK
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
46. FOLGUNTHUR
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by enemy units and it's best to explore it while completing Forbidden Legend side quest.
47. THE APPRENTICE STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
48. FORT SNOWHAWK
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing The Battle for Fort Snowhawk civil war quest (Stormcloaks).
49. MORTHAL
Location type: city
Accessibility: always
Comments: Morthal is one of the biggest cities in Skyrim and you'll visit this place many times while completing side quests. There are a lot of stores here, as well as an inn.
50. ROBBER'S GORGE
Location type: campsite
Accessibility: always
Comments: The gorge is being occupied by bandits.
51. DEAD MEN'S RESPITE
Location type: dungeon
Accessibility: always
Comments: The ruins are being occupied by monsters and it's best to explore them while completing Tending the Flames Bard's College quest.
52. CRABBER'S SHANTY
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
53. BROOD CAVERN
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals.
1. ABANDONED SHACK
Location type: cottage
Accessibility: You can't explore the shack until you've started With Friends Like These Dark Brotherhood quest.
Comments: It doesn't matter how you react to the kidnapping during With Friends Like These Dark Brotherhood quest, because either way you'll acquire a key to the shack and therefore you'll be allowed to return to it later in the game.
2. HIGH GATE RUINS
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon until you've gained some levels and acquired good gear, because it's being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest or A Scroll For Anska side quest, because it's a lair for one of the priests (Vokun).
3. WRECK OF THE BRINEHAMMER
Location type: ship
Accessibility: always
Comments: The shipwreck is being occupied by mudcrabs.
4. PALE IMPERIAL CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Stormcloaks rebellion, because otherwise you're going to be attacked on sight. If the Imperials are your friends, then you should explore this location while completing their civil war quests.
5. DAWNSTAR SANCTUARY
Location type: dungeon
Accessibility: You can't explore the sanctuary until you've started The Cure for Madness Dark Brotherhood quest.
Comments: The sanctuary is being occupied by enemies and it's best to explore it while completing The Cure for Madness Dark Brotherhood quest. It's not mandatory, because this location becomes the main hideout for the Dark Brotherhood later in the game and this means you'll have full access to it.
6. DAWNSTAR
Location type: city
Accessibility: always
Comments: Dawnstar is one of the biggest cities in Skyrim and you'll visit this place many times while completing various side quests. There are a lot of stores here, as well as an inn and two mines.
7. NIGHTCALLER TEMPLE
Location type: fort
Accessibility: You can't visit the temple until you've started Waking Nightmare daedric quest.
Comments: The temple is being occupied by enemies and wild animals. It's best to explore it while completing Waking Nightmare daedric quest.
8. HELA'S FOLLY
Location type: ship
Accessibility: always
Comments: It's best to explore the shipwreck during Side Contract: Kill Deekus Dark Brotherhood quest.
9. YNGVILD
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters.
10. THE TOWER STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
11. USTENGRAV
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by bandits and monsters. It's best to explore it while completing The Horn of Jurgen Windcaller main quest. I wouldn't recommend doing this earlier, because you wouldn't be able to travel beyond several initial chambers.
12. HJAALMARCH STORMCLOAK CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Imperial Legion, because otherwise you're going to be attacked on sight. If the Stormcloaks are your friends, then you should explore this location while completing their civil war quests.
13. MZINCHALEFT
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by enemies, monsters and dwarven machinery. It's best to explore them while completing Side Contract: Kill Maluril Dark Brotherhood quest.
14. WINDWARD RUINS
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by wild animals and it's best to explore them while completing Kyne's Sacred Trials side quest or Destruction Ritual Spell College of Winterhold quest.
15. RED ROAD PASS
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and a giant here.
16. DRIFTSHADE REFUGE
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by werewolf hunters (Silver Hand organization) and it's best to explore it while completing Purity of Revenge Companions quest.
17. FROSTFLOW LIGHTHOUSE
Location type: lighthouse
Accessibility: always
Comments: The lighthouse is being occupied by wild animals and falmers.
18. HOB'S FALL CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by mages and skeletons. It's best to explore it while completing Miscellaneous: Find Pantea's Flute Bard's College quest.
19. ALFTAND
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by enemies, monsters and dwarven machinery. It's best to explore them while completing Elder Knowledge main quest. The ruins are connected to a huge underground called Blackreach, however you can only gain access to this location if you have an attunement sphere from Discerning the Transmundane daedric quest.
20. MOVARTH'S LAIR
Location type: cave
Accessibility: always
Comments: The lair is being occupied by vampires and wild animals. It's best to explore it while completing Laid to Rest side quest.
21. KJENSTAG RUINS
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by bandits.
22. STONE HILLS
Location type: campsite
Accessibility: always
Comments: You won't encounter any enemies here. Make sure to check not only the campsite, but also a nearby mine.
23. THE LORD STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
24. FROSTMERE CRYPT
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by bandits and monsters. It's best to explore it while completing The Pale Lady side quest.
25. HALL OF THE VIGILANT
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
26. FORT DUNSTAD
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing The Battle for Fort Dunstad civil war quest (Imperial Legion).
27. FORT FELLHAMMER
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by bandits.
28. DUSKGLOW CREVICE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and monsters.
29. SNOWPOINT BEACON
Location type: fort
Accessibility: always
Comments: The tower is being occupied by bandits.
30. SILVERDRIFT LAIR
Location type: dungeon
Accessibility: always
Comments: The lair and its surroundings are being occupied by bandits and draugrs.
31. IRONBIND BARROW
Location type: dungeon
Accessibility: always
Comments: The burrow is being occupied by monsters.
32. WAYWARD PASS
Location type: -
Accessibility: always
Comments: You won't encounter any enemies here.
33. LOST VALKYGG
Location type: dungeon
Accessibility: always
Comments: Lost Valkygg is a part of the Labyrinthian (sector 5, number 6). The crypt is being occupied by draugrs.
34. SKYBORN ALTAR
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by a wispmother at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
35. SHRINE TO MEHRUNES DAGON
Location type: altar; dungeon
Accessibility: always
Comments: I recommend visiting the shrine while completing Pieces of the Past daedric quest, because only then you'll have a chance to acquire a key needed to unlock the door leading to the temple's treasury.
36. STONEHILL BLUFF
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter a giant here. It's best to visit this location while completing Repairing the Phial side quest.
37. TOWER OF MZARK
Location type: ruins
Accessibility: You can't visit the embassy until you've started Elder Knowledge main quest and found an alternative path leading to it.
Comments: Accessing the tower from the surface is not possible the first time you arrive in this location. The only method to get to it is to start the main quest Elder Knowledge and to travel through Alftand ruins (sector 2, number 19). You will eventually have to enter an underground cavern called the Blackreach and get to the tower from there. Unlocking an elevator found inside the Mazrk tower will result in making it a fully accessible area. This means you won't have to go through the dwarven ruins in the future, because you'll be allowed to use a small entrance found on the surface (screen above).
38. WEYNON STONES
Location type: campsite
Accessibility: always
Comments: The campsite is being occupied by ice wraiths.
39. SHADOWED GROVE
Location type: grove
Accessibility: always
Comments: The grove is being occupied by monsters.
40. NIGHTGATE INN
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here. The inn is tied to several smaller quests, including Recipe for Disaster Dark Brotherhood quest.
41. WRECK OF THE ICERUNNER
Location type: ship
Accessibility: The wreck will appear while completing Lights Out! side quest (after turning off the Solitude Lighthouse).
Comments: The shipwreck is being occupied by enemy units and it's best to explore it while completing Lights Out! side quest.
1. PILGRIM'S TRENCH
Location type: ship
Accessibility: always
Comments: You won't encounter any enemies here.
2. YSGRAMOR'S TOMB
Location type: dungeon
Accessibility: always
Comments: The tomb and its surroundings are being occupied by wild animals and ghosts. You won't be able to explore the main part of the tomb until you deliver the Wuuthrad sword as part of Glory of the Dead Companions quest.
3. SEPTIMUS SIGNUS'S OUTPOST
Location type: cave
Accessibility: always
Comments: I would recommend visiting the outpost while completing Elder Knowledge main quest. You won't encounter any enemies inside the outpost, but you may be attacked by wild animals while trying to get to it.
4. SKYTEMPLE RUINS
Location type: campsite
Accessibility: always
Comments: The ruins are being occupied by draugrs and skeletons.
5. COLLEGE OF WINTERHOLD
Location type: fort
Accessibility: You can't visit this location until you've started First Lessons College of Winterhold quest and passed the initial test.
Comments: I would recommend exploring the college while completing First Lessons quest (and Elder Knowledge main quest at the same time). It's worth mentioning that starting the quest mentioned above is the only way to gain access to college grounds, because there aren't any other passageways leading to it.
6. WINTERHOLD
Location type: city
Accessibility: always
Comments: Winterhold is one of the biggest cities in Skyrim and you'll visit this place many times while completing main and side quests. There's an inn here and you'll also find a bridge which connects the city to College of Winterhold (sector 3, number 5).
7. WRECK OF THE PRIDE OF TEL VOS
Location type: ship
Accessibility: always
Comments: The shipwreck is being occupied by bandits.
8. THE SERPENT STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing. I would recommend visiting this location while completing Joining the Stormcloaks civil war quest.
9. JAPHET'S FOLLY
Location type: fort
Accessibility: You can't visit the fort until you've started Rise in the East side quest, because it's on an island completely separated from the rest of Skyrim.
Comments: The fortress and its surroundings are being occupied by bandits and wild animals. Make sure to explore this area thoroughly before ending Rise in the East side quest, because you won't be allowed to return here later on in the game.
10. SAARTHAL
Location type: dungeon
Accessibility: You can't visit the dig site until you've started Under Saarthal College of Winterhold quest.
Comments: This location is being occupied by draugrs and it's best to explore it while completing Under Saarthal College of Winterhold quest or Forbidden Knowledge side quest.
11. SIGHTLESS PIT
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters.
12. SHRINE OF AZURA
Location type: altar
Accessibility: always
Comments: Initiating a conversation with Aranea Ienith activates The Black Star daedric quest. You won't encounter any enemies here.
13. WHISTLING MINE
Location type: cave
Accessibility: always
Comments: You won't encounter any enemies here.
14. JOURNEYMAN'S NOOK
Location type: campsite
Accessibility: always
Comments: The campsite is being occupied by bandits.
15. MOUNT ANTHOR
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by enemy mages at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
16. STILLBORN CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters.
17. SNOW VEIL SANCTUM
Location type: dungeon
Accessibility: You can't visit the sanctuary until you've started Speaking with Silence Thieves Guild quest.
Comments: The sanctuary is being occupied by draugrs and it's best to explore it while completing Speaking with Silence Thieves Guild quest.
18. WRECK OF THE WINTER WAR
Location type: ship
Accessibility: always
Comments: The shipwreck is being occupied by bandits.
19. FORSAKEN CAVE
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by enemy units and it's best to explore it while completing The White Phial side quest.
20. YORGRIM OVERLOOK
Location type: campsite
Accessibility: always
Comments: The overlook is being occupied by skeletons.
21. BRONZE WATER CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals and it's best to explore it while completing Blindsighted Thieves Guild quest.
22. FORT KASTAV
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing Rescue from Fort Kastav civil war quest (Imperial Legion).
23. WINTERHOLD STORMCLOAK CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Imperial Legion, because otherwise you're going to be attacked on sight. If the Stormcloaks are your friends, then you should explore this location while completing their civil war quests.
24. ANGA'S MILL
Location type: sawmill
Accessibility: always
Comments: You won't encounter any enemies here and it's best to explore this location while completing Side Contract: Kill Ennodius Papius Dark Brotherhood quest.
25. PALACE OF THE KINGS
Location type: castle
Accessibility: always
Comments: Palace of the Kings is a part of the city named Windhelm (sector 3, number 26). It is the main headquarters for the Stormcloaks rebellion and it's only tied to several other small quests. You don't have to travel all the way through Windhelm to reach the palace, because you can choose this location directly from the world map.
26. WINDHELM
Location type: city
Accessibility: always
Comments: Windhelm is one of the biggest cities in Skyrim and you'll visit this place many times while completing both main and side quests. There are a lot of stores here, as well as an inn.
27. HLAALU FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
28. HOLLYFROST FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
29. YNGOL BARROW
Location type: dungeon
Accessibility: always
Comments: The burrow is being occupied by draugrs.
30. TRAITOR'S POST
Location type: cottage
Accessibility: always
Comments: The post is being occupied by bandits.
31. REFUGEES' REST
Location type: fort
Accessibility: always
Comments: The fort is being occupied by wild animals.
32. BLEAKCOAST CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters and it's best to explore it while completing Kyne's Sacred Trials side quest.
1. RALDBTHAR
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by enemies, monsters and dwarven machinery. It's best to explore them while completing Mourning Never Comes Dark Brotherhood quest.
2. UTTERING HILLS CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and it's best to explore it while completing Reputation: Windhelm - Summerset Shadows Thieves Guild quest.
3. MORVUNSKAR
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy mages and it's best to explore it while completing A Night to Remember daedric quest.
4. WINDHELM STABLES
Location type: stables
Accessibility: always
Comments: You can hire a carriage here, as well as buy a horse.
5. BRANDY-MUG FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
6. SACELLUM OF BOETHIAH
Location type: campsite; altar
Accessibility: always
Comments: The sacellum is a home to a group of friendly cultists and it's best to explore it while completing Boethiah's Calling daedric quest.
7. GULDUN ROCK
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter giants here.
8. VALTHEIM TOWERS
Location type: fort
Accessibility: always
Comments: Both towers and their surroundings are being occupied by bandits, however you may avoid having to fight them if you agree to pay a toll.
9. DARKSHADE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals.
10. HILLGRUND'S TOMB
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by draugrs and it's best to explore it while completing Ancestral Worship side quest.
11. CRADLECRUSH ROCK
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter a giant here.
12. GALLOWS ROCK
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by werewolf hunters (Silver Hand organization) and it's best to explore it while completing The Silver Hand Companions quest.
13. ABANDONED PRISON
Location type: fort
Accessibility: always
Comments: The prison is being occupied by ghosts.
14. MARA'S EYE POND
Location type: pond; cave
Accessibility: always
Comments: The pond is being occupied by wild animals and vampires.
15. MIXWATER MILL
Location type: sawmill
Accessibility: always
Comments: You won't encounter any enemies here.
16. BROKEN LIMB CAMP
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter giants here.
17. RIVERSIDE SHACK
Location type: cottage
Accessibility: always
Comments: The shack is being occupied by wild animals.
18. CRONVANGR CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters (mostly vampires).
19. KYNESGROVE
Location type: village
Accessibility: always
Comments: Kynesgrove is a small settlement you can visit as a part of several quests (including A Blade in the Dark main quest). There's an inn here, as well as a mine.
20. WITCHMIST GROVE
Location type: grove
Accessibility: always
Comments: It's best to explore this grove while completing A Night to Remember daedric quest to slay a single hagraven occupying the cabin.
21. BONESTREWN CREST
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by skeletons at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
22. STEAMCRAG CAMP
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and a giant here.
23. NARZULBUR
Location type: fort
Accessibility: always
Comments: The fort is a home to a group of friendly orcs.
24. GLOOMBOUND MINE
Location type: campsite; cave
Accessibility: always
Comments: You won't encounter any enemies here.
25. CRAGWALLOW SLOPE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by a sorcerer and monsters.
26. MZULFT
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by monsters and dwarven machinery. It's best to explore them while completing Revealing the Unseen College of Winterhold quest.
27. FORT AMOL
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing The Battle for Fort Amol civil war quest (Imperial Legion).
28. LOST KNIFE HIDEOUT
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits.
29. ELDERGLEAM SANCTUARY
Location type: cave
Accessibility: always
Comments: It's best to visit the sanctuary while completing The Blessings of Nature side quest, because only then you'll be allowed to fully explore it. You won't encounter any enemies when you arrive here for the first time, however your actions within the sanctuary may result in the nearby spriggans attacking the main character.
30. DARKWATER CROSSING
Location type: campsite; cave
Accessibility: always
Comments: You won't encounter any enemies here.
31. THE ATRONACH STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
32. MISTWATCH
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by bandits.
33. EASTMARCH IMPERIAL CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Stormcloaks rebellion, because otherwise you're going to be attacked on sight. If the Imperials are your friends, then you should explore this location while completing their civil war quests.
34. STONY CREEK CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits and it's best to explore it while completing Miscellaneous: Find Finn's Lute Bard's College quest. There are two ways of entering the cave. You can swim to the main entrance (screen above) or you can travel through underground corridors by starting in Kagrenzel (sector 4, number 35).
35. KAGRENZEL
Location type: dungeon
Accessibility: always
Comments: The temple is being occupied by falmers.
36. CRAGSLANE CAVERN
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by bandits.
37. ANSILVUND
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by enemy mages and monsters.
38. NILHEIM
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by bandits.
39. DARKWATER PASS
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters.
40. SNAPLEG CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals and witches.
41. CLEARSPRING TARN
Location type: pond; cave
Accessibility: always
Comments: The pond and its surroundings are being occupied by trolls.
42. NORTHWIND MINE
Location type: cave
Accessibility: always
Comments: The mine is being occupied by skeletons.
43. NORTHWIND SUMMIT
Location type: dragon lair
Accessibility: always
Comments: You can reach the summit only by travelling through the Northwind Mine (sector 4, number 42). This location is being occupied by skeletons at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
44. SHOR'S WATCHTOWER
Location type: fort
Accessibility: always
Comments: You won't encounter any enemies here.
45. TOLVALD'S CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters and it's best to explore it while completing No Stone Unturned Thieves Guild quest (AFTER finding all 24 unusual gems).
1. ELDERSBLOOD PEAK
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by wild animals at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
2. NORTH COLD ROCK PASS
Location type: cave
Accessibility: always
Comments: The cave is being occupied by a troll.
3. SOUTH COLD ROCK PASS
Location type: cave
Accessibility: always
Comments: The cave is being occupied by a troll.
4. RANNVEIG'S FAST
Location type: dungeon
Accessibility: always
Comments: The ruins are being occupied by a sorcerer and ghosts.
5. DRELA'S COTTAGE
Location type: cottage
Accessibility: always
Comments: The cottage is being occupied by a sorcerer.
6. LABYRINTHIAN
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon and its surroundings until you've gained some levels and acquired good gear, because the area is being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest or Staff of Magnus College of Winterhold quest, because it's a lair for one of the priests (Morokei).
7. GREENSPRING HOLLOW
Location type: grove
Accessibility: always
Comments: The grove is being occupied by wild animals.
8. HAMVIR'S REST
Location type: dungeon
Accessibility: always
Comments: This location is being occupied by draugrs and skeletons.
9. DUSTMAN'S CAIRN
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by enemy units and draugrs. It's best to explore it while completing Proving Honor Companions quest.
10. REDORAN'S RETREAT
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits.
11. SILENT MOONS CAMP
Location type: campsite
Accessibility: always
Comments: The campsite is being occupied by bandits.
12. BLEAKWIND BASIN
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and giants here.
13. VOLUNRUUD
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by the undead and it's best to explore it while completing Silenced Tongues side quest.
14. HALTED STREAM CAMP
Location type: campsite
Accessibility: always
Comments: The campsite is being occupied by bandits.
15. BLIZZARD REST
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and a giant here.
16. LOREIUS FARM
Location type: cottage
Accessibility: always
Comments: It's best to explore the farm while completing Delayed Burial Dark Brotherhood quest or Kyne's Sacred Trials side quest.
17. WHITEWATCH TOWER
Location type: fort
Accessibility: always
Comments: The watchtower may be under attack by the bandits the first time you visit it.
18. KORVANJUND
Location type: dungeon
Accessibility: always
Comments: The crypt and its surroundings are being occupied by enemy units and monsters. It's best to explore it while completing The Jagged Crown civil war quest (it's given to you by both sides of the conflict, so you'll have to complete it as an Imperial or as a Stormcloak).
19. SHIMMERMIST CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters and dwarven machinery.
20. TUMBLE ARCH PASSA
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and a giant here.
21. SHEARPOINT
Location type: dragon lair
Accessibility: always
Comments: It's best to explore this location while completing Dragon Priest Masks side quest, because it's inhabited by the priest Krosis. If you've completed Dragon Rising main quest you'll also encounter a dragon here and obviously you should fight both monsters separately. I would recommend starting with the dragon. Once it's dead approach the tomb and allow Krosis to join the battle.
22. IRKNGTHAND
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by enemies, monsters and dwarven machinery. It's best to explore them while completing Blindsighted Thieves Guild quest.
23. FELLGLOW KEEP
Location type: fort
Accessibility: always
Comments: The keep is being occupied by enemy mages and monsters. It's best to explore it while completing Hitting the Books College of Winterhold quest.
24. GJUKAR'S MONUMENT
Location type: -
Accessibility: always
Comments: It's best to visit the monument while completing Kyne's Sacred Trials side quest or The Book of Love Bard's College quest. You won't encounter any enemies here.
25. SWINDLER'S DEN
Location type: cave
Accessibility: always
Comments: The cave is being occupied by enemy units and it's best to explore it while completing In My Time of Need side quest.
26. BROKEN FANG CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters (mostly vampires).
27. SLEEPING TREE CAMP
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and giants here.
28. FORT GREYMOOR
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing Side Contract: Kill Agnis Dark Brotherhood quest.
29. WESTERN WATCHTOWER
Location type: fort
Accessibility: always
Comments: It's best to visit the watchtower while completing Dragon Rising main quest. A huge battle with a dragon takes place here at that time, however you won't encounter any other enemies aside from the flying creature.
30. DRAGONSREACH
Location type: estate
Accessibility: always
Comments: Dragonsreach is a part of the city named Whiterun (sector 5, number 31) and it's a place you have to visit to complete several main and side quests. You don't have to travel all the way through Whiterun to reach jarl's estate, because you can choose this location directly from the world map.
31. WHITERUN
Location type: city
Accessibility: always
Comments: Whiterun is one of the biggest cities in Skyrim and you'll visit this place many times while completing main and side quests. There are a lot of stores and other interesting places here, including Jorrvaskr sanctuary which is a home to the Companions (warriors guild).
32. WHITERUN STABLES
Location type: stables
Accessibility: always
Comments: You can hire a carriage here, as well as buy a horse.
33. PELAGIA FARM
Location type: cottage
Accessibility: always
Comments: It's best to explore the farm while completing Take up Arms Companion quests (only if you didn't go directly to their sanctuary to begin the initiation process).
34. BATTLE-BORN FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
35. CHILLFURROW FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
36. HONNINGBREW MEADERY
Location type: estate
Accessibility: always
Comments: It's best to explore the meadery while completing Dampened Spirits Thieves Guild quest. The basement of the meadery is being occupied by enemy units.
37. WHITE RIVER WATCH
Location type: campsite; cave
Accessibility: always
Comments: This location is being occupied by bandits.
38. GRAYWINTER WATCH
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals and it's best to explore it while completing Kyne's Sacred Trials side quest.
39. THE RITUAL STONE
Location type: standing stones
Accessibility: always
Comments: This location is being occupied by a sorcerer and skeletons. There's also one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
40. WHITERUN STORMCLOAK CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Imperial Legion, because otherwise you're going to be attacked on sight. If the Stormcloaks are your friends, then you should explore this location while completing their civil war quests.
41. SUNDERSTONE GORGE
Location type: cave
Accessibility: always
Comments: The gorge is being occupied by enemy mages and monsters.
42. BLOATED MAN'S GROTTO
Location type: -
Accessibility: always
Comments: This location is being occupied by wild animals and spriggans. It's best to explore it while completing Ill Met By Moonlight daedric quest.
43. NORTH BRITTLESHIN PASS
Location type: cave
Accessibility: always
Comments: The pass is being occupied by enemy mages and skeletons. This location is linked to the South Brittleshin Pass (sector 8, number 1).
44. SECUNDA'S KISS
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter giants here.
45. BLEAK FALLS BARROW
Location type: dungeon
Accessibility: always
Comments: The dungeon and its surroundings are being occupied by bandits and monsters. It's best to explore this location while completing Bleak Falls Barrow main quest (it's given to you very early in the game) or The Golden Claw side quest.
46. HIGH HROTHGAR
Location type: fort
Accessibility: always
Comments: High Hrothgar is a home of the Greybeards. You'll be visiting this location many times during the game and it occurs for the first time while completing The Way of the Voice main quest. There aren't any enemies inside the monastery, however the only path leading to it is being occupied by wild animals and trolls.
47. THROAT OF THE WORLD
Location type: -
Accessibility: You can't visit the mountain top until you've started Throat of the World main quest and unlocked Clear Skies dragon shout.
Comments: It's best to explore the mountain top while completing Throat of the World main quest, however you will be forced to return here later on the game.
1. RAGNVALD
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon until you've gained some levels and acquired good gear, because it's being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest, because it's a lair for one of the priests (Otar).
2. REACH IMPERIAL CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Stormcloaks rebellion, because otherwise you're going to be attacked on sight. If the Imperials are your friends, then you should explore this location while completing their civil war quests.
3. SHRINE TO PERYITE
Location type: altar
Accessibility: always
Comments: Initiating a conversation with Kesh the Clean activates The Only Cure daedric quest. You won't encounter any enemies here.
4. KARTHWASTEN
Location type: village
Accessibility: always
Comments: Karthwasten is a small settlement you can visit as a part of Heart of Dibella side quest. There's an inn here, as well as a mine.
5. BROKEN TOWER REDOUBT
Location type: fort
Accessibility: always
Comments: The redoubt is being occupied by bandits and it's best to explore it while completing Heart of Dibella side quest.
6. OROTHEIM
Location type: cave
Accessibility: always
Comments: The cave is being occupied by bandits.
7. UNDERSTONE KEEP
Location type: castle
Accessibility: always
Comments: Understone Keep is a part of the city named Markarth (sector 6, number 8) and it's a place you have to visit to complete several side quests. You don't have to travel all the way through Markarth to reach the keep, because you can choose this location directly from the world map.
8. MARKARTH
Location type: city
Accessibility: always
Comments: Markarth is one of the biggest cities in Skyrim and you'll visit this place many times while completing various main and side quests. There are a lot of stores and other interesting places here, including a temple and a mine.
9. MARKARTH STABLES
Location type: stables
Accessibility: always
Comments: You can hire a carriage here, as well as buy a horse.
10. SALVIUS FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
11. LEFT HAND MINE
Location type: campsite
Accessibility: always
Comments: You won't encounter any enemies here.
12. THE LOVER STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
13. KOLSKEGGR MINE
Location type: campsite
Accessibility: always
Comments: The mine is being occupied by bandits.
14. BLIND CLIFF CAVE
Location type: cave
Accessibility: always
Comments: The cave and its surroundings are being occupied by bandits.
15. SKY HAVEN TEMPLE
Location type: ruins
Accessibility: You can't visit the temple until you've started Alduin's Wall main quest.
Comments: The only way to get to the Sky Haven Temple is to travel through Karthspire (sector 6, number 18). It's best to explore it while completing Alduin's Wall main quest and it's also worth mentioning that later in the game the temple becomes the main headquarters for the Blades.
16. FOUR SKULLS LOOKOUT
Location type: campsite
Accessibility: always
Comments: The lookout is being occupied by bandits and it's best to explore it while completing Destruction Ritual Spell College of Winterhold quest.
17. RED EAGLE REDOUBT
Location type: campsite; cave
Accessibility: always
Comments: The redoubt is being occupied by bandits and it's best to explore it while completing Repairing the Phial side quest.
18. KARTHSPIRE
Location type: cave
Accessibility: always
Comments: The Karthspire is being occupied by bandits and monsters. It's best to explore this location while completing Alduin's Wall main quest, because only then you'll receive help from Esbern and reach Sky Haven Temple (sector 6, number 15).
19. KARTHSPIRE CAMP
Location type: campsite
Accessibility: always
Comments: The camp is being occupied by bandits and monsters. It's best to explore this location while completing Alduin's Wall main quest, however in this case you shouldn't approach the camp until you've dealt with the dragon.
20. SUNDERED TOWERS
Location type: fort
Accessibility: always
Comments: The towers are being occupied by bandits and it's best to explore them while completing Repairing the Phial side quest. It may prove to be difficult to navigate through the area, so you should look for the forsworn leader and obtain his key.
21. REBEL'S CAIRN
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by bandits and monsters.
22. BLEAKWIND BLUFF
Location type: fort
Accessibility: always
Comments: The tower is being occupied by bandits and witches.
23. SOLJUND'S SINKHOLE
Location type: campsite; cave
Accessibility: always
Comments: The mine is being occupied by draugrs.
24. OLD HROLDAN
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
25. LUND'S HUT
Location type: cottage
Accessibility: always
Comments: The hut is being occupied by wild animals.
26. RORIKSTEAD
Location type: village
Accessibility: always
Comments: Rorikstead is a small settlement you can visit as a part of several smaller quests. There's an inn here among other interesting places.
27. SERPENT'S BLUFF REDOUBT
Location type: ruins
Accessibility: always
Comments: The redoubt is being occupied by bandits and a hagraven.
28. TALKING STONE CAMP
Location type: campsite
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this campsite, because you will encounter mammoths and a giant here.
29. DEAD CRONE ROCK
Location type: ruins
Accessibility: always
Comments: The only way to get to Dead Crone Rock is to travel through Hag Rock Redoubt (sector 6, number 30). The tower is being occupied by bandits and a hagraven. It's best to explore it while completing Pieces of the Past daedric quest.
30. HAG ROCK REDOUBT
Location type: ruins
Accessibility: always
Comments: The redoubt is being occupied by bandits and monsters. It's best to explore it while completing Pieces of the Past daedric quest.
31. PUREWATER RUN
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals.
32. REACHWATER ROCK
Location type: cave
Accessibility: always
Comments: The cave is being occupied by monsters and it's best to explore it while completing Forbidden Legend side quest.
33. REACHCLIFF SECRET ENTRANCE
Location type: cave
Accessibility: The secret entrance becomes available after exploring Reachcliff Cave (sector 6, number 35) and unlocking an alternative way out.
Comments: I'd recommend that you use the secret entrance after you return to the cave while completing The Taste of Death daedric quest.
34. REACHWIND EYRIE
Location type: fort
Accessibility: always
Comments: You won't encounter any enemies here.
35. REACHCLIFF CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by draugrs and it's best to explore it while completing The Taste of Death daedric quest.
36. DUSHNIKH YAL
Location type: fort
Accessibility: always
Comments: The fort is a home to a group of friendly orcs.
37. VALTHUME
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon until you've gained some levels and acquired good gear, because it's being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest or Evil In Waiting side quest, because it's a lair for one of the priests (Hevnoraak).
38. GLOOMREACH
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by monsters.
39. CRADLE STONE TOWER
Location type: fort
Accessibility: always
Comments: The tower is being occupied by a hagraven.
40. FORT SUNGARD
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing The Battle for Fort Sungard civil war quest (Stormcloaks rebellion).
41. BARD'S LEAP SUMMIT
Location type: -
Accessibility: always
Comments: This location is being occupied by bandits and monsters.
42. LOST VALLEY REDOUBT
Location type: campsite
Accessibility: always
Comments: The redoubt is being occupied by bandits.
43. BILEGULCH MINE
Location type: campsite; cave
Accessibility: always
Comments: The mine is being occupied by bandits.
1. GLENMORIL COVEN
Location type: cave
Accessibility: always
Comments: The cave is being occupied by hagravens and spiders. It's best to explore it while completing Blood's Honor Companions quest, because otherwise you'll waste your time securing the area for the second time.
2. KNIFEPOINT RIDGE
Location type: campsite; cave
Accessibility: always
Comments: The mine and its surroundings are being occupied by bandits. It's best to explore this location while completing Boethiah's Calling daedric quest.
3. MOSS MOTHER CAVERN
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by spriggans and wild animals.
4. HUNTER'S REST
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
5. BANNERMIST TOWER
Location type: fort
Accessibility: always
Comments: The tower is being occupied by bandits.
6. EVERGREEN GROVE
Location type: grove
Accessibility: always
Comments: The grove is being occupied by spriggans.
7. HALF-MOON MILL
Location type: sawmill
Accessibility: always
Comments: This location is a home to a group of friendly vampires and it's best to visit it while completing Side Contract: Kill Hern Dark Brotherhood quest.
8. ILINALTA'S DEEP
Location type: fort
Accessibility: always
Comments: The sunken fort is being occupied by enemy mages and monsters and the only way to get in is to interact with a small hatch. I would recommend exploring the fort while completing The Black Star daedric quest.
9. THE LADY STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
10. TWILIGHT SEPULCHER
Location type: dungeon
Accessibility: You can't visit the tomb until you've started Darkness Returns Thieves Guild quest.
Comments: The tomb is being occupied by monsters and it's best to explore it while completing Darkness Returns Thieves Guild quest. You can also return here later in the game (for instance, while completing Kyne's Sacred Trials side quest).
11. CRACKED TUSK KEEP
Location type: fort
Accessibility: always
Comments: The keep is being occupied by enemy orcs and it's best to explore it while completing Pieces of the Past daedric quest.
12. FALKREATH WATCHTOWER
Location type: fort
Accessibility: always
Comments: The watchtower is being occupied by an enemy mage.
13. ROADSIDE RUINS
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by spriggans.
14. DARK BROTHERHOOD SANCTUARY
Location type: dungeon
Accessibility: You can't explore the sanctuary until you've started With Friends Like These Dark Brotherhood quest.
Comments: The sanctuary is the main hideout of the Dark Brotherhood. It's best to explore it while completing With Friends Like These quest, because later on in the game the hideout gets destroyed. This also means that at this point of the game Dawnstar Sanctuary (sector 2, number 5) becomes the new headquarters for the Dark Brotherhood.
15. FALKREATH
Location type: city
Accessibility: always
Comments: Falkreath is one of the biggest cities in Skyrim and you'll visit this place many times while completing side quests. There are a lot of stores here, as well as barracks and an inn.
16. HALLDIR'S CAIRN
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by monsters and it's best to explore it while completing Miscellaneous: Find Rjorn's Drum Bard's College quest.
1. SOUTH BRITTLESHIN PASS
Location type: cave
Accessibility: always
Comments: The pass is being occupied by enemy mages and skeletons. This location is linked to the North Brittleshin Pass (sector 5, number 43).
2. ANISE'S CABBIN
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here (as long as you don't get caught while trying to get inside the basement).
3. RIVERWOOD
Location type: village
Accessibility: always
Comments: Riverwood is a small settlement tied to many primary and secondary quests. It's also one of the locations you visit at the very beginning of the game (after escaping from Helgen). You'll find stores and an inn here among other interesting places.
4. NORTH SKYBOUND WATCH
Location type: fort
Accessibility: always
Comments: This location is being occupied by bandits and wild animals. It's best to explore it while completing Destruction Ritual Spell College of Winterhold quest. The northern watch is linked to South Skybound Watch (sector 8, number 18).
5. PINEPEAK CAVERN
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by wild animals.
6. IVARSTEAD
Location type: village
Accessibility: always
Comments: Ivarstead is a small settlement you can visit as a part of several main and side quests. There's an inn here among other interesting places.
7. SHROUD HEARTH BARROW
Location type: dungeon
Accessibility: always
Comments: The barrow is being occupied by monsters and you can find out more about it by talking to the innkeeper in Ivarstead (sector 8, number 6).
8. GEIRMUND'S HALL
Location type: dungeon
Accessibility: always
Comments: The crypt is being occupied by monsters and it's best to explore it while completing Forbidden Legend side quest.
9. NORTH SHRIEKWIND BASTION
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by vampires and skeletons. This location is connected to South Shriekwind Bastion (sector 8, number 10).
10. SOUTH SHRIEKWIND BASTION
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by draugrs and skeletons. This location is connected to North Shriekwind Bastion (sector 8, number 9).
11. PINEWATCH
Location type: cottage; cave
Accessibility: always
Comments: The watchtower is being occupied by bandits and it's best to explore it while completing Reputation: Markarth - Silver Lining Thieves Guild quest.
12. PEAK'S SHADE TOWER
Location type: fort
Accessibility: always
Comments: The tower is being occupied by spriggans.
13. ANCIENT'S ASCENT
Location type: dragon lair
Accessibility: always
Comments: You can reach the mountain top only by travelling through the Bonechill Passage (sector 8, number 14). This location is being occupied by ice wraiths at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
14. BONECHILL PASSAGE
Location type: cave
Accessibility: always
Comments: The passage is being occupied by monsters.
15. BLOODLET THRONE
Location type: fort
Accessibility: always
Comments: The fort is being occupied by monsters (mostly vampires).
16. THE GUARDIAN STONES
Location type: standing stones
Accessibility: always
Comments: There are three magical stones here (out of thirteen) and interacting with each one of them can grant you a powerful blessing. I would recommend visiting this place at the very beginning of the game (during Before the Storm main quest, after escaping from Helgen and while travelling to Riverwood).
17. EMBERSHARD MINE
Location type: cave
Accessibility: always
Comments: The mine is being occupied by bandits.
18. SOUTH SKYBOUND WATCH
Location type: fort
Accessibility: always
Comments: This location is being occupied by bandits and wild animals. The southern watch is linked to North Skybound Watch (sector 8, number 4).
19. HELGEN
Location type: fort
Accessibility: always
Comments: Helgen is the place where you start the game and back then it's occupied by enemy units and wild animals. If you decide to return here later in the game (to explore previously unaccessible areas) you'll notice that the fortress has been seized by a group of bandits.
20. GREYWATER GROTTO
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals.
21. ORPHAN ROCK
Location type: campsite
Accessibility: always
Comments: This location is being occupied by witches and a hagraven. It's best to explore it while completing The Blessings of Nature side quest.
22. FALKREATH STORMCLOAK CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Imperial Legion, because otherwise you're going to be attacked on sight. If the Stormcloaks are your friends, then you should explore this location while completing their civil war quests.
23. FORT NEUGRAD
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing Rescue from Fort Neugrad civil war quest (Stormcloaks).
24. SOUTHFRINGE SANCTUM
Location type: cave
Accessibility: always
Comments: The sanctuary is being occupied by monsters.
25. HAEMAR'S SHAME
Location type: cave
Accessibility: always
Comments: The cave is being occupied by vampires and wild animals. It's best to explore it while completing A Daedra's Best Friend daedric quest.
26. ALCHEMIST'S SHACK
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
27. ARCWIND POINT
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by draugrs and skeletons.
28. HONEYSTRAND CAVE
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by wild animals.
29. RIFT IMPERIAL CAMP
Location type: campsite
Accessibility: always
Comments: Stay far away from this camp if you've joined the Stormcloaks rebellion, because otherwise you're going to be attacked on sight. If the Imperials are your friends, then you should explore this location while completing their civil war quests.
30. RUINS OF BTHALFT
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by bandits.
31. AUTUMNWATCH TOWER
Location type: dragon lair
Accessibility: always
Comments: The tower is being occupied by bandits at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
32. FROKI'S SHACK
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here and it's best to explore the shack while completing Kyne's Sacred Trials side quest
33. AGNI'S CAMP
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
1. SARETHI FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
2. TREVA'S WATCH
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by bandits and wild animals. It's best to explore it while completing Infiltration side quest.
3. BOULDERFALL CAVE
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by an enemy mage.
4. AUTUMNSHADE CLEARING
Location type: -
Accessibility: always
Comments: The clearing is being occupied by wild animals and spriggans.
5. SHOR'S STONE
Location type: village
Accessibility: always
Comments: You won't encounter any enemies in this small settlement, however a nearby mine is being occupied by spiders.
6. FORT GREENWALL
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by enemy units and it's best to explore it while completing The Battle for Fort Greenwall civil war quest (Imperial Legion).
7. ANGARVUNDE
Location type: dungeon
Accessibility: always
Comments: The dungeon is being occupied by draugrs.
8. HEARTWOOD MILL
Location type: sawmill
Accessibility: always
Comments: You won't encounter any enemies here.
9. FALDAR'S TOOTH
Location type: fort
Accessibility: always
Comments: The fortress is being occupied by bandits and wild animals.
10. GOLDENGLOW ESTATE
Location type: estate
Accessibility: You can't visit the estate until you've started Loud and Clear Thieves Guild quest.
Comments: The estate is being occupied by enemy mercenaries and it's best to explore it while completing Loud and Clear Thieves Guild quest.
11. MERRYFAIR FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
12. RIFTEN STABLES
Location type: stables
Accessibility: always
Comments: You can hire a carriage here, as well as buy a horse.
13. RIFTEN
Location type: city
Accessibility: always
Comments: Riften is one of the biggest cities in Skyrim and you'll visit this place many times while completing main and side quests. You'll have to bribe the guard or rely on high speech skill the first time you want to enter the city. There are a lot of stores and other interesting places here, including the main headquarters of the Thieves Guild which is hidden in the sewers.
14. MISTVEIL KEEP
Location type: castle
Accessibility: always
Comments: Mistveil Keep is a part of the city named Riften (sector 9, number 13) and it's a place you have to visit to complete several side quests. You don't have to travel all the way through Riften to reach the keep, because you can choose this location directly from the world map.
15. FALLOWSTONE CAVE
Location type: cave
Accessibility: always
Comments: The cavern is being occupied by wild animals, however they may be replaced by giants if you decide to explore it while completing The Cursed Tribe daedric quest. This location is linked to Giant's Grove (sector 9, number 18).
16. LOST PROSPECT MINE
Location type: cave
Accessibility: always
Comments: You won't encounter any enemies here.
17. BLACK-BRIAR LODGE
Location type: cottage
Accessibility: always
Comments: The lodge is being occupied by enemy mercenaries and it's best to explore it while completing Promises to Keep side quest.
18. GIANT'S GROVE
Location type: grove
Accessibility: always
Comments: The grove is being occupied by a giant and it's best to explore it while completing The Cursed Tribe daedric quest. The only way to get to the grove is to travel through the Fallowstone Cave (sector 9, number 15).
19. AVANCHNZEL
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by dwarven machinery and it's best to explore them while completing Unfathomable Depths side quest.
20. LARGASHBUR
Location type: fort
Accessibility: always
Comments: The fort is a home to a group of friendly orcs, however it may be under attack by a giant the first time you get here. I recommend exploring this location while completing The Cursed Tribe daedric quest.
21. DARKLIGHT TOWER
Location type: fort
Accessibility: always
Comments: The tower is being occupied by monsters and witches. It's best to explore it while completing Repentance side quest.
22. RUINS OF RKUND
Location type: ruins
Accessibility: always
Comments: The ruins are being occupied by spriggans.
23. CRYSTALDRIFT CAVE
Location type: cave
Accessibility: always
Comments: The cave is being occupied by wild animals.
24. SNOW-SHOD FARM
Location type: cottage
Accessibility: always
Comments: You won't encounter any enemies here.
25. NIGHTINGALE HALL
Location type: cave
Accessibility: You can't visit the hall until you've started Trinity Restored Thieves Guild quest.
Comments: The entrance to the cave is uncovered during Trinity Restored Thieves Guild quest and this is the best moment to explore it, however you may also return here later on and even use this place as a hideout.
26. THE SHADOW STONE
Location type: standing stones
Accessibility: always
Comments: There's one of thirteen magical standing stones here and interacting with it can grant you a powerful blessing.
27. LOST TONGUE OVERLOOK
Location type: dragon lair
Accessibility: always
Comments: This location is being occupied by a sorcerer and some skeletons at the beginning of the game, but if you decide to explore it after completing Dragon Rising quest you'll encounter a dragon here.
28. FORELHOST
Location type: dungeon
Accessibility: always
Comments: I strongly recommend that you hold off with exploring this dungeon until you've gained some levels and acquired good gear, because it's being occupied by powerful monsters. It's best to explore the dungeon while completing Dragon Priest Masks side quest or Siege on the Dragon Cult side quest, because it's a lair for one of the priests (Rahgot).
29. BROKEN HELM HOLLOW
Location type: campsite; cave
Accessibility: always
Comments: The cave and its surroundings are being occupied by bandits.
30. STENDARR'S BEACON
Location type: fort
Accessibility: always
Comments: You won't encounter any enemies here.
31. RIFT WATCHTOWER
Location type: fort
Accessibility: always
Comments: The watchtower is being occupied by a hostile group of orcs.
You don't have to create your character the second you choose the 'new game' option from the main menu, because it occurs after a short and interactive introductionary sequence, showing the main character arriving in Helgen among other captured prisoners. During this prologue you'll come to a point where Hadvar will ask you to reveal your identity (screen above) and this is when you'll have to make your first decisions.
The most important choice by far is the race of the main character. I recommend that you scroll down to find out the differences between members of different races, because each race has different starting skills and abilities (including one unique ability per race). The race you've chosen may also influence some of the gameplay, however the differences in this case are minor and usually very symbolic. Don't expect nothing beyond getting a discount from a vendor, hearing a different conversation from an NPC character or being able to complete a side quest in a slightly new way. The best course of action is to choose the race based solely on the skills it's focused on. They should of course be the same as the skills you plan increasing on your own, because it will make the start of the game less difficult and you'll also have an easier job to max out (100 points) all the skills which are crucial to your character.
There are also other steps you must complete while creating a new character and that is to change appearance and to choose a gender. You may be surprised to hear that the second factor doesn't change the game in any major way as in some of the other RPG games. Men and women have both the same skills. The choice of the gender also doesn't change any of the quests in any significant way and you may only notice very small changes, like someone saying a different dialogue or being suddenly more friendly towards the main character. You should also know that choosing the gender doesn't block your choices when it comes to marriage arrangements, because you can get married to the person of the same or the opposite gender.
Skill bonuses:
+10 points to Lockpicking (25 instead of 15 points)
+5 points to Pickpocket (20 instead of 15 points)
+5 points to Light Armor (20 instead of 15 points)
+5 points to Alteration (20 instead of 15 points)
+5 points to Restoration (20 instead of 15 points)
+5 points to Sneak (20 instead of 15 points)
Unique abilities:
Histskin (active unique ability) - This is an extremely useful ability, because it improves health regeneration rate by 10 times and it lasts 60 seconds. Obviously you should rely on this ability during difficult fights, so you don't have to worry about dying. It's worth mentioning that a similar effect can be achieved using certain spells and potions.
50% less likely to catch a disease (passive ability) - It's very easy to catch a disease in Skyrim and it usually occurs when the main character is bitten by a certain type of a monster, however this passive ability isn't too useful. The main reason is because you can cure all diseases without any problems (by visiting a shrine or drinking a cheap potion).
Possibility of staying underwater for an indefinite amount of time (passive ability) - This ability won't somehow make your character more useful, because diving is a rare thing in Skyrim. Besides, even when this is mandatory you'll always have a large margin for error and you won't have to be counting seconds until the main character starts drowning.
Recommendation:
You should consider choosing an argonian if you plan on playing as a thief and if you often want to stay hidden in order to avoid other characters or to steal from them. The bonuses to "defensive" schools of magic (Alteration and Restoration) may come in handy when you want to quickly regain strength.
Skill bonuses:
+10 points to Conjuration (25 instead of 15 points)
+5 points to Alchemy (20 instead of 15 points)
+5 points to Illusion (20 instead of 15 points)
+5 points to Alteration (20 instead of 15 points)
+5 points to Restoration (20 instead of 15 points)
+5 points to Speech (20 instead of 15 points)
Unique abilities:
Dragonskin (active unique ability) - This is a very useful ability for a mage, because it absorbs half of the mana used by enemies to cast spells and it lasts 60 seconds. Obviously you'll notice the difference only when fighting enemies with magical abilities, because otherwise they won't be using any mana. Thankfully this is a frequent thing and you can count on a significant increase of your mana so that the risk of running out of it will be much smaller.
25% more resistant to magic (passive ability) - The usefulness of this ability is very similar to the one explained above, because it will only work with enemies with magical abilities. 25% is a lot so the power of their spells is greatly reduced.
Recommendation:
You should consider choosing a breton if you plan on playing as a mage and if you also want to be versatile, so instead of focusing only on typical offensive spells you'll also want to experiment with different types of them. Conjuration has a big starting bonus, so you should often call on magical companions and/or resurrect the dead.
Skill bonuses:
+10 points to Restoration (25 instead of 15 points)
+5 points to Block (20 instead of 15 points)
+5 points to One-handed (20 instead of 15 points)
+5 points to Heavy Armor (20 instead of 15 points)
+5 points to Enchanting (20 instead of 15 points)
+5 points to Destruction (20 instead of 15 points)
Unique abilities:
Voice of the Emperor (active unique ability) - This is a rather useful ability which calms down nearby opponents for 60 seconds, preventing them from attacking the main character. I think it's rather obvious to mention that this ability is most useful in situations when the hero is surrounded by a large group of enemy units and wants to escape or at least to heal in peaceful conditions.
Finding more gold coins (passive ability) - An important thing to know is that the bonus to your findings only applies to gold found in chests and other closed objects, so you won't be finding extra money when examining bodies or in plain view. This isn't a good ability in my opinion, especially since you shouldn't have problems with money as long as you remember to sell things you don't need.
Recommendation:
You should consider choosing an imperial if you plan on playing as a combination of a warrior and a mage. As a warrior you should be using a one-handed weapon mixed with a shield and as a mage you should rely both on offensive Destruction spells as well as on defensive/healing Restoration spells.
Skill bonuses:
+10 points to Archery (25 instead of 15 points)
+5 points to Alchemy (20 instead of 15 points)
+5 points to Pickpocket (20 instead of 15 points)
+5 points to Light Armor (20 instead of 15 points)
+5 points to Lockpicking (20 instead of 15 points)
+5 points to Sneak (20 instead of 15 points)
Unique abilities:
Command Animal (active unique ability) - This is a rather useful active ability which turns one of the nearby animals into an ally, forcing it to assist the main character for 60 seconds (or less if it dies sooner). Two important things you should remember about this ability are that it works only in areas where wild animals are present (you won't find them in cities, most dungeons etc) and that for best effect you should always "take command" over the strongest animal you see.
50% less likely to get poisoned or catch a disease (passive ability) - It's very easy to get poisoned or to catch a disease in Skyrim and it usually occurs when the main character triggers a trap or is bitten by a certain type of a monster, however this passive ability isn't too useful. The main reason is because you can get rid of all poisons and diseases without any problems (by visiting a shrine or drinking a cheap potion).
Recommendation:
You should consider choosing a wood elf if you plan on playing as a thief and if aside from stealing from the civilians you also want to be a skilled assassin. The second part works best if instead of getting close to your targets you're planning on killing them from a distance with precise arrow hits.
Skill bonuses:
+10 points to Illusion (25 instead of 15 points)
+5 points to Alteration (20 instead of 15 points)
+5 points to Conjuration (20 instead of 15 points)
+5 points to Destruction (20 instead of 15 points)
+5 points to Restoration (20 instead of 15 points)
+5 points to Enchanting (20 instead of 15 points)
Unique abilities:
Highborn (active unique ability) - This is an extremely useful ability to a mage, because it vastly improves mana regeneration rate (25% regained per second) and lasts 60 seconds. You can achieve the best effects if your character uses only magical attacks and therefore needs tons of mana to survive on the battlefield.
Mana pool increased by 50 units (passive ability) - Having additional mana points is always a good thing. This increase is very noticeable at the beginning of the game, because your mana pool is rather small at that point.
Recommendation:
You should consider choosing a high elf if you plan on playing as a powerful mage and if using only Destruction spells isn't exactly what you want to do with your character. High elves are masters of the school of Illusion and this category of magic can be used to "convince" enemies to stop their attacks, to run away or even to turn on each other.
Skill bonuses:
+10 points to Sneak (25 instead of 15 points)
+5 points to Alchemy (20 instead of 15 points)
+5 points to One-handed (20 instead of 15 points)
+5 points to Pickpocket (20 instead of 15 points)
+5 points to Archery (20 instead of 15 points)
+5 points to Lockpicking (20 instead of 15 points)
Unique abilities:
Night Eye (active unique ability) - This ability allows the main character to see better in darkness for 60 seconds. In my opinion it's not too useful, because you can achieve almost the same effect using torches or simple spells which cost only a few points of mana. Besides, only a small number of dungeons and caves in the game are so dark it's difficult to explore them without any sight improvements.
Dealing four times as much damage in unarmed combat (passive ability) - A rather useless ability, especially since there are no penalties for choosing one-handed weapons for the purpose of melee combat. There are a few brawls in the game, however it's very easy to win them even if you're playing a member of a different race.
Recommendation:
You should consider choosing a khajiit if you plan on playing as a thief and if aside from stealing from the civilians you also want to be a skilled assassin. The second part works best if instead of using bows to perform ranged attacks you want to get closer to your targets and eliminate them in melee combat.
Skill bonuses:
+10 points to Destruction (25 instead of 15 points)
+5 points to Alchemy (20 instead of 15 points)
+5 points to Illusion (20 instead of 15 points)
+5 points to Light Armor (20 instead of 15 points)
+5 points to Alteration (20 instead of 15 points)
+5 points to Sneak (20 instead of 15 points)
Unique abilities:
Ancestor's Wrath (active unique ability) - This is a rather useful ability which surrounds the main character with a magical barrier for 60 seconds. Any creature which tries to make a physical contact with the player receives fire damage. It's worth mentioning that you can unlock a similar spell later in the game, so the ability is useful mostly at the beginning of your journey.
50% more resistant to fire (passive ability) - It's an extremely useful passive ability, because a lot of enemies encountered during the game like to deal fire damage (including most of the dragons). You'll notice the difference especially if you're wearing a light armor which offers weak protection on its own.
Recommendation:
You should consider choosing a dark elf if you plan on playing as a mage and if you want to rely mostly on a highly offensive spells from the Destruction school of magic. This is of course not your only option, because thanks to bonuses to sneak and light armor you can also easily become a skilled thief.
Skill bonuses:
+10 points to Two-handed (25 instead of 15 points)
+5 points to Block (20 instead of 15 points)
+5 points to One-handed (20 instead of 15 points)
+5 points to Smithing (20 instead of 15 points)
+5 points to Light Armor (20 instead of 15 points)
+5 points to Speech (20 instead of 15 points)
Unique abilities:
Battle Cry (active unique ability) - This is a rather useful active ability which forces nearby enemies to start running away and it lasts 30 seconds. The main purpose for that action is to grant yourself a chance to restock and heal and to prepare for the next wave of attacks. It's fairly obvious that the ability should be used during bigger battles where you have to deal with large groups of enemy units.
50% more resistant to frost (passive ability) - This passive ability certainly makes the game easier, however frost damage is not such a common thing as fire damage and it's dealt mostly by draugrs. Nevertheless, you shouldn't ignore this bonus when making a list of pros and cons and trying to decide which race is the best for you.
Recommendation:
You should consider choosing a nord if you plan on playing as a warrior that uses mostly two-handed weapons, but is capable of switching to one-handed weapon - shield combo when the situations demands it. A proper nord should be wearing a good light armor, so that he can move a lot on the battlefield and perform swift attacks.
Skill bonuses:
+10 points to Heavy Armor (25 instead of 15 points)
+5 points to Block (20 instead of 15 points)
+5 points to Two-handed (20 instead of 15 points)
+5 points to One-handed (20 instead of 15 points)
+5 points to Smithing (20 instead of 15 points)
+5 points to Enchanting (20 instead of 15 points)
Unique abilities:
Berserker Rage (active unique ability) - This is an extremely helpful active ability which allows the orc to go into a rage status that lasts 60 seconds. When the rage is active the main character deals twice as much damage and receives only half of the damage. There are many different situations where you can use this. For example, you can rely on rage to quickly deal with groups of weaker creatures or to have better chances at defeating strong single foes.
Recommendation:
You should consider choosing an orc if you plan on playing as a warrior that uses mostly a one-handed weapon and a shield. It's also good to support that choice by wearing a heavy armor and therefore focusing not on speed or agility, but on being able to deal as much damage as possible with each hit.
Skill bonuses:
+10 points to One-handed (25 instead of 15 points)
+5 points to Archery (20 instead of 15 points)
+5 points to Block (20 instead of 15 points)
+5 points to Smithing (20 instead of 15 points)
+5 points to Destruction (20 instead of 15 points)
+5 points to Alteration (20 instead of 15 points)
Unique abilities:
Adrenaline Rush (active unique ability) - This is a valuable and useful active ability which improves stamina regeneration rate by 10 times and which lasts 60 seconds. Having more stamina is extremely helpful during fights, especially if you like dealing powerful blows that require a lot of energy to succeed.
50% less likely to get poisoned (passive ability) - It's very easy to get poisoned in Skyrim and it usually occurs when the main character triggers a trap or is bitten by a certain type of a monster, however this passive ability isn't too useful. The main reason is because you can get rid of all poisons without any problems (by visiting a shrine or drinking a cheap potion).
Recommendation:
You should consider choosing a redguard if you plan on playing as a combination of a warrior and a mage. As a warrior you'll have to make a choice whether you want to use two weapons (one in each hand) or one weapon and a shield. As for the mage, the best results can be achieved by combining offensive and regeneration/protection spells.
The character you've created in The Elder Scrolls V: Skyrim doesn't advance to higher experience levels the same way as in many other RPG's, so you can't do that simply by receiving experience points. The entire process is based on increasing character's skills. There's a total of 18 groups of skill in the game and each skill group can be increased by performing tasks connected with it. For example, if you want to increase Archery you must use the bow often, if you want to increase Destruction you must cast spells from this school of magic and if you want to increase Speech you must convince other characters to change their minds about the things you're interested in. Each time you've performed a sufficient number of actions within each skill group you'll increase it by one point (most of the skills start with 15 points and you can raise them up to 100 points). The game will obviously inform you about your progress by displaying a special bar on the screen (screen above). In order to advance to the next level you must always fill that bar and it's important to know that you can do this by improving only one skill or many different skills (much better idea).
Once you've filled the progress bar you'll be informed about the possibility of advancing to the next level and the easiest way to do that is to press the TAB key and to choose the upper button. There are two things you should know about gaining new levels. The first one is that each time you've advanced you'll be allowed to choose which of the main attributes you want to increase by 10 points (screen above). It's rather obvious that you should be choosing attributes that suit your style of play, so for a example as a mage you should be developing mostly mana. The second thing is that once you've advanced you'll be given one skill point. You can spend these points on perks and each constellation (skill group) has a bunch of them you can choose from. You can find out more about each perk from the next section of this chapter. This is a good moment to inform you that you don't have to spend the skill points you receive right away, because if you don't see anything that seems interesting to you it's better to wait until better perks become unlocked (it usually happens when you increase your skills, however some perks are linked).
Performing tasks mentioned earlier in the text isn't the only way to increase your skills. There are other ways to do that:
How to increase skill: This skill can be increased by interacting with various blacksmith workstations (screen above), mostly a blacksmith forge (used to create items), a grindstone (used to improve weapons) and a workbench (used to improve armor). Generally you must craft and improve items if you want to gain points in this category.
Main purpose of developing this skill: Increasing the quality and overall worth of the items created with blacksmith workstations.
Available perks: 10.
Best perks: Dwarven Smithing, Arcane Blacksmith, Dragon Armor.
Comments:
STEEL SMITHING
Requirements: Smithing skill increased to at least 20 points.
Description: Possibility of crafting steel weapons and armor. Possibility of improving steel weapons and armor twice as much.
Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree.
ARCANE BLACKSMITH
Requirements: Smithing skill increased to at least 60 points. Unlocked Steel Smithing perk.
Description: Possibility of improving magical weapons and armor.
Comments: This is an extremely helpful perk, especially since you'll come across a lot of magical items and improving them can extend their usefulness to the main character. Upgrading magical objects is also a great idea if you want to work on them some further by granting them with various enchantments.
ELVEN SMITHING
Requirements: Smithing skill increased to at least 30 points. Unlocked Steel Smithing perk.
Description: Possibility of crafting elven weapons and armor. Possibility of improving elven weapons and armor twice as much.
Comments: Elven armors are usually light.
ADVANCED ARMORS
Requirements: Smithing skill increased to at least 50 points. Unlocked Elven Smithing perk.
Description: Possibility of crafting scaled and plate armor. Possibility of improving scaled and plate armor twice as much.
Comments: The biggest advantage of this perk is that it unlocks both light scaled armors as well as heavy plate armors.
GLASS SMITHING
Requirements: Smithing skill increased to at least 70 points. Unlocked Advanced Armors perk.
Description: Possibility of crafting glass weapons and armor. Possibility of improving glass weapons and armor twice as much.
Comments: Glass armors are usually light.
DWARVEN SMITHING
Requirements: Smithing skill increased to at least 30 points. Unlocked Steel Smithing perk.
Description: Possibility of crafting dwarven weapons and armor. Possibility of improving dwarven weapons and armor twice as much.
Comments: I recommend unlocking this perk early in the game, especially since you shouldn't have any problems finding the necessary materials (there are plenty of dwarven ruins in the game).
ORCISH SMITHING
Requirements: Smithing skill increased to at least 50 points. Unlocked Dwarven Smithing perk.
Description: Possibility of crafting orcish weapons and armor. Possibility of improving orcish weapons and armor twice as much.
Comments: Orcish armors are usually heavy.
EBONY SMITHING
Requirements: Smithing skill increased to at least 80 points. Unlocked Orcish Smithing perk.
Description: Possibility of crafting ebony weapons and armor. Possibility of improving ebony weapons and armor twice as much.
Comments: Ebony armors are usually heavy.
DAEDRIC SMITHING
Requirements: Smithing skill increased to at least 90 points. Unlocked Ebony Smithing perk.
Description: Possibility of crafting daedric weapons and armor. Possibility of improving daedric weapons and armor twice as much.
Comments: Daedric armors are the second best in the game and only dragon armors are better.
DRAGON ARMOR
Requirements: Smithing skill increased to 100 points. Unlocked Glass Smithing perk or Daedric Smithing perk.
Description: Possibility of crafting dragon armor. Possibility of improving dragon armor twice as much.
Comments: Dragon armors offer the best protection out of all types of armors available in the game. As a result this is a perk you should be interested in, especially if you're playing as a warrior.
How to increase skill: This skill can be increased by receiving damage during battles while wearing heavy armor. The growth of the skill depends on how much damage the hero has taken and how many pieces of heavy armor he is currently wearing (preferably an entire set).
Main purpose of developing this skill: Increasing the value of character's defense and therefore receiving less damage.
Available perks: 12.
Best perks: Juggernaut, Well Fitted, Conditioning.
Comments:
JUGGERNAUT
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Heavy Armor skill increased to at least 20 points.
Requirements (rank 3): Heavy Armor skill increased to at least 40 points.
Requirements (rank 4): Heavy Armor skill increased to at least 60 points.
Requirements (rank 5): Heavy Armor skill increased to at least 80 points.
Description (rank 1); Armor rating increased by 20% (only for heavy armors).
Description (rank 2); Armor rating increased by a total of 40% (only for heavy armors).
Description (rank 3); Armor rating increased by a total of 60% (only for heavy armors).
Description (rank 4); Armor rating increased by a total of 80% (only for heavy armors).
Description (rank 5); Armor rating increased by a total of 100% (only for heavy armors).
Comments: It's a good idea to regularly unlock new perks from this group. The bonus to armor rating is always a nice addition (doubled after unlocking fifth rank) and it's especially noticeable if you're using good armors.
FISTS OF STEEL
Requirements: Heavy Armor skill increased to at least 30 points. Unlocked Juggernaut perk (rank 1).
Description: Dealing more damage in unarmed attacks while wearing heavy gauntlets.
Comment: This perk isn't too useful, because it's much better to use a one-handed weapon than attack the target without any weapons. The only exception is if your character is a khajiit, because members of this race have a rather large bonus to unarmed attacks (both bonuses are cumulated).
CUSHIONED
Requirements: Heavy Armor skill increased to at least 50 points. Unlocked Fists of Steel perk.
Description: 50% less damage received as a result of a high altitude fall.
Comment: You won't have much use from this perk and the only reason to unlock it is to gain access to the next one. Note that the damage is cut by half only if your character was wearing a complete heavy armor set.
CONDITIONING
Requirements: Heavy Armor skill increased to at least 70 points. Unlocked Cushioned perk.
Description: Removal of all penalties to character's agility caused by wearing a heavy armor.
Comment: This is a cool perk, because once you've unlocked it your character acts as if he's not wearing any armor and therefore deals blows with full speed. Sadly this doesn't change the armor's weight, so you can't count on your inventory suddenly gaining more carrying capacity. Nevertheless you should definitely take this one under consideration.
WELL FITTED
Requirements: Heavy Armor skill increased to at least 30 points. Unlocked Juggernaut perk (rank 1).
Description: Armor rating increased by additional 25% if the main character is wearing a complete heavy armor set.
Comment: I'd strongly recommend unlocking this perk as soon as possible, especially since the bonus provided by it will be cumulated with all bonuses received from the Juggernaut perks. Make sure to use a complete set (headgear, bodygear, hands and legs protection - a total of four items), because otherwise the armor rating will remain the same.
TOWER OF STRENGTH
Requirements: Heavy Armor skill increased to at least 50 points. Unlocked Well Fitted perk.
Description: 50% less chances of being staggered when wearing heavy armor.
Comment: It's not something you must unlock right away, because the main character rarely becomes staggered. The main reason why you should purchase this perk is to get to the next ones from the right side of the constellation.
MATCHING SET
Requirements: Heavy Armor skill increased to at least 70 points. Unlocked Tower of Strength perk.
Description: Armor rating increased by additional 25% if the main character is wearing a matched and complete heavy armor set.
Comment: This perk appears to work identically as Well Fitted, HOWEVER it requires a MATCHED heavy armor set. This means having four different heavy armor parts isn't enough, because they must be from the same "manufacturer". You can search for matched sets on your own or craft one using your smithing abilities. All of these restrictions make this perk a less interesting proposition, however if you possess a good matched set you should of course quickly unlock it.
REFLECT BLOWS
Requirements: Heavy Armor skill increased to 100 points. Unlocked Matching Set perk.
Description: 10% chance of reflecting a melee attack.
Comment: This is an interesting perk, but not interesting enough to justify spending one (or even two) skill points on it. The perk only works for melee attacks (not for ranged or magic attacks) and only if the main character is wearing a complete heavy armor set.
How to increase skill: This skill can be increased by blocking enemy attacks and hitting them with your shield. The growth of the skill depends on how much damage the hero has received or taken.
Main purpose of developing this skill: Receiving less damage and lowering the chances of being staggered after a successful block.
Available perks: 13.
Best perks: Shield Wall, Quick Reflexes, Elemental Protection.
Comments:
SHIELD WALL
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Block skill increased to at least 20 points.
Requirements (rank 3): Block skill increased to at least 40 points.
Requirements (rank 4): Block skill increased to at least 60 points.
Requirements (rank 5): Block skill increased to at least 80 points.
Description (rank 1); Blocking is more effective by 20%.
Description (rank 2); Blocking is more effective by a total of 25%.
Description (rank 3); Blocking is more effective by a total of 30%.
Description (rank 4); Blocking is more effective by a total of 35%.
Description (rank 5); Blocking is more effective by a total of 40%.
Comments: It's a good idea to regularly unlock new perks from this group, especially if your character is constantly travelling with a shield.
QUICK REFLEXES
Requirements: Block skill increased to at least 30 points. Unlocked Shield Wall perk (rank 1).
Description: Time automatically slows downs when an opponent launches a powerful attack.
Comments: This is one of the most useful perks from this category, because enemies like to use power attacks very often. Having this perk allows you to respond to these actions much easier, whether it's a normal block or an attempt to make a counterattack.
DEFLECT ARROWS
Requirements: Block skill increased to at least 30 points. Unlocked Shield Wall perk (rank 1).
Description: No damage received if an enemy arrow hits the shield.
Comments: This perk may come in handy since a lot of battles feature enemy archers. You can additionally increase the effectiveness of this perk by equipping your character with a larger shield and therefore being able to stop more arrows.
ELEMENTAL PROTECTION
Requirements: Block skill increased to at least 50 points. Unlocked Deflect Arrows perk.
Description: 50% less fire, frost and shock damage received if the attack was blocked with a shield.
Comments: This is the best perk from this entire category and it's useful during A LOT of battles, especially if you're going against monsters and enemy mages. Receiving less damage allows to easier survive on the battlefield and to approach your targets without having to worry about weak resistance to elemental damage.
BLOCK RUNNER
Requirements: Block skill increased to at least 70 points. Unlocked Elemental Protection perk.
Description: Ability of moving fast with a raised shield.
Comments: Despite what you might think this is a quite useful perk, because it allows you to get closer to enemy archers and mages much safer, without having to worry about receiving a lot of damage due to the fact that the main character's shield is lowered.
POWER BASH
Requirements: Block skill increased to at least 30 points. Unlocked Shield Wall perk (rank 1).
Description: Ability of performing power bashes.
Comments: It's important to remember that all kinds of bashes (the ones done with a shield and the ones done with a one/two-handed weapon) count towards developing the main skill. They also stop enemy attacks, but they don't do a lot of damage on their own, so they must be followed by normal attack.
DEADLY BASH
Requirements: Block skill increased to at least 50 points. Unlocked Power Bash perk.
Description: Five times more damage dealt with a bashing hit.
Comments: This isn't a useful perk, because even the improved counterattacks don't deal a lot of damage and their main purpose is to interfere with an enemy attack.
DISARMING BASH
Requirements: Block skill increased to at least 70 points. Unlocked Deadly Bash perk.
Description: Chance of disarming an opponent with a powerful bash.
Comments: This is an interesting perk which may come in handy during battles with enemy warriors. It's not absolutely necessary to have it, because one of the dragon shouts offers a similar result and it always ends with a success (in this case you must rely on luck).
SHIELD CHARGE
Requirements: Block skill increased to 100 points. Unlocked Block Runner perk or Disarming Bash perk.
Description: Possibility of knocking down most of the targets while running with a raised shield.
Comments: This perk works best with Block Runner which unlocks the possibility of running with a shield. As for its usefulness, you might find it very helpful while fighting larger groups of enemies in small areas.
How to increase skill: This skill can be increased by performing successful attacks with a two-handed weapon. The growth of the skill depends on how much damage the hero has dealt with each hit.
Main purpose of developing this skill: Increasing the damage value of two-handed weapons.
Available perks: 19.
Best perks: Barbarian, Champion's Stance, Great Critical Charge.
Comments:
BARBARIAN
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Two-handed skill increased to at least 20 points.
Requirements (rank 3): Two-handed skill increased to at least 40 points.
Requirements (rank 4): Two-handed skill increased to at least 60 points.
Requirements (rank 5): Two-handed skill increased to at least 80 points.
Description (rank 1): 20% more damage dealt with two-handed weapons.
Description (rank 2): 40% more damage dealt in total with two-handed weapons.
Description (rank 3): 60% more damage dealt in total with two-handed weapons.
Description (rank 4): 80% more damage dealt in total with two-handed weapons.
Description (rank 5): 100% more damage dealt in total with two-handed weapons.
Comments: It's a good idea to regularly unlock new perks from this group, especially since a two-handed warrior should be focusing on dealing as much damage in a single hit as possible (instead choosing a large number of weak attacks).
LIMBSPLITTER
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Two-handed skill increased to at least 30 points. Unlocked Barbarian perk (rank 1).
Requirements (rank 2): Two-handed skill increased to at least 60 points.
Requirements (rank 3): Two-handed skill increased to at least 90 points.
Description (rank 1): Possibility of causing additional bleeding damage while using two-handed battle axes.
Description (rank 2): Possibility of causing additional bleeding damage while using two-handed battle axes.
Description (rank 3): Possibility of causing additional bleeding damage while using two-handed battle axes.
Comments: Unlock perks from this group only if you're planning on using battle axes on a daily basis. The bleeding damage doesn't make a huge difference, but it's always good to have a free and passive damage bonus.
DEEP WOUNDS
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Two-handed skill increased to at least 30 points. Unlocked Barbarian perk (rank 1).
Requirements (rank 2): Two-handed skill increased to at least 60 points.
Requirements (rank 3): Two-handed skill increased to at least 90 points.
Description (rank 1): 10% chance of inflicting critical damage while using two-handed greatswords.
Description (rank 2): 15% chance of inflicting critical damage while using two-handed greatswords.
Description (rank 3): 20% chance of inflicting critical damage while using two-handed greatswords.
Comments: Unlock perks from this group only if you're planning on using greatswords on a daily basis. 20% after unlocking rank 3 is not a lot, but it's also not a minimal chance, so sooner or later you should purchase all three perks.
SKULL CRUSHER
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Two-handed skill increased to at least 30 points. Unlocked Barbarian perk (rank 1).
Requirements (rank 2): Two-handed skill increased to at least 60 points.
Requirements (rank 3): Two-handed skill increased to at least 90 points.
Description (rank 1): Possibility of ignoring 25% of enemy's armor while using two-handed warhammers.
Description (rank 2): Possibility of ignoring a total of 50% of enemy's armor while using two-handed warhammers.
Description (rank 3): Possibility of ignoring a total of 75% of enemy's armor while using two-handed warhammers.
Comments: Unlock perks from this group only if you're planning on using warhammers on a daily basis. In my opinion these perks are the most useful ones out of all perks connected to certain types of weaponry. You'll be going against a lot of enemies in armors during the game and having even the lowest 25% bonus will make a big difference.
CHAMPION'S STANCE
Requirements: Two-handed skill increased to at least 20 points. Unlocked Barbarian perk (rank 1).
Description: 25% less stamina needed to perform two-handed power attacks.
Comments: It's absolutely critical that you unlock this perk as soon as possible, because you should be using two-handed attacks all the time and it's easy to quickly drain all stamina that way.
GREAT CRITICAL CHARGE
Requirements: Two-handed skill increased to at least 50 points. Unlocked Champion's Stance perk.
Description: Possibility of performing two-handed power attacks when running, which can inflict double critical damage.
Comments: This is DEFINITELY something you should take under consideration, especially since as a warrior you must approach your targets either way to start attacking them. It's worth mentioning that not every charge ends with double critical damage, but thankfully it happens often enough to fully justify purchasing this perk.
DEVASTATING BLOW
Requirements: Two-handed skill increased to at least 50 points. Unlocked Champion's Stance perk.
Description: 25% more damage dealt with two-handed power attacks if the main character is standing in one place.
Comments: This is something entirely different from the Great Critical Charge, because you must be standing in one spot instead of running. It all depends on your preferences, but I'll always choose sprinting over standing. The game informs you that a successful attack may end in a decapitation, but it's nothing special, because this occurs ONLY if the target was supposed to die after that hit (and the hit itself doesn't cause extra damage).
SWEEP
Requirements: Two-handed skill increased to at least 70 points. Unlocked Great Critical Charge perk or Devastating Blow perk.
Description: Causing that sideways power attacks with two-handed weapons hit everyone in front of the main character.
Comments: This perk is not that great and the only occasion when you might find it useful is when fighting enemies in small areas. I'd recommend unlocking more useful perks before taking interest in this one.
WARMASTER
Requirements: Two-handed skill increased to 100 points. Unlocked Sweep perk.
Description: 25% chance of paralyzing targets with backwards two-handed power attacks.
Comments: You should consider unlocking this perk only if you've already purchased the previous one. Otherwise you'd better take interest in something else.
How to increase skill: This skill can be increased by performing successful attacks with a one-handed weapon (in one or two hands). The growth of the skill depends on how much damage the hero has dealt with each hit.
Main purpose of developing this skill: Increasing the damage value of one-handed weapons.
Available perks: 21.
Best perks: Armsman, Fighting Stance, Critical Charge.
Comments:
ARMSMAN
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): One-handed skill increased to at least 20 points.
Requirements (rank 3): One-handed skill increased to at least 40 points.
Requirements (rank 4): One-handed skill increased to at least 60 points.
Requirements (rank 5): One-handed skill increased to at least 80 points.
Description (rank 1): 20% more damage dealt with one-handed weapons.
Description (rank 2): 40% more damage dealt in total with one-handed weapons.
Description (rank 3): 60% more damage dealt in total with one-handed weapons.
Description (rank 4): 80% more damage dealt in total with one-handed weapons.
Description (rank 5): 100% more damage dealt in total with one-handed weapons.
Comments: It's a good idea to regularly unlock new perks from this group, increasing the effectiveness of your attacks.
HACK AND SLASH
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): One-handed skill increased to at least 30 points. Unlocked Armsman perk (rank 1).
Requirements (rank 2): One-handed skill increased to at least 60 points.
Requirements (rank 3): One-handed skill increased to at least 90 points.
Description (rank 1): Possibility of causing additional bleeding damage while using one-handed war axes.
Description (rank 2): Possibility of causing additional bleeding damage while using one-handed war axes.
Description (rank 3): Possibility of causing additional bleeding damage while using one-handed war axes.
Comments: Unlock perks from this group only if you're planning on using war axes on a daily basis. The bleeding damage doesn't make a huge difference, but it's always good to have a free and passive damage bonus.
BONE BREAKER
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): One-handed skill increased to at least 30 points. Unlocked Armsman perk (rank 1).
Requirements (rank 2): One-handed skill increased to at least 60 points.
Requirements (rank 3): One-handed skill increased to at least 90 points.
Description (rank 1): Possibility of ignoring 25% of enemy's armor while using one-handed maces.
Description (rank 2): Possibility of ignoring a total of 50% of enemy's armor while using one-handed maces.
Description (rank 3): Possibility of ignoring a total of 75% of enemy's armor while using one-handed maces.
Comments: Unlock perks from this group only if you're planning on using maces on a daily basis. In my opinion these perks are the most useful ones out of all perks connected to certain types of weaponry. You'll be going against a lot of enemies in armors during the game and having even the lowest 25% bonus will make a big difference.
BLADESMAN
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): One-handed skill increased to at least 30 points. Unlocked Armsman perk (rank 1).
Requirements (rank 2): One-handed skill increased to at least 60 points.
Requirements (rank 3): One-handed skill increased to at least 90 points.
Description (rank 1): 10% chance of inflicting critical damage while using one-handed swords.
Description (rank 2): 15% chance of inflicting critical damage while using one-handed swords.
Description (rank 3): 20% chance of inflicting critical damage while using one-handed swords.
Comments: Unlock perks from this group only if you're planning on using swords on a daily basis. 20% after unlocking rank 3 is not a lot, but it's also not a minimal chance, so sooner or later you should purchase all three perks.
FIGHTING STANCE
Requirements: One-handed skill increased to at least 20 points. Unlocked Armsman perk (rank 1).
Description: 25% less stamina needed to perform one-handed power attacks.
Comments: It's important that you unlock this perk early in the game, because frequent use of one-handed power attacks results in a quick drain of stamina.
SAVAGE STRIKE
Requirements: One-handed skill increased to at least 50 points. Unlocked Fighting Stance perk.
Description: 25% more damage dealt with one-handed power attacks if the main character is standing in one place.
Comments: This is definitely something for you if you prefer not to move while activating power attacks. If you prefer to move around a lot you should consider unlocking Critical Charge and since both perks have the same goal it's all really up to you to decide which one's more useful. The game informs you that a successful attack may end in a decipitation, but it's nothing special, because this occurs ONLY if the target was supposed to die after that hit (and the hit itself doesn't cause extra damage).
CRITICAL CHARGE
Requirements: One-handed skill increased to at least 50 points. Unlocked Fighting Stance perk.
Description: Possibility of performing one-handed power attacks when running, which can inflict double critical damage.
Comments: This is something you should consider, especially since as a warrior you must approach your targets either way to start attacking them. If you prefer to stay in one place, however, choose Savage Strike over this one. It's worth mentioning that not every charge ends with double critical damage, but thankfully it happens often enough to fully justify purchasing this perk (chances are increased when you're dual wielding, because they're counted separately for each weapon).
PARALYZING STRIKE
Requirements: One-handed skill increased to 100 points. Unlocked Savage Strike perk or Critical Charge perk.
Description: 25% chance of paralyzing targets with backwards one-handed power attacks.
Comments: This isn't something useful so you should focus on unlocking other perks from this category instead (preferably those with ranks).
DUAL FLURRY
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): One-handed skill increased to at least 30 points. Unlocked Armsman perk (rank 1).
Requirements (rank 2): One-handed skill increased to at least 50 points.
Description (rank 1): 20% increase in speed when dual wielding (using two weapons at the same time).
Description (rank 1): 35% increase in speed in total when dual wielding (using two weapons at the same time).
Comments: Both perks from this group improve your capabilities on the battlefield when your character is using two weapons (it doesn't matter in this case whether you rely on normal or power attacks).
DUAL SAVAGERY
Requirements: One-handed skill increased to at least 70 points. Unlocked Dual Flurry perk (rank 1).
Description: 50% more damage dealt when performing power attacks with two weapons.
Comments: This is a very useful perk, of course as long as you plan on using two weapons for most of the game. The additional advantage of having this perk is that its effects can be combined with Savage Strike (main character is standing) and/or Critical Charge (main character is running).
How to increase skill: This skill can be increased by hitting the targets with arrows. The growth of the skill depends on how much damage the hero has dealt with each hit (only the arrows that injured someone count).
Main purpose of developing this skill: Increasing the damage done with bows and arrows.
Available perks: 16.
Best perks: Overdraw, Eagle Eye, Power Shot.
Comments:
OVERDRAW
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Archery skill increased to at least 20 points.
Requirements (rank 3): Archery skill increased to at least 40 points.
Requirements (rank 4): Archery skill increased to at least 60 points.
Requirements (rank 5): Archery skill increased to at least 80 points.
Description (rank 1): 20% more damage dealt with bows.
Description (rank 2): 40% more damage dealt in total with bows.
Description (rank 3): 60% more damage dealt in total with bows.
Description (rank 4): 80% more damage dealt in total with bows.
Description (rank 5): 100% more damage dealt in total with bows.
Comments: It's a good idea to regularly unlock new perks from this group, increasing the effectiveness of your ranged attacks.
EAGLE EYE
Requirements: Archery skill increased to at least 30 points. Unlocked Overdraw perk (rank 1).
Description: Ability of zooming in the view while aiming with a bow by pressing the block key.
Comments: This is an extremely useful perk and you should unlock it as soon as you can. Zooming in the view (hold the right mouse button) makes aiming a much easier process and this comes in handy not only when you want to attack someone by surprise.
STEADY HAND
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Archery skill increased to at least 40 points. Unlocked Eagle Eye perk.
Requirements (rank 2): Archery skill increased to at least 60 points.
Description (rank 1): Time slows down by 25% when aiming with a zoomed-in view.
Description (rank 2): Time slows down by a total of 50% when aiming with a zoomed-in view.
Comments: Both perks from this group are a perfect match to Eagle Eye. You should consider unlocking them if you want the main character to become a skilled assassin at taking down targets from large distances. This isn't of course the only use for these perks, because you can also rely on time slowing down when you want to eliminate fast moving targets.
POWER SHOT
Requirements: Archery skill increased to at least 50 points. Unlocked Eagle Eye perk.
Description: 50% more chances of staggering an opponent when he's hit with an arrow.
Comments: This is definitely one of the most useful perks from this entire skill tree. Staggering an opponent allows you to perform other attacks without the risk of them resulting in a failure, however you can also use the opportunity to quickly move away from the enemy to prepare for the next attack. The method described above doesn't work for the strongest enemies, however you should still purchase it as soon as it becomes available.
QUICK SHOT
Requirements: Archery skill increased to at least 70 points. Unlocked Power Shot perk.
Description: Drawing a bow is 30% faster.
Comments: This perk may only become useful if you always like to fire as many arrows as possible. If you're using bows mainly as an assassin which relies on single, deadly hits it won't be of any use to you.
CRITICAL SHOT
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Archery skill increased to at least 30 points. Unlocked Overdraw perk (rank 1).
Requirements (rank 2): Archery skill increased to at least 60 points.
Requirements (rank 3): Archery skill increased to at least 90 points.
Description (rank 1): 10% chance of inflicting critical damage with a bow.
Description (rank 2): 15% chance of inflicting critical damage with a bow.
Description (rank 3): 20% chance of inflicting critical damage with a bow.
Comments: It would be wise to unlock all three perks from this group sooner or later. The main reason is that with each new rank not only are the chances for a successful critical show increased, but also how much damage a critical shot takes (+25% damage for rank 2 and +50% damage for rank 3).
HUNTER'S DISCIPLINE
Requirements: Archery skill increased to at least 50 points. Unlocked Critical Shot perk (rank 1).
Description: Possibility of recovering twice as much arrows from the body of an enemy killed with a bow.
Comments: This perk isn't useful at the beginning of the game, because you'll probably be using common arrows which are cheap and which can be found in most locations. It becomes more useful later in the game, because this is when having rare arrows becomes important and each arrow should be preserved to be used in the best possible conditions.
RANGER
Requirements: Archery skill increased to at least 60 points. Unlocked Hunter's Discipline perk.
Description: Ability of moving fast with a drawn bow.
Comments: This isn't something you should especially be interested in. If the main character is in danger it's better to just avoid aiming at all and to quickly run somewhere else.
BULLSEYE
Requirements: Archery skill increased to 100 points. Unlocked Quick Shot perk or Ranger perk.
Description: 15% chance of paralyzing the target when he's struck with an arrow.
Comments: This perk doesn't have to be high on your list of priorities and in my opinion it's much better to work on improving overall damage and on chances of inflicting critical hits. Remember that you can paralyze your targets using spells or poisons.
How to increase skill: This skill can be increased by receiving damage during battles while wearing light armor. The growth of the skill depends on how much damage the hero has taken and how many pieces of light armor he is currently wearing (preferably an entire set).
Main purpose of developing this skill: Increasing the value of character's defense and therefore receiving less damage.
Available perks: 10.
Best perks: Agile Defender, Custom Fit, Wind Walker.
Comments:
AGILE DEFENDER
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Light Armor skill increased to at least 20 points.
Requirements (rank 3): Light Armor skill increased to at least 40 points.
Requirements (rank 4): Light Armor skill increased to at least 60 points.
Requirements (rank 5): Light Armor skill increased to at least 80 points.
Description (rank 1); Armor rating increased by 20% (only for light armors).
Description (rank 2); Armor rating increased by a total of 40% (only for light armors).
Description (rank 3); Armor rating increased by a total of 60% (only for light armors).
Description (rank 4); Armor rating increased by a total of 80% (only for light armors).
Description (rank 5); Armor rating increased by a total of 100% (only for light armors).
Comments: It's very important that you unlock all five perks from this group as soon as possible, because almost all light armors have a very weak standard armor rating and therefore it's crucial to improve it by any means necessary.
CUSTOM FIT
Requirements: Light Armor skill increased to at least 30 points. Unlocked Agile Defender perk (rank 1).
Description: Armor rating increased by additional 25% if the main character is wearing a complete light armor set.
Comment: This is also a very important perk, especially since the bonus provided by it will be cumulated with all bonuses received from the Agile Defender perks. Make sure to use a complete set (headgear, bodygear, hands and legs protection - a total of four items), because otherwise the armor rating will remain the same.
UNHINDERED
Requirements: Light Armor skill increased to at least 50 points. Unlocked Custom Fit perk.
Description: Removal of all penalties to character's agility caused by wearing a light armor.
Comment: This perk is far less valuable than a similar one from the Heavy Armor skill tree (Conditioning). The reason for that is very simple - a light armor, even the worst kind, doesn't slow down the movements of the main character in any major way. Remember that purchasing this perk doesn't change the armor's weight, so you can't count on your inventory suddenly gaining more carrying capacity.
WIND WALKER
Requirements: Light Armor skill increased to at least 60 points. Unlocked Unhindered perk.
Description: Stamina regeneration improved by 50% if the main character is wearing a complete light armor set.
Comment: This is an incredibly useful perk, especially if you like to use a bow or perform a lot of power attacks with a melee weapon, because all of these actions consume stamina very quickly.
MATCHING SET
Requirements: Light Armor skill increased to at least 70 points. Unlocked Custom Fit perk.
Description: Armor rating increased by additional 25% if the main character is wearing a matched and complete light armor set.
Comment: This perk appears to work identically as Custom Fit, HOWEVER it requires a MATCHED light armor set. This means having four different light armor parts isn't enough, because they must be from the same "manufacturer". You can search for matched sets on your own or craft one using your smithing abilities. All of these restrictions make this perk a less interesting proposition, however if you possess a good matched set you should of course quickly unlock it.
DEFT MOVEMENT
Requirements: Light Armor skill increased to 100 points. Unlocked Wind Walker perk or Matching Set perk.
Description: 10% chance of avoiding damage in a melee attack.
Comment: This isn't a useful perk, especially since 10% is a very small chance. It's much better to spend skill points on other light armor parks that work automatically and don't rely on you being lucky.
How to increase skill: This skill can be increased by performing successful surprise attacks and by staying hidden while close to characters that may detect you. In both of these cases it doesn't matter if the character you're hiding from is friendly or hostile.
Main purpose of developing this skill: Increasing the chances of staying undetected.
Available perks: 13.
Best perks: Stealth, Deadly Aim, Assassin's Blade.
Comments:
STEALTH
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Sneak skill increased to at least 20 points.
Requirements (rank 3): Sneak skill increased to at least 40 points.
Requirements (rank 4): Sneak skill increased to at least 60 points.
Requirements (rank 5): Sneak skill increased to at least 80 points.
Description (rank 1): 20% less likely of being detected when sneaking.
Description (rank 2): 25% less likely of being detected (in total) when sneaking.
Description (rank 3): 30% less likely of being detected (in total) when sneaking.
Description (rank 4): 35% less likely of being detected (in total) when sneaking.
Description (rank 5): 40% less likely of being detected (in total) when sneaking.
Comments: It's good to unlock all the perks from this group as soon as possible (or at least the first one). Staying hidden is the key of success and it doesn't matter whether you want to use that to avoid someone, to kill some person or to steal something.
MUFFLED MOVEMENT
Requirements: Sneak skill increased to at least 30 points. Unlocked Stealth perk (rank 1).
Description: Noise caused by armor lowered by 50%.
Comments: Purchasing this perk may be a good idea if you often like to sneak up on other people to perform surprise attacks on them. You should know that you can achieve the same (or even better) effects if you decide to use spells.
LIGHT FOOT
Requirements: Sneak skill increased to at least 40 points. Unlocked Muffled Movement perk.
Description: Pressure plates are never triggered if the main character steps on them.
Comments: This is a rather useless perk and the only reason why you should unlock it is to gain access to other perks from this side of the constellation. Pressure plates are always easy to spot and avoid.
SILENT ROLL
Requirements: Sneak skill increased to at least 50 points. Unlocked Light Foot perk.
Description: Ability of doing a silent roll if the main character has started running while sneaking.
Comments: This ability may assist in some way in the main character staying hidden, however it's much easier to rely on good armor designed for a thief or on spells which increase the chances of staying undetected.
SILENCE
Requirements: Sneak skill increased to at least 70 points. Unlocked Silent Roll perk.
Description: Ability to walk and run without increasing chances of detection.
Comments: This is a much better perk than the one explained above, however you can still achieve a similar effect with spells and potions and they don't require spending any skill points to ensure they'll work.
SHADOW WARRIOR
Requirements: Sneak skill increased to 100 points. Unlocked Silence perk.
Description: Ability of stopping a fight by crouching, forcing nearby opponents to start looking again for the main character.
Comments: The main purpose of this perk is to guarantee yourself a free chance to run away if the main character gets spotted by enemy units or if he sustains heavy injuries during a fight. In my opinion unlocking this perk isn't absolutely crucial and worth spending several skill points on less useful previous perks from this side of the constellation, but the final decision is up to you.
BACKSTAB
Requirements: Sneak skill increased to at least 30 points. Unlocked Stealth perk (rank 1).
Description: Six times more damage dealt when performing a one-handed weapon surprise attack.
Comments: This is an excellent perk if you plan on your character being a skilled assassin specializing in eliminating its victims in close combat. The game doesn't force you to attack your target from the back, however the approach from the front is only possible if you've become invisible. Make sure to check Assassin's Blade perk as well, because it's an improved version of this one.
DEADLY AIM
Requirements: Sneak skill increased to at least 40 points. Unlocked Backstab perk.
Description: Three times more damage dealt when performing a ranged weapon surprise attack.
Comments: This is an excellent perk if you plan on your character being a skilled assassin specializing in eliminating its victims using ranged attacks. Remember that you must remain hidden until the arrow reached its target, because otherwise you won't receive the bonus to a surprise attack.
OSTRZE ZABJCY
Requirements: Sneak skill increased to at least 50 points. Unlocked Deadly Aim perk.
Description: Fifteen times more damage dealt when performing a dagger surprise attack.
Comments: This perk is an improved version of Backstab. It's not spectacular, because it works only with daggers, however you can overcome this problem by equipping yourself with one of the best daggers available in the game (Blade of Woe from the Dark Brotherhood quest is a great pick). Having a good dagger is important, because you'll want to inflict so much damage that your target will die as a result of a single blow.
How to increase skill: This skill can be increased by attempting to open different types of locks. The growth of the skill depends on if you've succeeded at opening a lock and how complicated it was to unlock it.
Main purpose of developing this skill: Increasing the effectiveness of lockpicking (less likely to fail).
Available perks: 11.
Best perks: Quick Hands, Treasure Hunter, Unbreakable.
Comments:
NOVICE LOCKS
Requirements: None.
Description: Lower difficulty level when picking novice locks.
Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree.
APPRENTICE LOCKS
Requirements: Lockpicking skill increased to at least 25 points. Unlocked Novice Locks perk.
Description: Lower difficulty level when picking apprentice locks.
Comments: The reason for unlocking this perk is the same as above, however in this case you'll have a choice how you want to continue unlocking the skill tree.
QUICK HANDS
Requirements: Lockpicking skill increased to at least 40 points. Unlocked Apprentice Locks perk.
Description: Ability of opening locks without the risk of getting caught.
Comments: This is an extremely useful ability, as long as you often find yourself picking locks in public places (cities, homes etc). By unlocking this perk you don't have to worry about hiding the main character in the shadows before attempting to open the lock. The same goes with not having to worry about avoiding the guard patrols.
WAX KEY
Requirements: Lockpicking skill increased to at least 50 points. Unlocked Quick Hands perk.
Description: Possibility of receiving a copy of the key from an opened lock so that it can be used (if necessary) in the future.
Comments: This is practically a useless perk, because only a very small number of locations and chests become locked again later in the game. Furthermore, it's always possible to open them again (or to steal an original key from the correct person).
ADEPT LOCKS
Requirements: Lockpicking skill increased to at least 50 points. Unlocked Apprentice Locks perk.
Description: Lower difficulty level when picking adept locks.
Comments: You'll want to purchase this perk not only to lower the difficulty when lockpicking, but also to gain access to new interesting perks.
GOLDEN TOUCH
Requirements: Lockpicking skill increased to at least 60 points. Unlocked Adept Locks perk.
Description: Possibility of finding more gold in chests.
Comments: The only reason why you should unlock this perk is to gain access to the one explained below, because you won't have any gold problems during the game.
TREASURE HUNTER
Requirements: Lockpicking skill increased to at least 70 points. Unlocked Golden Touch perk.
Description: 50% chance of finding a special treasure in a chest.
Comments: This is a very interesting perk, especially since the chances are high and almost every time the main character finds something very valuable which he may use in his upcoming adventures or sell with a high profit.
EXPERT LOCKS
Requirements: Lockpicking skill increased to at least 75 points. Unlocked Adept Locks perk.
Description: Lower difficulty level when picking expert locks.
Comments: This is a valuable perk, because you'll be dealing with expert locks very often and because it unlocks access to three final perks of this skill tree.
LOCKSMITH
Requirements: Lockpicking skill increased to at least 80 points. Unlocked Expert Locks perk.
Description: Ability of starting the lockpicking process much closer to the mini-game's solution.
Comments: Obviously this perk is all about lowering the difficulty of the mini-game even more, but the main reason for unlocking it is to gain access to the next perk (the one explained below).
UNBREAKABLE
Requirements: Lockpicking skill increased to 100 points. Unlocked Locksmith perk.
Description: All lockpicks become indestructible.
Comments: This is an excellent perk if you don't have the Skeleton Key mentioned earlier in the text or if you've already returned it and therefore can't get it back. Having indestructible lockpicks makes the entire process of opening locks much easier, because you won't have to worry about running of them or restarting the mini-game after a failed attempt.
MASTER LOCKS
Requirements: Lockpicking skill increased to 100 points. Unlocked Expert Locks perk.
Description: Lower difficulty level when picking master locks.
Comments: Master locks are always extremely difficult to open and they take many attempts, however if you've already unlocked the Unbreakable perk you won't have to invest in this one as well.
How to increase skill: This skill can be increased by successfully stealing items from other people. The growth of the skill depends on how worthy are the stolen items.
Main purpose of developing this skill: Lowering the risk of getting caught while stealing.
Available perks: 12.
Best perks: Light Fingers, Extra Pockets, Perfect Touch.
Comments:
LIGHT FINGERS
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Pickpocket skill increased to at least 20 points.
Requirements (rank 3): Pickpocket skill increased to at least 40 points.
Requirements (rank 4): Pickpocket skill increased to at least 60 points.
Requirements (rank 5): Pickpocket skill increased to at least 80 points.
Description (rank 1): 20% bonus to pickpocketing.
Description (rank 2): 40% total bonus to pickpocketing.
Description (rank 3): 60% total bonus to pickpocketing.
Description (rank 4): 80% total bonus to pickpocketing.
Description (rank 5): 100% total bonus to pickpocketing.
Comments: You should remember about unlocking each perk from this group as soon as it's possible, because they'll guarantee that it'll be less likely to get caught. Don't think that unlocking all five of them will result in nothing but successes, because the chances of stealing are always being lowered by the weight and value of the items you're interested in. Weapons, pieces of armors and other large objects are among these things.
NIGHT THIEF
Requirements: Pickpocket skill increased to at least 30 points. Unlocked Light Fingers perk (rank 1).
Description: 25% more likely to succeed at stealing if the target is asleep.
Comments: This perk not only unlocks access to other perks, but is also useful on its own. It's always recommended to try to steal from people after they decide to go to sleep, however you should know that certain individuals never leave their posts.
POISONED
Requirements: Pickpocket skill increased to at least 40 points. Unlocked Night Thief perk.
Description: Ability to place poisons in other people's pockets in order to weaken them.
Comments: This perk will only be useful to assassins and only to those who wish to kill their targets without raising any suspicion. In my opinion it's much better to focus character development on performing surprise attacks, especially since these techniques don't require any additional materials to succeed.
EXTRA POCKETS
Requirements: Pickpocket skill increased to at least 50 points. Unlocked Night Thief perk.
Description: Carry limit increased by 100 units.
Comments: You may surprised to hear that this perk doesn't anything in common with pickpocketing. It's very useful for all types of characters and especially to warriors in heavy armors. The only disadvantage is that even if you don't want to be an advanced thief you'll still have to work on your skills and spend at least three skill points to unlock it.
CUTPURSE
Requirements: Pickpocket skill increased to at least 40 points. Unlocked Night Thief perk.
Description: 50% easier to steal gold.
Comments: This isn't a perk you should be interested in, because you won't encounter any gold problems during the game and besides most of the civilians you encounter don't have a lot of gold on them.
KEYMASTER
Requirements: Pickpocket skill increased to at least 60 points. Unlocked Cutpurse perk.
Description: Ability of stealing keys without the risk of getting caught.
Comments: You should consider purchasing this perk only if you don't plan on developing Lockpicking skill at all. Otherwise it's just a waste of a skill point, because it's much better to use lockpicks instead of keys (to improve character's skills).
MISDIRECTION
Requirements: Pickpocket skill increased to at least 70 points. Unlocked Cutpurse perk.
Description: Possibility of stealing equipped weapons from other people.
Comments: This is a very interesting perk which can be used to obtain some very powerful weapons without having to pay for them or without having to kill the people they belong to. Make sure to check the perk described below for a perfect 'combo'.
PERFECT TOUCH
Requirements: Pickpocket skill increased to 100 points. Unlocked Misdirection perk.
Description: Possibility of stealing items equipped by other people.
Comments: Misdirection perk allowed you only to steal equipped weapons and this one allows to steal all kinds of things. Your primary area of interest are of course armor parts and magical rings and amulets. Just as before, you will have a chance to take possession of very valuable items without having to kill anyone to get them. It's definitely something you should be interested in.
How to increase skill: This skill can be increased by successfully convincing other people to change their minds, by successfully threatening them and by selling items to local vendors. The growth of the skill depends on the "difficulty level" of the conversations and on the value of the items being sold to merchants.
Main purpose of developing this skill: Better chances to convince other people to the main character's point of view and receiving better prices (buying and selling) when visiting vendors.
Available perks: 13.
Best perks: Haggling, Merchant, Master Trader.
Comments:
HAGGLING
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Speech skill increased to at least 20 points.
Requirements (rank 3): Speech skill increased to at least 40 points.
Requirements (rank 4): Speech skill increased to at least 60 points.
Requirements (rank 5): Speech skill increased to at least 80 points.
Description (rank 1): Negotiated prices are 10% better (buying and selling goods).
Description (rank 2): Negotiated prices are 15% better (buying and selling goods).
Description (rank 3): Negotiated prices are 20% better (buying and selling goods).
Description (rank 4): Negotiated prices are 25% better (buying and selling goods).
Description (rank 5): Negotiated prices are 30% better (buying and selling goods).
Comments: Make sure to unlock the first perk from this group at the beginning of the game, so you'll have a much easier job getting richer and acquiring supplies needed for the upcoming journeys. Unlocking four remaining perks isn't a priority, however a 30% discount can make a difference when you're buying or selling extremely precious artifacts.
ALLURE
Requirements: Speech skill increased to at least 30 points. Unlocked Haggling perk (rank 1).
Description: Negotiated prices are 10% better (buying and selling goods) if the merchant is a person of the opposite sex.
Comments: This perk is very useful if you're playing as a woman, because the majority of merchants in Skyrim are men. It doesn't mean that it won't be useful to a male character, but you'll probably won't use the bonus too often.
MERCHANT
Requirements: Speech skill increased to at least 50 points. Unlocked Allure perk.
Description: Ability to sell any kind of good to any merchant.
Comments: This perk is extremely helpful, because it prevents you from wasting precious time trying to find the merchants that deal only with certain types of goods. Make sure to combine this perk with the other ones from this skill category to make the vendors richer and as a result to achieve a better combined effect.
INVESTOR
Requirements: Speech skill increased to at least 70 points. Unlocked Merchant perk.
Description: Possibility of investing 500 gold coins into a single merchant, resulting in that person having more gold for the rest of the game.
Comments: This perk has its pros and cons. The biggest advantage is that you'll be allowed to sell more items to a single merchant without having to visit several of them. The biggest disadvantage is that you will have to manually invest into each merchant and to pay 500 gold coins from your own pocket. As a result this an interesting proposition only if you have your favorite merchants and if you want to improve the quality of trading with them. Otherwise Master Trader is a much better perk for you.
FENCE
Requirements: Speech skill increased to at least 90 points. Unlocked Investor perk.
Description: Possibility of selling stolen goods to all the merchants the main character has invested in.
Comments: This perk is created for a thief. If you're playing as such a character you'll be allowed to sell stolen goods to all members of the Thieves Guild, so this perk isn't great and you'll need it only if you're selling really valuable things and trading with the guild members isn't enough.
MASTER TRADER
Requirements: Speech skill increased to 100 points. Unlocked Fence perk.
Description: Every merchant in Skyrim receives 1000 additional gold coins for trading purposes.
Comments: This is a MUCH better perk than Investor, because you won't have to visit any of the merchants and share some of your own gold with them. Make sure to unlock this perk as soon as you've fully developed Speech skill.
BRIBERY
Requirements: Speech skill increased to at least 30 points. Unlocked Haggling perk (rank 1).
Description: Possibility of bribing guards so that they ignore crimes comitted by the main character.
Comments: This is a rather useless perk. You should avoid any contact with the law enforcement even if you're playing as a thief or an assassin. The worst thing about this perk is that a bribe is used only to get rid of a guard that has noticed the main character. It doesn't erase the list of comitted crimes, so you may as well be bothered by other guards and you'd have to pay them as well.
PERSUASION
Requirements: Speech skill increased to at least 50 points. Unlocked Bribery perk.
Description: 30% easier to persuade someone.
Comments: This is also a useless perk, especially since even a failed persuasion attempt doesn't mean the end and you can always bribe the other person with gold.
INTIMIDATION
Requirements: Speech skill increased to at least 70 points. Unlocked Persuasion perk.
Description: Twice as easy to intimidate someone.
Comments: This perk is very similar to the previous ones, so you should avoid it. Even if you fail at trying to intimidate someone you'll most likely have a chance to use persuasion or bribery. Spend the skill point(s) on something better.
How to increase skill: This skill can be increased by interacting with alchemy labs (screen above) to create potions and poisons. The skill growth also takes place if you've discovered a new effect of one of the alchemy ingredients.
Main purpose of developing this skill: Improving the quality (strength, duration etc) or the created potions and poisons.
Available perks: 15.
Best perks: Alchemist, Physician, Green Thumb.
Comments:
ALCHEMIST
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Alchemy skill increased to at least 20 points.
Requirements (rank 3): Alchemy skill increased to at least 40 points.
Requirements (rank 4): Alchemy skill increased to at least 60 points.
Requirements (rank 5): Alchemy skill increased to at least 80 points.
Description (rank 1): Created potions and poisons are stronger by 20%.
Description (rank 2): Created potions and poisons are stronger by a total of 40%.
Description (rank 3): Created potions and poisons are stronger by a total of 60%.
Description (rank 4): Created potions and poisons are stronger by a total of 80%.
Description (rank 5): Created potions and poisons are stronger by a total of 100%.
Comments: Unlocking all perks from this group should be important to you if you're seriously thinking about alchemy. You can craft twice as good items when you reach the fifth rank and you'll notice the biggest difference when creating more powerful potions and poisons.
PHYSICIAN
Requirements: Alchemy skill increased to at least 20 points. Unlocked Alchemist perk (rank 1).
Description: Created health, mana and stamina restoration potions are 25% stronger.
Comments: This is a very useful perk and the best thing about it is that you can unlock it early in the game. An important thing to know is that the bonuses granted by this perk are cumulated with the bonuses from the Alchemist group and this of course can result in creating very strong restoration potions.
POISONER
Requirements: Alchemy skill increased to at least 30 points. Unlocked Physician perk.
Description: Created poisons are 25% stronger.
Comments: The basic idea of this perk is the same to the one described above, only in this case the bonus is about poisons. If your intention is to go in that direction with alchemy, then this is definitely something you should purchase, especially since bonuses granted by this perk are cumulated with the bonuses from the Alchemist group.
CONCENTRATED POISON
Requirements: Alchemy skill increased to at least 60 points. Unlocked Poisoner perk.
Description: Poisons applied to weapons last twice as long.
Comments: This is a useful perk, because the easiest use of poisons is to mix them with melee weapons or ranged weapons.
GREEN THUMB
Requirements: Alchemy skill increased to at least 70 points. Unlocked Concentrated Poison perk.
Description: Ability to collect two alchemy ingredients from a single plant.
Comments: You should unlock this perk if you plan on exploring Skyrim in hopes of finding alchemy ingredients instead of just buying them at alchemy stores. Green Thumb becomes available after unlocking at least one perk connected with poisons and this can be a problem if you're into that kind of thing, because you must spend additional skill points on something you don't necessarily want.
BENEFACTOR
Requirements: Alchemy skill increased to at least 30 points. Unlocked Physician perk.
Description: Created potions with benefitial effects (positive results) are 25% stronger.
Comments: Benefactor is tied directly to Physician perk, however it extends its range to all substances which grant beneficial effects (to simply put it - to all of your creations which aren't poisons). I definitely recommend considering this one, because the bonus is cumulated with bonuses from the Physican and Alchemist perks.
EXPERIMENTER
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Alchemy skill increased to at least 50 points. Unlocked Benefactor perk.
Requirements (rank 2): Alchemy skill increased to at least 70 points.
Requirements (rank 3): Alchemy skill increased to at least 90 points.
Description (rank 1): Ability to learn first two effects of an alchemy ingredient after consuming it.
Description (rank 2): Ability to learn the third effect of an alchemy ingredient after consuming it.
Description (rank 3): Ability to learn the final fourth effect of an alchemy ingredient after consuming it.
Comments: The only purpose of all three perks from this group is to be able to learn effects of collected alchemy ingredients. You can avoid that by skipping to the last chapter of this guide, because it lists all the ingredients and their effects.
SNAKEBLOOD
Requirements: Alchemy skill increased to at least 80 points. Unlocked Concentrated Poison perk or Experimenter perk (rank 1).
Description: 50% less likely to get poisoned.
Comments: This perk isn't that useful, because even if you get poisoned as a result of a bite or triggering a trap you can easily (and using cheap methods) heal yourself.
PURITY
Requirements: Alchemy skill increased to 100 points. Unlocked Snakeblood perk.
Description: Ability to neutralize all negative effects from potions and all positive effects from poisons.
Comments: This isn't something spectacular, because the only thing this perk does is that it helps in preparing "perfect" potions and poisons which are free of any side effects. I would recommend spending skill points on perks which help to increase the overall strength of potions and poisons. Besides you can avoid the unwanted side effects entirely if you mix correct ingredients and you should read the final chapter of this guide to find out more.
How to increase skill: This skill can be increased by casting spells from the illusion school of magic. The skill growth will take place only if a spell has achieved its result (for example, if casting a spell has injured other people or at least changed their attitude towards the main character).
Main purpose of developing this skill: Lowering the mana costs of casting illusion spells.
Available perks: 13.
Best perks: Illusion Dual Casting, Expert Illusion, Master of the Mind.
Comments:
NOVICE ILLUSION
Requirements: None.
Description: Ability of casting novice illusion spells for half the mana cost.
Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree, however it also improves using the basic spells of the illusion school of magic.
ILLUSION DUAL CASTING
Requirements: Illusion skill increased to at least 20 points. Unlocked Novice Illusion perk.
Description: Ability to dual cast illusion spells which improves their effectiveness.
Comments: This is a very interesting perk and the only exception is if you're controlling a character who is a mix of different classes, because in order for things to work you need both hands. Dual casting offers great bonuses - it makes the spells last longer and it allows to affect enemies from higher experience levels which comes in handy later in the game. Make sure to unlock this perk as soon as you have a free skill point.
APPRENTICE ILLUSION
Requirements: Illusion skill increased to at least 25 points. Unlocked Novice Illusion perk.
Description: Ability of casting apprentice illusion spells for half the mana cost.
Comments: This is definitely a good choice for a purchase, because there are some very interesting apprentice spells in the illusion school of magic.
ADEPT ILLUSION
Requirements: Illusion skill increased to at least 50 points. Unlocked Apprentice Illusion perk.
Description: Ability of casting adept illusion spells for half the mana cost.
Comments: Make sure to unlock this perk to lower the costs of useful adept spells.
EXPERT ILLUSION
Requirements: Illusion skill increased to at least 75 points. Unlocked Adept Illusion perk.
Description: Ability of casting expert illusion spells for half the mana cost.
Comments: It's very important to unlock this perk as soon as you've increased Illusion to 75 points, because the expert level has some of the best illusion spells out there (including an invisibility spell).
MASTER ILLUSION
Requirements: Illusion skill increased to 100 points. Unlocked Expert Illusion perk.
Description: Ability of casting master illusion spells for half the mana cost.
Comments: This perk is also very useful, especially since all master illusion spells need tons of mana before they can be casted.
HYPNOTIC GAZE
Requirements: Illusion skill increased to at least 30 points. Unlocked Novice Illusion perk.
Description: Ability of casting calm spells on high level opponents.
Comments: You should consider unlocking this perk if you like to cast spells which allow you to take over the minds of your opponents to calm them down. Thanks to this perk the limit of their experience level is raised by up to eight levels. It's worth mentioning that unlocking this perk doesn't interfere with bonuses granted by other perks.
ASPECT OF TERROR
Requirements: Illusion skill increased to at least 50 points. Unlocked Hypnotic Gaze perk.
Description: Ability of casting fear spells on high level opponents.
Comments: You should consider unlocking this perk if you like to cast spells which allow you to take over the minds of your opponents to cause fear . Thanks to this perk the limit of their experience level is raised by up to ten levels. It's worth mentioning that unlocking this perk doesn't interfere with bonuses granted by other perks.
RAGE
Requirements: Illusion skill increased to at least 70 points. Unlocked Aspect of Terror perk.
Description: Ability of casting rage spells on high level opponents.
Comments: You should consider unlocking this perk if you like to cast spells which allow you to take over the minds of your opponents to make them go into rage status . Thanks to this perk the limit of their experience level is raised by up to twelve levels. It's worth mentioning that unlocking this perk doesn't interfere with bonuses granted by other perks.
ANIMAGE
Requirements: Illusion skill increased to at least 20 points. Unlocked Novice Illusion perk.
Description: Ability to affect high level animals with illusion spells.
Comments: This is a useful perk and one of its advantages is that you can unlock it early in the game. The limit of affected animals is raised by up to eight experience levels and this mean you'll be allowed to take control over most of them. It's worth mentioning that unlocking this perk doesn't interfere with bonuses granted by other perks
KINDRED MAGE
Requirements: Illusion skill increased to at least 40 points. Unlocked Animage perk.
Description: Ability to affect high level people with illusion spells.
Comments: This perk is a nice addition to the one described above and what's great about is that it doesn't force the main character to use only certain types of illusion spells if he wants to receive the bonus. The limit of affected people is raised by up to ten experience levels and this mean you'll be allowed to take control over most of them. It's worth mentioning that unlocking this perk doesn't interfere with bonuses granted by other perks
QUIET CASTING
Requirements: Illusion skill increased to at least 50 points. Unlocked Kindred Mage perk.
Description: Casting all spells without making any noise.
Comments: This particular perk isn't too useful, because its only purpose is to allow the mage to remain hidden while casting spells (from any school of magic). In my opinion it's good to rely on companions and magical creatures or to maintain safe distance from enemy units instead of trying to hide. The only exception is if you want to use spells while playing as a thief or an assassin, however even then you'll have to spend several skill points on perks you won't necessarily find useful.
MASTER OF THE MIND
Requirements: Illusion skill increased to at least 90 points. Unlocked Rage perk or Quiet Casting perk.
Description: Ability to affect the undead, daedra and automatons with illusion spells.
Comments: You should definitely consider unlocking this perk, of course as long as you use illusion spells mostly to control other beings. The best part of this perk is a chance to affect the undead (draugrs and skeletons), because you'll encounter a lot of them while exploring various crypts, dungeons and caves.
How to increase skill: This skill can be increased by casting spells from the conjuration school of magic. The skill growth will take place only if a spell has achieved its result (for example, if casting a spell has injured other people or at least changed their attitude towards the main character).
Main purpose of developing this skill: Lowering the mana costs of casting conjuration spells.
Available perks: 16.
Best perks: Elemental Potency, Twin Souls, Master Conjuration.
Comments:
NOVICE CONJURATION
Requirements: None.
Description: Ability of casting novice conjuration spells for half the mana cost.
Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree, however it also improves using the basic spells of the conjuration school of magic.
CONJURATION DUAL CASTING
Requirements: Conjuration skill increased to at least 20 points. Unlocked Novice Conjuration perk.
Description: Ability to dual cast conjuration spells which makes them last longer.
Comments: This is a less interesting perk than some of the dual casting perks from other schools of magic (Illusion or Destruction), because its only attribute is to extend the duration of the spells. Consider unlocking this perk if you like to resurrect the dead. If you prefer to summon the atronachs instead you shouldn't spend any skill points here, especially since later in the game you'll be allowed to keep the atronachs on the battlefield for good. Also, remember to take interest in dual casting only if your character is a 100% mage, because in order for things to work you need both hands.
SUMMONER
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Conjuration skill increased to at least 30 points. Unlocked Novice Conjuration perk.
Requirements (rank 2): Conjuration skill increased to at least 70 points.
Description (rank 1): Ability of summoning the atronachs and resurrecting the dead twice as far away from the main character as normally.
Description (rank 2): Ability of summoning the atronachs and resurrecting the dead three times as far away from the main character as normally.
Comments: You shouldn't be too excited about the perks from this group, because they don't offer any useful features. All you can do is to summon atronachs or resurrect the dead from a larger distance and this can decrease the chances of the main character being attacked by enemy units. Consider unlocking this perk only if you plan on summoning atronachs and need at least one rank to gain access to other perks from this branch of the skill tree.
ATROMANCY
Requirements: Conjuration skill increased to at least 40 points. Unlocked Summoner perk (rank 1).
Description: Atronachs remain on the battlefield twice as long.
Comments: The main reason for purchasing this perk should be to unlock access to the next one described below, especially since resummoning atronachs is never a problem and they don't die as fast as the undead do. Furthermore, you can cast conjuration spells which guarantee they'll remain on the battlefield until they die.
ELEMENTAL POTENCY
Requirements: Conjuration skill increased to at least 80 points. Unlocked Atromancy perk.
Description: Atronachs are 50% stronger.
Comments: This is definitely the best perk for the atronachs. You'll notice the difference especially with stronger types of these magical creatures, because they'll be able to sustain A LOT of damage before they eventually die. Make sure to buy this perk if you plan on summoning magical companions on a regular basis.
NECROMANCY
Requirements: Conjuration skill increased to at least 40 points. Unlocked Novice Conjuration perk.
Description: Resurrected undead remain on the battlefield twice as long.
Comments: Unlocking this perk is mandatory only if you plan on playing the game as a necromancer. It will come in handy, especially since resurrected creatures always disappear after the spell has stopped working. You should also make sure that you're dual casting this spell to increase its effectiveness even more.
DARK SOULS
Requirements: Conjuration skill increased to at least 70 points. Unlocked Necromancy perk.
Description: Resurrected undead have 100 additional health points.
Comments: Despite what you might think this isn't a useless perk, because the undead are always much weaker than the atronachs and this means they often die even before the spell has stopped working. Increasing their health will make them more valuable to you.
TWIN SOULS
Requirements: Conjuration skill increased to 100 points. Unlocked Elemental Potency perk or Dark Souls perk.
Description: Ability of having two atronachs summoned or two undead resurrected at the same time.
Comments: This is an extremely useful perk, especially if you're playing as a mage that is not experienced in fighting enemies on his own and therefore has to rely on magical companions. Having two followers is much better if you've chosen atronachs, because thanks to some of the perks described above they can remain on the battlefield for good and they also can be very hard to kill.
MYSTIC BINDING
Requirements: Conjuration skill increased to at least 20 points. Unlocked Novice Conjuration perk.
Description: Dealing more damage with bound weapons.
Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). If you like that style of play you'll use the extra damage bonus.
SOUL STEALER
Requirements: Conjuration skill increased to at least 30 points. Unlocked Mystic Binding perk.
Description: Ability of using bound weapons to cast Soul Trap spell.
Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). Having a possibility of capturing souls is always helpful, however you can achieve the same effect by using a normal spell and this will allow you to spend a skill point on something else (assuming you're not interested in the perk described below).
OBLIVION BINDING
Requirements: Conjuration skill increased to at least 50 points. Unlocked Soul Stealer perk.
Description: Ability to banish summoned creatures and to turn raised creatures with bound weapons.
Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). Both bonuses mentioned in the description are quite useful, especially since they don't need any mana to work. It's up to you to decide, however you should know that battles with summoned or raised hostile creatures aren't a frequent thing and they usually can be eliminated without any problems (only the strongest atronachs may pose a challenge).
APPRENTICE CONJURATION
Requirements: Conjuration skill increased to at least 25 points. Unlocked Novice Conjuration perk.
Description: Ability of casting apprentice conjuration spells for half the mana cost.
Comments: This is definitely a perk you should consider unlocking as soon as possible, because the apprentice level features two good conjuration spells.
ADEPT CONJURATION
Requirements: Conjuration skill increased to at least 50 points. Unlocked Apprentice Conjuration perk.
Description: Ability of casting adept conjuration spells for half the mana cost.
Comments: Unlocking this perk is a wise choice, because the adept level also has some interesting spells.
EXPERT CONJURATION
Requirements: Conjuration skill increased to at least 75 points. Unlocked Adept Conjuration perk.
Description: Ability of casting expert conjuration spells for half the mana cost.
Comments: It's important to unlock this spell as soon as you've increased Conjuration to 75 points, because the expert level features very powerful (and useful) summoning/resurrection spells.
MASTER CONJURATION
Requirements: Conjuration skill increased to 100 points. Unlocked Expert Conjuration perk.
Description: Ability of casting master conjuration spells for half the mana cost.
Comments: It's important to unlock this perk when it becomes available, because all atronach master summoning spells need tons of mana to work.
How to increase skill: This skill can be increased by casting spells from the destruction school of magic in order to harm other beings. The skill growth will take place only if a destruction spell has injured (or killed for that matter) its target.
Main purpose of developing this skill: Lowering the mana costs of casting destruction spells.
Available perks: 17.
Best perks: Novice Destruction, Destruction Dual Casting, Disintegrate.
Comments:
NOVICE DESTRUCTION
Requirements: None.
Description: Ability of casting novice destruction spells for half the mana cost.
Comments: It's crucial that you unlock this perk at the very beginning of the game, because you'll start your journey with some of the basic destruction spells and therefore you'll be allowed to proceed with developing this skill group skill right away.
AUGMENTED FLAMES
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Destruction skill increased to at least 30 points. Unlocked Novice Destruction perk.
Requirements (rank 2): Destruction skill increased to at least 60 points.
Description (rank 1): Fire spells deal 25% more damage.
Description (rank 2): Fire spells deal a total of 50% more damage.
Comments: Make sure to quickly unlock the first perk from this group, even if fire spells aren't necessarily your favorite type in this school of magic.
INTENSE FLAMES
Requirements: Destruction skill increased to at least 50 points. Unlocked Augmented Flames perk (rank 1).
Description: Possibility of forcing enemies with very low health to flee if they receive fire damage.
Comments: This is a useless perk, because you should always work on improving methods of killing your opponents. Go ahead and skip this one.
AUGMENTED FROST
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Destruction skill increased to at least 30 points. Unlocked Novice Destruction perk.
Requirements (rank 2): Destruction skill increased to at least 60 points.
Description (rank 1): Frost spells deal 25% more damage.
Description (rank 2): Frost spells deal a total of 50% more damage.
Comments: Make sure to quickly unlock the first perk from this group, even if frost spells aren't necessarily your favorite type in this school of magic.
DEEP FREEZE
Requirements: Destruction skill increased to at least 60 points. Unlocked Augmented Frost perk (rank 1).
Description: Possibility of paralyzing enemies with very low health if they receive frost damage.
Comments: This is a much more interesting perk than a similar one from the fire group (Intense Flames). The best thing about being able to paralyze your opponents is they won't be able to escape the battlefield in hopes of regaining some of the lost health. It's also easier to finish them off.
AUGMENTED SHOCK
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Destruction skill increased to at least 30 points. Unlocked Novice Destruction perk.
Requirements (rank 2): Destruction skill increased to at least 60 points.
Description (rank 1): Shock spells deal 25% more damage.
Description (rank 2): Shock spells deal a total of 50% more damage.
Comments: Make sure to quickly unlock the first perk from this group, even if shock spells aren't necessarily your favorite type in this school of magic.
DISINTEGRATE
Requirements: Destruction skill increased to at least 70 points. Unlocked Augmented Shock perk (rank 1).
Description: Possibility of instantly killing enemies with very low health if they receive shock damage.
Comments: This is definitely a much better perk than Intense Flames (fire damage) and Deep Freeze (frost damage). You should focus on unlocking it as soon as it becomes available, because it will allow you to kill enemies faster (without having to drain their entire health bar). Make sure to switch to a shock spell when an enemy is about to die, because this method doesn't work other types of spells.
APPRENTICE DESTRUCTION
Requirements: Destruction skill increased to at least 25 points. Unlocked Novice Destruction perk.
Description: Ability of casting apprentice destruction spells for half the mana cost.
Comments: It's extremely important to unlock this perk in the early stages of the game, because the apprentice level has some very useful offensive spells and lowering their mana costs will make them even better.
ADEPT DESTRUCTION
Requirements: Destruction skill increased to at least 50 points. Unlocked Apprentice Destruction perk.
Description: Ability of casting adept destruction spells for half the mana cost.
Comments: Yet another useful perk, especially since a lot of the adept destruction spells have high mana costs.
EXPERT DESTRUCTION
Requirements: Destruction skill increased to at least 75 points. Unlocked Adept Destruction perk.
Description: Ability of casting expert destruction spells for half the mana cost.
Comments: You shouldn't be surprised to hear that purchasing this perk is considered a priority. It's worth mentioning here that a lot of destruction spells are sustained and this means they constantly drain mana. That's why it's very important to lower the costs by half.
MASTER DESTRUCTION
Requirements: Destruction skill increased to 100 points. Unlocked Expert Destruction perk.
Description: Ability of casting master destruction spells for half the mana cost.
Comments: Make sure to unlock this perk when you reach 100 points, because all spells from this category need tons of mana.
RUNE MASTER
Requirements: Destruction skill increased to at least 40 points. Unlocked Apprentice Destruction perk.
Description: Ability of placing the runes five times as far away from the main character as normally.
Comments: Consider unlocking this perk only if you like placing runes and if you like to remain hidden while setting them up so that you'll have bigger chances of avoiding premature detection.
DESTRUCTION DUAL CASTING
Requirements: Destruction skill increased to at least 20 points. Unlocked Novice Destruction perk.
Description: Ability to dual cast destruction spells which makes them more powerful.
Comments: It's EXTREMELY important that you unlock this perk as soon as possible, especially since it has low requirements. Dual casting destruction spells greatly increases their effectiveness, allowing the main character to inflict much more damage.
IMPACT
Requirements: Destruction skill increased to at least 40 points. Unlocked Destruction Dual Casting perk.
Description: Possibility of staggering an enemy if the main character is dual casting destruction spells.
Comments: This is an interesting perk which may come in handy while fighting stronger enemies. Staggering them will give you plenty of time to regain mana or to move to a new safer place without having to worry about being attacked.
How to increase skill: This skill can be increased by casting spells from the restoration school of magic. The skill growth will take place only if a spell has achieved its result. In this case it's mostly about successfully healing/protecting the main character and/or his allies, however it's not the only way, because some of the spells are about changing the behavior of the undead. In these situations the growth will take place only if a spell has influenced at least one monster.
Main purpose of developing this skill: Lowering the mana costs of casting restoration spells.
Available perks: 13.
Best perks: Regeneration, Recovery, Avoid Death.
Comments:
NOVICE RESTORATION
Requirements: None.
Description: Ability of casting novice restoration spells for half the mana cost.
Comments: It's very important that you unlock this perk at the very beginning of the game, because you'll start your journey with the first restoration spell and therefore you'll be allowed to proceed with developing this skill group skill right away.
RESPITE
Requirements: Restoration skill increased to at least 40 points. Unlocked Novice Restoration perk.
Description: Casting a healing restoration spell also regenerates stamina.
Comments: This perk isn't useful to a 100% mage, because such a character only cares about health and mana. If your character is part mage and part warrior you should definitely consider unlocking it, because warriors require a lot of stamina (mostly for weapon power attacks).
REGENERATION
Requirements: Restoration skill increased to at least 20 points. Unlocked Novice Restoration perk.
Description: Effectiveness of healing spells increased by 50%.
Comments: This is one of the important perks from this entire category and it's absolutely crucial that you unlock it in the early part of the game, especially since it doesn't have high requirements.
NECROMAGE
Requirements: Restoration skill increased to at least 70 points. Unlocked Regeneration perk.
Description: Increased effectiveness of all spells when cast on the undead.
Comments: This perk is far more valuable and useful then you might think. The best thing about it is that it doesn't work only with restoration spells, because its effects can be combined with all schools of magic. This means you can use it not only to draw away the undead more efficiently, but also to kill them much easier. Consider unlocking this one as soon as it becomes available.
WARD ABSORB
Requirements: Restoration skill increased to at least 60 points. Unlocked Novice Restoration perk.
Description: Ability to absorb mana from an enemy spell if a ward was used to block it.
Comments: You should know that you can absorb about 25% of the mana that was originally used by an enemy mage to cast the spell. That's a lot and it can definitely help you in maintaining your mana on decent levels (and of course to sustain magic wards to absorb more of it).
APPRENTICE RESTORATION
Requirements: Restoration skill increased to at least 25 points. Unlocked Novice Restoration perk.
Description: Ability of casting apprentice restoration spells for half the mana cost.
Comments: I recommend buying this perk early in the game so that you'll have a good reason to switch from novice to apprentice spells.
ADEPT RESTORATION
Requirements: Restoration skill increased to at least 50 points. Unlocked Apprentice Restoration perk.
Description: Ability of casting adept restoration spells for half the mana cost.
Comments: The adept level of the restoration school of magic is represented by a bunch of very good spells, so you shouldn't wait too long before unlocking this perk.
EXPERT RESTORATION
Requirements: Restoration skill increased to at least 75 points. Unlocked Adept Restoration perk.
Description: Ability of casting expert restoration spells for half the mana cost.
Comments: I strongly recommend that you unlock this perk as soon as you've developed the Restoration skill to 75 points, because there are some really helpful spells in this group, including the one used to heal all of the main character's allies at the same time.
MASTER RESTORATION
Requirements: Restoration skill increased to 100 points. Unlocked Expert Restoration perk.
Description: Ability of casting master restoration spells for half the mana cost.
Comments: The master level of the restoration school of magic adds mostly the spells used to repel the undead, so there's no rush and you should consider this perk only if you've already bought more useful ones.
RECOVERY
This perk has two ranks and unlocking the second rank makes it better.
Requirements (rank 1): Restoration skill increased to at least 30 points. Unlocked Novice Restoration perk.
Requirements (rank 2): Restoration skill increased to at least 60 points.
Description (rank 1): Mana regeneration rate improved by 25%.
Description (rank 2): Mana regeneration rate improved by a total of 50%.
Comments: Both perks are among the useful ones offered by this skill group. Make sure to unlock them the first chance you get, because having a fast mana regeneration rate is crucial even if your character isn't a full mage.
AVOID DEATH
Requirements: Restoration skill increased to at least 90 points. Unlocked Recovery perk (rank 1).l
Description: Ability to automatically regain 250 health points if the main character's health falls below 10% (can happen only once a day).
Comments: This is an extremely helpful perk, especially if you don't constantly monitor the health bar of the main character or if you don't want to risk sudden death when going against much stronger opponents. The additional advantages of this perks are that it's fully automated and that it doesn't need any mana or potions to work.
RESTORATION DUAL CASTING
Requirements: Restoration skill increased to at least 20 points. Unlocked Novice Restoration perk.
Description: Ability to dual cast restoration spells which improves their effectiveness (number of health points regained, duration etc).
Comments: Unlocking this perk is not recommended. The main reason is that restoration school is based mostly on defensive spells so if you occupy both hands you won't be able to defend yourself. The only exception is if you're leading a strong team (normal follower and magical companions) which is capable of distracting enemy units from the main character.
How to increase skill: This skill can be increased by casting spells from the alteration school of magic. The skill growth will take place only if a spell has achieved its result (for example, if casting a spell has injured other people or at least changed their attitude towards the main character).
Main purpose of developing this skill: Lowering the mana costs of casting alteration spells.
Available perks: 14.
Best perks: Mage Armor, Magic Resistance, Expert Alteration.
Comments:
NOVICE ALTERATION
Requirements: None.
Description: Ability of casting novice alteration spells for half the mana cost.
Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree.
ALTERATION DUAL CASTING
Requirements: Alteration skill increased to at least 20 points. Unlocked Novice Alteration perk.
Description: Ability to dual cast alteration spells which improves their effectiveness.
Comments: Increased effectiveness in this particular case means that most of the spells from the alteration school will last longer. As a result this may prove to be a useful perk, especially if you're planning on paralyzing enemies with alteration spells.
APPRENTICE ALTERATION
Requirements: Alteration skill increased to at least 25 points. Unlocked Novice Alteration perk.
Description: Ability of casting apprentice alteration spells for half the mana cost.
Comments: You should really consider unlocking this perk rather early in the game, because novice alteration spells are very weak and therefore it's best to ignore them. Besides having this perk grants access to at least two other very interesting perks.
MAGE ARMOR
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Alteration skill increased to at least 30 points. Unlocked Apprentice Alteration perk.
Requirements (rank 2): Alteration skill increased to at least 50 points.
Requirements (rank 3): Alteration skill increased to at least 70 points.
Description (rank 1): Protection spells are twice as strong when the main character is not wearing any armor.
Description (rank 2): Protection spells are two and a half times as strong when the main character is not wearing any armor.
Description (rank 3): Protection spells are three times as strong when the main character is not wearing any armor.
Comments: You've probably figured out on your own that all the perks from this group are reserved for 100% mages, because in order for them to work the main character can't be wearing any armor. Of course this doesn't mean you must run around naked, because it's allowed to use mage's robes. If this is not a problem for you, then you should purchase all three perks, especially since a lot of the spells from the alteration school can improve the main character's armor rating.
MAGIC RESISTANCE
This perk has three ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): Alteration skill increased to at least 30 points. Unlocked Apprentice Alteration perk.
Requirements (rank 2): Alteration skill increased to at least 50 points.
Requirements (rank 3): Alteration skill increased to at least 70 points.
Description (rank 1): Ability to block 10% of the effects of spells casted by enemy mages.
Description (rank 2): Ability to block 20% of the effects of spells casted by enemy mages.
Description (rank 3): Ability to block 30% of the effects of spells casted by enemy mages.
Comments: It would be wise to unlock all three perks from this group as soon as possible, because this will allow to lower the difficulty of the battles with hostile mages.
ADEPT ALTERATION
Requirements: Alteration skill increased to at least 50 points. Unlocked Apprentice Alteration perk.
Description: Ability of casting adept alteration spells for half the mana cost.
Comments: It's highly recommended to purchase this perk as soon as the main character has sufficiently developed his Alteration skill, because the adept class contains a group of very useful spells (plus you gain access to an interesting "side" perk).
STABILITY
Requirements: Alteration skill increased to at least 70 points. Unlocked Adept Alteration perk.
Description: Increased duration of all alteration spells.
Comments: The effects of this perk are very similar to Alteration Dual Casting, because both of them can extend the duration of alteration spells. In this case you can count on the spells being active for 50% more time. It's more than enough to justify unlocking this perk, especially since extra seconds guaranteed by both perks can be cumulated.
EXPERT ALTERATION
Requirements: Alteration skill increased to at least 70 points. Unlocked Adept Alteration perk.
Description: Ability of casting expert alteration spells for half the mana cost.
Comments: The expert class of the alteration school contains some very useful spells (including the one which paralyzes enemy units), so it's important to remember about unlocking it. Doing this will also grant you access to a new interesting "side" perk.
ATRONACH
Requirements: Alteration skill increased to 100 points. Unlocked Expert Alteration perk.
Description: Ability to absorb 30% of the magic from all the spells used to attack the main character.
Comments: This is a very useful perk and unlocking it will help you in maintaining your mana reserves on a reasonable level.
MASTER ALTERATION
Requirements: Alteration skill increased to 100 points. Unlocked Expert Alteration perk.
Description: Ability of casting master alteration spells for half the mana cost.
Comments: Unlocking this perk doesn't necessarily have to be on your list of priorities, however it doesn't mean that it's not useful (all master alteration spells need tons of mana to work properly).
How to increase skill: This skill can be increased by interacting with arcane enchanters (screen above). The largest growth takes place if you've successfully enchanted a weapon or an armor. Thankfully this isn't the only option, because you can also develop this skill by disenchanting magical items to learn their effects and by recharging magical items from the main character's inventory with the help of soul gems.
Main purpose of developing this skill: Improving the quality of enchanted items.
Available perks: 13.
Best perks: Enchanter, Fire/Frost/Storm Enchanter, Soul Siphon.
Comments:
ENCHANTER
This perk has five ranks and each time you unlock a new rank it gets better.
Requirements (rank 1): None.
Requirements (rank 2): Enchanting skill increased to at least 20 points.
Requirements (rank 3): Enchanting skill increased to at least 40 points.
Requirements (rank 4): Enchanting skill increased to at least 60 points.
Requirements (rank 5): Enchanting skill increased to at least 80 points.
Description (rank 1): 20% increase in strength of the enchantments.
Description (rank 2): 40% increase in strength of the enchantments.
Description (rank 3): 60% increase in strength of the enchantments.
Description (rank 4): 80% increase in strength of the enchantments.
Description (rank 5): 100% increase in strength of the enchantments.
Comments: Unlocking all five perks from this group is something rather obvious if you're seriously thinking about becoming a master enchanter. Make sure to hold off with enchanting the best items from your inventory until you've unlocked the last rank (and other perks from this skill tree), so that you'll ensure they have excellent qualities.
FIRE ENCHANTER
Requirements: Enchanting skill increased to at least 30 points. Unlocked Enchanter perk (rank 1).
Description: 25% increase in strength of fire enchantments (weapons & armor).
Comments: There are three similar perks on this branch of the skill tree (Fire Enchanter, Frost Enchanter and Storm Enchanter) and it's up to you to decide whether you want to unlock only one perk or all three. Bonuses from each of the perks are very useful when enchanting weapons, allowing you to improve their effectiveness on the battlefield.
FROST ENCHANTER
Requirements: Enchanting skill increased to at least 40 points. Unlocked Fire Enchanter perk.
Description: 25% increase in strength of frost enchantments (weapons & armor).
Comments: There are three similar perks on this branch of the skill tree (Fire Enchanter, Frost Enchanter and Storm Enchanter) and it's up to you to decide whether you want to unlock only one perk or all three. Bonuses from each of the perks are very useful when enchanting weapons, allowing you to improve their effectiveness on the battlefield.
STORM ENCHANTER
Requirements: Enchanting skill increased to at least 50 points. Unlocked Frost Enchanter perk.
Description: 25% increase in strength of shock enchantments (weapons & armor).
Comments: There are three similar perks on this branch of the skill tree (Fire Enchanter, Frost Enchanter and Storm Enchanter) and it's up to you to decide whether you want to unlock only one perk or all three. Bonuses from each of the perks are very useful when enchanting weapons, allowing you to improve their effectiveness on the battlefield.
INSIGHTFUL ENCHANTER
Requirements: Enchanting skill increased to at least 50 points. Unlocked Enchanter perk (rank 1).
Description: 25% increase in strength of skill enchantments (armor only).
Comments: It's highly recommended to unlock this perk as soon as possible, assuming of course you plan on enchanting armors often.
CORPUS ENCHANTER
Requirements: Enchanting skill increased to at least 70 points. Unlocked Insightful Enchanter perk.
Description: 25% increase in strength of health, mana and stamina enchantments (armor only).
Comments: This is a very useful perk, especially since a good armor should provide bonuses to health, mana or stamina regeneration. Obviously it's up to you which one of these effects you want to combine with an armor while enchanting it.
EXTRA EFFECT
Requirements: Enchanting skill increased to 100 points. Unlocked Storm Enchanter perk or Corpus Enchanter perk.
Description: Ability of putting two enchantments on a single object.
Comments: This if by far the best perk available in this skill tree and therefore it's important to try and unlock it as soon as the main character has reached 100 points in the Enchanting category. Being able to put two enchantments on one object results in much greater quality. Make sure to posses as many enchantment bonuses as possible to grant yourself the possibility of receiving the best possible enchanted items.
SOUL SQUEEZER
Requirements: Enchanting skill increased to at least 20 points. Unlocked Enchanter perk (rank 1).
Description: Soul gems give extra mana for recharging.
Comments: Make sure to unlock this perk early in the game, assuming of course you like to regularly recharge magical items.
SOUL SIPHON
Requirements: Enchanting skill increased to at least 40 points. Unlocked Soul Squeezer perk.
Description: Killing a creature using an enchanted weapon allows to recharge it by capturing a small fragment of the monster's soul.
Comments: This is a useful perk, however it has two very important restrictions. First of all, you can capture only 5% of the soul of the killed creature. Second of all, this method works only on monsters, so you can't count on recharging your weapons when fighting people. If you don't mind these things unlock the perk the first chance you get.
IMPORTANT! All the archetypes mentioned in the next below should be treated only as SUGGESTIONS and not as the only possible styles of play. Skyrim gives you an incredible freedom when it comes to developing hero characters and you also don't have to worry about any complex restrictions or requirements. If you're persistent you can for example turn a high elf into a full blooded warrior or transform a not too bright orc into a powerful and wise mage. This doesn't mean of course that pursuing and perfecting the best combinations of races, abilities and styles of play is not recommended, because this is an excellent way to make the gameplay easier and to exploit all the free bonuses provided by the game.
I strongly recommend that before you start reading about suggested character archetypes you first study all the information provided by this guide on the differences between members of different races and about the significance of all skills and their perks. The archetypes descriptions are focused on things which will help in you winning battles and staying alive. You won't find any hints about crafting items or using speech, because it's entirely up to you to decide whether you want to take interest in these actions and to what extent. Make sure to read other chapters of this guide to find everything about all possible crafting activities.
No one is stopping you from creating a character that combines elements of a warrior, a mage and a thief. OR you can focus only on one thing and try to reach perfection... it's up to you how you want to play the game and what gives you the most fun.1) I WANT TO BECOME A WARRIOR
If you want to play as a warrior, then the most important choice you'll have to make is what types of melee weapons you want to use. Your choice are: one-handed weapon and a shield, two one-handed weapons or a single two-handed weapon.
My favorite choice for a warrior is a character that uses a one-headed weapon paired with a shield. It would be wise to choose a nord or a redguard, however if you don't care about high mobility so much then you may also decided on an orc. As for the skills and perks you should be interested in, make sure to choose One-Handed and Block as your primary areas of concern. You should also decide on a type of armors you want to wear (a mobile warrior in a light armor or a slow warrior in a heavy armor) and spend at least a couple of skill points on that.
If you want a warrior that uses two one-handed weapons, then he or she should be a redguard. In this case developing One-handed skill alone should be your priority and it's good to remember about the perks which improve fighting with two weapons. Just as with the archetype described above, you'll have to choose whether you want to be an agile character in a light armor or maybe a slightly slower warrior in a heavy armor.
The last of the choices mentioned earlier is a warrior that uses a single two-handed weapon. In this case an orc will be your best pick when it comes to choosing the character's race, however if you want someone who looks more human you may also choose a nord. The best thing about orcs is that they can use their "fury mode" and also they start the game with a big bonus to Heavy Armor skill tree. This is your best choice of an armor, because you'll need to compensate for lower armor rating caused by not using any shields. Also, two-handed attacks are supposed to be slow and powerful, so you'd just be doing something else than you should while wearing light armor.
Aside from choosing weapons you'll also have to plan your strategy when it comes to developing attributes. I recommend focusing on increasing health and stamina (you'll need it for weapon power attacks).
2) I WANT TO BECOME A THIEF
If you want to play as a thief, then the most important choice you'll have to make is how you want to be killing your enemies. You may wish to eliminate them from a safe distance using a bow or in close combat encounters with a dagger or something similar.
My favorite choice for a thief/assassin is a character that eliminates its targets in close combat. It would be wise to choose a member of a khajiit race for this role, mostly because khajiits have a starting bonus to Sneak. Another reason why you should be interested in this race is that khajiits receive a passive bonus which allows them to inflict more injuries in melee combat. As for the skills and perks you should be interested in, make sure to choose Sneak and One-handed categories. It's very important to use light armor so you won't lose any mobility and won't make too much noise. It's also good to acquire pieces of armor which make it easier to remain hidden (for example, assassin armors provided by the Dark Brotherhood).
If you want to create a thief/assassin which specializes in eliminating the targets from a large distance, then you should consider choosing a wood elf. The best thing about this choice is that wood elves start with a big bonus to Archery, so you'll be able to inflict more injuries from ranged attacks from the very beginning of the game. As for choosing the skills and perks, focus primarily on Archery, but you should also remember about Sneak, especially if you want to take your opponents by surprise. Similar to the archetype described above, you should definitely choose a light armor. It's also good to have a backup plan in case someone avoids your bow attacks and manages to get dangerously close to the main character. I would recommend having a small one-handed weapon ready to be used, however you may also decide to rely on simple offensive spells.
Aside from choosing weapons you'll also have to plan your strategy when it comes to developing attributes. I recommend focusing on health, because it'll decrease chances of a sudden death.
3) I WANT TO BECOME A MAGE
If you want to play as a mage, then the most important choice you'll have to make is what type of character you want to be. You may decide to create a mage which uses only offensive spells, seek balance or develop a character who plays very defensively.
My favorite choice for a mage is a character that tries to finds balance and by that I mean having both offensive and defensive spells from all available schools of magic. It would be wise to pick a high elf for this job. The main reason for that is because high elves receive very valuable bonuses to all skills associated with using magic, so you'll have a much easier start and you won't have to spend a lot of time trying to improve each skill category. As for the skills, I would recommend focusing on all magic schools, however if you want to rely only on selected schools then you should choose Destruction school (offensive spells) and Restoration school (defensive spells).
If you want to create a mage that specializes in a very offensive style of play, then your best choice when it comes to main character's race is going to be a dark elf. Members of this race have a big bonus to Destruction school of magic and this is the category you should be interested in the most. Keep casting spells from this school, developing it and therefore increasing the damage inflicted by the spells.
If you want to create a mage that specializes in a very defensive style of play, then your best choice when it comes to main character's race is going to be a breton. Members of this race have a big bonus to Conjuration and this school of magic is definitely the best choice here, because it allows to summon magical beings or the undead. These creatures can only assist you in winning fights or even completely replace you, allowing you to cast defensive spells. I wouldn't recommend focusing only on the Conjuration school, because other schools (except for Destruction) are also going to be good choices.
Aside from choosing schools of magic you'll also have to plan your strategy when it comes to developing attributes. I recommend focusing on mana, because you're going to need tons of it. Don't forget about health, increasing it from time to time. You'll also have to choose if you want to be wearing a light armor or go with the plan of having a full mage and use only robes.
4) I WANT TO COMBINE DIFFERENT STYLES OF PLAY
As I've already mentioned you're more than welcome to experiment with mixing different character "classes" to create a character that is skilled at doing many different things.
The first of my recommendations is to create a character that combines styles of a warrior and a mage. An ideal choice when it comes to main character's race in this situation is an imperial, because you can count on perfect start bonuses. The warrior part of your character should rely on one-handed weapons, so you won't have to reserve both hands at the same time. You'll also have to decide at the beginning of the game if you want to be wearing a light armor or a heavy armor. As for the mage part of the character, it would be a good idea to focus on two entirely different schools of magic - Destruction (offensive actions) and Restoration (defensive actions).
The second of my recommendation is to create a character that combines styles of a thief and a mage. An ideal choice when it comes to main character's race in this situation is an argonian, because you can count on perfect start bonuses. The thief part should have a bigger significance and as for the skills you should choose from Archery, Sneak, Light Armor and One-handed. The mage part should play a less important role so that it'll support your character when his thief skills aren't needed. Make sure not to choose too many schools of magic. A maximum of two will be more than enough.
There are four different ways how you can travel the world in Skyrim. You can always decide going on foot, however I would recommend doing this only at the beginning of the game when you don't have a lot of money to spend on other means of travel. Once you've visited Whiterun for the first time and familiarized yourself with the basics of the game you should start thinking about getting a horse. The biggest advantage of having a horse is that you can travel between locations much faster than when you're moving on foot. Furthermore, horses can be used to assist you in climbing mountains and in many of these places an attempt to go higher on foot would most likely end with a disappointing failure. Sadly travelling using a horse also has some disadvantages. The most important one is that you can't attack anyone while you're on a horse, so before you can join the battle you must dismount the animal. Remember that you and your horse are vulnerable targets when you're doing that, so it's always wise to move away from enemy units before leaving your horse. Another disadvantage is that your follower(s) can't use horses, so each time you've reached your destination you'll have to wait for them to show up or enter a different area (a cave for example) so that they'll "magically" rejoin with you.
As for the horses themselves, you may decide to buy one, steal one or receive one as a reward. If you're thinking about purchasing a horse, then you should visit Whiterun Stables (sector 5, number 32), Markarth Stables (sector 6, number 9), Riften Stables (sector 9, number 12), Windhelm Stables (sector 4, number 4) or Katla's Farm (sector 1, number 33). Once you've arrived at the stables speak to the owner and agree to pay 1000 gold (all horses cost the same amount of money). Stealing a horse is much easier, however if you're caught it will be considered as a crime (more on this in the Comitting Crimes section of this chapter). You can receive a horse for free and this occurs on two different occasions. The first "free" horse is named Frost and it can be obtained while completing Promises to Keep side quest and the second horse is named Shadowmere and it can be obtained while completing The Cure for Madness Dark Brotherhood quest. Shadowmere is by far a better horse and it's also different from all other horses. This animal is more resistant, moves faster AND it also can participate in battles (only in fights that take place above ground). It's worth mentioning that your horse can be killed. You should be very careful, especially if you're using Shadowmere, because you can't revive this horse or replace it with the exact same one.
A good way to unlock access to all the major areas of Skyrim is to hire a carriage to take you there. Carriages can be found next to every stable, so you can search for them in Whiterun Stables (sector 5, number 32), Markarth Stables (sector 6, number 9), Riften Stables (sector 9, number 12), Windhelm Stables (sector 4, number 4) and Katla's Farm (sector 1, number 33). The carriage driver takes passengers to the biggest cities of the game's world and you should now that a single journey never costs more than 50 gold coins. This is a very cheap service, so you should definitely consider it. I recommend using the carriage to unlock the northern part of Skyrim (Solitude, Dawnstar, Morthal, Winterhold), because travelling through the mountains on your own may prove to be very dangerous to an unexperienced hero.
As the game progresses you'll be unlocking tons of new locations (also those you only pass by) and you should remember that the game allows to quickly return to them based on the fast travel feature. If you want to use this method, then you must begin by opening the world map. Find the place where you want to go, click on it and confirm that you want to skip the normal journey. An important thing to know about fast travel is that you can't use it if you're inside a building or a dungeon. It also stays blocked if the area around you is occupied by enemy units, so you can't rely on fast travel for example to escape from the battlefield. You must either get rid of all enemies or outrun them to unlock fast travel once again.
It's very important to save your progress as often as possible, because Skyrim is inhabited by many different types of monsters and some of them, especially in the early parts of the game, may prove to be a challenge to you and your team. I would recommend that you stay away from trolls, bears, sabretooth cats and giants until your character has gained some levels and acquired good gear. Once you've completed Dragon Rising main quest an additional challenge will be added to the game, because from that point on you'll also be regularly bothered by dragons. If you've noticed that a dragon has appeared in the vicinity you may engage it in battle or try fleeing and moving to a different location (preferably using a horse). Sadly it doesn't solve all of your problems, because for example if a dragon has appeared above the city it will begin fighting the civilians. This means you won't be allowed to interact with anyone until it's dead and it may even kill some of the important NPC's. Thankfully eliminating dragons isn't too difficult, especially since you can count on assistance of other people in most of the battles.
Most area in Skyrim are fully accessible and this means you can explore them at any point of the game and without having to fulfill any special requirements. Some of the rooms and areas may of course require a key to open or a special permission to enter, but even these problems can be overcomed. I wouldn't recommend visiting dwarven ruins and bigger crypts in the early parts of the game, because they're usually a home to very powerful groups of creatures and an unexperienced hero may die easily there.
There are also locations which are unavailable at the beginning of the game. One of the examples is the Goldenglow Estate shown on the screen above. Areas like this one are usually being opened after you've advanced to a certain quest and you'll have to remember that some of them will remain that way only for a duration of the quest. Make sure to read the first chapter of this guide, because it contains detailed descriptions of all locations, including hints on how to gain access to the locked ones.
Important! Descriptions of races, skills and perks, as well detailed hints concerning character development, can be found in the second chapter of this guide.
It's important to be prepared for each battle you're about take part in and by that I mostly mean saving your current progress and taking some time (if possible) to study your future opponents to learn their weaknesses and to plan your moves. Your tactics should be based of course on the style of play you've chosen for your main character (warrior, thief or a mage), however I think it's safe to say that enemy mages and creatures with magical abilities are usually the biggest threat, especially if they're capable of casting powerful offensive spells and/or summoning magical beings to help them out. Once the battle has started they should be on the top of your kill list and this means attacking other enemy units after the main threats have been taken care of.
Another important thing to remember is that you should always check your current supplies and make sure that you're using the correct gear. By mentioning supplies I mean having enough potions, scrolls and other things which may save you from certain death. As for the gear, you should make sure that your magical items are recharged and that you've chosen the correct weapon and armors for the upcoming battle. For example, if you've encountered a monster that is capable of inflicting serious fire damage and is vulnerable to ice damage you should choose armors which increase the resistance to fire and weapons (or spells) which are capable of inflicting serious frost damage.
If your character likes to eliminate his opponents in close combat encounters, then you should be very careful if the enemies you're fighting can inflict major injuries or if they seriously outnumber your team. Skilled warriors are usually a serious threat and depending on the style of play you've chosen you may dodge, block or counter their attacks. An entirely different category are surprise attacks. If you want them to be successful you should be wearing an armor which improves the chances of staying hidden and/or rely on potions, spells and perks which allow your character to act stealthy. Don't forget about enemies that like to attack you and your team from the distance and in order to increase your chances of staying alive always try to get closer to them so that they'll have to switch to melee attacks.
If your character likes to eliminate his opponents from a distance, then you should be focused on keeping them as far away as possible. The easiest way to achieve this is to move around on the battlefield depending on how your opponents are reacting to your actions. There are also other methods you can try - for example you can occupy higher ground in a place which is difficult to access or you can redirect your opponents to focus their attention on your companions (the normal kind and the magical ones). If you see an enemy heading your way you'll have to quickly react (assuming you want to avoid a physical confrontation) and you can move to a different spot or try paralyzing/slowing down/staggering him using proper weapons, perks, poisons or spells. If you don't mind getting your hands dirty you can carry a backup melee weapon with you (preferably something light) to be used in these types of situations.
It's a good idea to rely on dragon shouts while fighting enemy units, however you may also consider using "standard" active powers. Dragon shouts become available during Dragon Rising main quest. Active powers are available right away, however you begin the game with only one power (designed for the character race you've chosen) and you must unlock the rest on your own (they're usually rewards for completing quests or joining factions). The best thing about dragon shouts and active powers is that they don't need any health, mana or stamina to work. You can't of course use them regularly, because each shout or power needs some time to regenerate. Depending on their strength it can take a few seconds or even a few minutes, so it's crucial to choose the best moment to activate them so they'll assist in the best possible way.
Penalties for the crimes you're comitting aren't so severe as in some of the previous Elder Scrolls games, however it doesn't mean that you shouldn't be thinking about the consequences of your actions. They can prove to be troublesome especially in the early parts of the game, because they may result in losing most of the money or slowing down character development. The most important thing you should know is that you can be punished for a crime only if someone witnessed it. For example, killing another civilian is considered a crime only if someone saw you dealing the final blow and pickpocketing is considered a crime only if you've been caught by the owner of the stolen item or noticed by a passing guard. The game will always inform you about comitting a crime by displaying a message in the top left corner of the screen and you'll also find out about the current bounty on your head.
Here's a list of the most common crimes you may comitt during the game:
As I've already mentioned each time you've comitted a crime you'll increase the bounty on your head. Higher bounty means more trouble, however even if the bounty is very low you still may find yourself in the center of attention. A typical reaction during your journeys is a possibility of being stopped by a guard (they usually patrol cities and main roads). There are two different ways how the meeting with a guard can look like:
1) If the current bounty on your head isn't too high, then the game should automatically initiate a conversation with the guard (screen above). It's worth mentioning that you can also increase your chances of triggering a conversation by holstering your current weapon. Once the conversation has started you'll be allowed to choose how you want to react. The easiest solution is to pay a fine (and give back the items if you were caught pickpocketing or stealing) and it's determined by the severity of the crimes you've comitted. If you've unlocked conversation perks from the Speech skill tree you may decide to persuade the guard to release you or intimidate him. Additionally if you're a member of the Thieves Guild you may try bribing the guard and if you're a thane in the city where you've comitted a crime you may try sending the guard away (it works only once per city for an entire game). The third possibility is to agree to go to jail to serve your sentence and you can find out more about this is you continue reading this section of the guide. The last option is to dismiss any attempts of a peaceful solution and to attack the guard. I STRONGLY recommend that you don't do this, because you will be attacked by all guards from the surrounding area and it's always very difficult to kill them.
2) If the current bounty on your head is very high, then you won't be allowed to negotiate the terms of your release with the guards, because they'll attack you on sight even if you decide to holster your weapon. In this case the only solution is to avoid human settlements for the time being. Wait a couple of days and you should be able to meet a bounty hunter. This person will demand to hand over a large sum of money and doing that will result in receiving a clean slate so that you will be allowed to start visiting cities again without the risk of having to kill the local guards.
Landing in prison to serve a sentence is one of the ways how you can repay for the crimes you've comitted. I recommend choosing this method only if you don't have enough money to pay a fine, because staying in a prison means having to deal with some unwanted complications. If you want to do the right thing and spend a couple of days behind bars, then after you've been transported to a cell you must interact with a bunk bed (screen above) or a pickaxe (only in the Markarth prison). Doing this will automatically fast forward the game to the moment when your sentence has come to an end, but sadly this also means that a randomly chosen skill will have its progress bar reset. For example, if your progress bar for the One-handed skill was at 50% for advancing from 45 to 46 points and if the game has chosen it then you will have to start developing it from scratch (starting with 45 points and no progress made towards advancing to 46 points).
An alternative solution once you've landed in a prison is to attempt to escape, however it's very difficult to accomplish. You would have to start off by lockpicking a cell door, then you would have to locate a chest containing all of the items belonging to the main character (screen above) and finally you would have to find an escape tunnel or sneak past the guards. All of these actions would have to be performed while avoiding detection, because being caught by the guards would only mean having to serve even a bigger sentence. It's worth mentioning that you can escape from all prisons except for the Markarth mine, so you'll have to be very careful not to comitt any serious crimes when you're close to that city (western part of Skyrim).
Vampirism should be treated more as a curse or a disease rather than an opportunity. Being a vampire is equal to gaining access to new skills and powers and the main character becomes stronger in certain types of situations, but you also have to deal with tons of restrictions and complications. The most drastic scenario is when you become a vampire "on hunger" (stage 4 of hunger - more on this topic below), because that's when encountered NPC's flee or attack the main character on sight and obviously this can pose a serious problem when it comes to completing quests. I strongly recommend that you familiarize yourself with every information provided in this section of the guide, so you'll know how to control your hunger when being a vampire and how to successfully get rid of vampirism.
Important! Main character can't become a vampire if he's already a werewolf. This is an excellent method to prevent yourself from getting this disease which forcers to take part in uncontrollable transformations. If you already are a werewolf and you want to try out playing as a vampire, then you must get rid of the lycanthropy curse. More on that can be found in the Lycanthropy section of this chapter.
Vampirism can be caught the same way as most of the diseases do and this is by coming in contact with a certain type of an enemy. Obviously the only way to be turned is if you're infected by a person who is already a vampire and you should know that a large number of locations in the game's world are inhabited by them. Most of the vampires you meet will automatically be hostile towards you, however some of them will try to be friendly and try to mask their vampire nature (in this case you can provoke them to attack you). During your fights with the vampires you should notice that they like to attack you with a spell called Vampiric Drain (screen above). Using this spell grants a small chance of infecting the victim with vampirism and therefore making him a candidate to becoming a vampire (it doesn't happen right away).
You will know that you're on a right path to becoming a vampire when the game will inform you in the top left corner of the screen about catching a disease named Sanguinare Vampiris. The information on this disease will also appear in your active effects window (screen above), telling you about the curse and temporary health loss.
The game will now begin a very slow process of the main character transforming into a vampire. For the next three days you will be receiving informations at dusk and at twilight, telling you about a strange thirst and about weakness to sunlight. Aside from these messages you will also be witnessing image distortions (screen above).
Important! If you don't want to become a vampire, then you must act quickly! The main reason for that is because after the main character has become a vampire it will be much harder to get rid of the curse. There are two different ways of stopping the transformation process. The first method is to drink a potion which cures all diseases and the second method is to visit a shrine (doesn't matter which one) to receive a blessing (an easy way to find a shrine is to go to a temple located in Whiterun or Markarth).
After three days have passed you should receive an information about the vampire blood boiling in your veins and the transformation will be complete. You can perform an additional "confirmation" by noticing slightly different looks of the main character (screen above).
Once the main character has finished transforming into a vampire he also becomes addicted to blood drained from the bodies of innocent civilians (screen above). The grand rule here is pretty simple - the more time has passed since the last "meal" the more hungry you are. This feature has its advantages and disadvantages. On the good side you can count on gaining access to new and/or more powerful vampire abilities. On the bad side you must deal with increasing problems of masking your true nature and also vampire's weaknesses become more annoying. The final fourth stage of vampire hunger is something you should avoid at all cost, because once you've advanced to it you won't be able to hide your vampire nature and you'll become an object of attacks performed by the people of Skyrim.
Drinking blood is a more complicated process than you might imagine, because you can't drink blood from a conscious person (in any way so attacking the civilians is also out of the question) or from a recently deceased person. The only way how this can be done is by interacting with a sleeping person, so being a vampire should be much easier for you if you're already a thief or assassin, because you'll have armors, perks and potions which improve your chances of staying undetected. It's fairly obvious that you should always start "the hunt" when it's nighttime, because that's when most NPC's go to bed.
If your vampire didn't advance to the last stage of hunger he'll have a much easier job, because he won't have to worry about his safety and he will be allowed to enter all areas normal people visit, including the bedrooms. Among good places where you can search for victims are barracks, castles, jarl's estates (Dragonsreach in Whiterun seems like a great choice) and other areas where anyone is allowed to enter. If on the other hand your vampire has reached the final four stage of hunger you'll have a more difficult job at finding potential targets, because you won't be allowed to enter the cities or other populated areas. In this case you'll have to be on a lookout for single huts located far away from the civilizations, as well as hunter campsites and khajiit caravans. You'll also need to rely on potions and spells (invisibility and silent movement) to stay hidden while trying to locate a person to feed on.
Each time you want to drink someone's blood you'll have to approach the sleeping person without waking them up, interact with them by pressing the E key and choose the left option from the actions list. It's extremely important that once the feeding starts it's not interrupted by anyone, so make sure to look around if no one is looking or heading your way. Drinking blood satisfies your hunger for some time and it also reverts you to the first stage of hunger. This means you won't have to worry about feeding for the next couple of days, but you should still make notes so that you don't wait too long and suddenly reach level four of hunger.
STAGE 1
You start on this stage when you become a vampire for the first time and you also are reverted back to this stage each time you drank someone's blood (even if you were on stage 3 or stage 4 before that).
Changes made when stage 1 is active:
Receiving an active power called Vampire's Servant which allows to revive weak dead bodies for 60 seconds to fight alongside the main character.
Receiving an active power called Vampire's Sight which improves seeing things in the dark for 60 seconds.
Receiving an effect called Champion of the Night which increases the effectiveness of the spells from the illusion school of magic by 25%.
Receiving an effect called Nightstalker's Footsteps which reduces a chance of being detected while sneaking by 25%.
Receiving an effect called Immune to Disease which makes the main character 100% immune to all other diseases.
Receiving an effect called Resist Frost which increases the main character's resistance to frost damage by 25%.
Receiving an effect called Immune to Poison which makes the main character 100% immune to all types of poison.
Receiving an effect called Weakness to Fire which works like a disease, because it reduces the main character's resistance to fire damage by 25%.
Receiving an effect called Weakness to Sunlight which works like a disease and which is active only during a day. This effect (when active) reduces health, mana and stamina by 15 points and prevents them from being automatically regenerated over time.
Receiving a Destruction spell called Vampiric Drain which allows to absorb two points per second of the target's health.
Important - You can read more about the new powers and effects you've received by opening magic and active effects tabs.
STAGE 2
You can "advance" to this stage if the main character didn't drink any new blood for some time. You'll be informed about it by an image distortion and a message saying that your vampire powers are getting stronger when you're hungry. This stage preserves all the powers and effects you've received on stage 1, however some of them are modified and new ones are added to the list. Here's a full list of changes:
Active power Vampire's Servant allows to revive dead bodies for 60 seconds to fight alongside the main character.
An effect called Resist Frost increases the main character's resistance to frost damage by 50%.
An effect called Weakness to Fire reduces the main character's resistance to fire damage by 50%.
An effect called Weakness to Sunlight reduces health, mana and stamina by 30 points during the day.
Receiving an active power called Vampire's Seduction which prevents people and creatures on level 10 or lower from escaping (it works for 30 seconds).
A spell called Vampiric Drain allows to absorb three points per second of the target's health.
STAGE 3
You can "advance" to this stage if the main character still didn't drink any new blood and more time has passed. Just as before, you'll be informed about the transformation with an image distortion and a message saying that your vampire powers are getting stronger when you're hungry. This stage preserves all the powers and effects you've received on stage 1 and on stage 2, however some of them are modified. Here's a full list of changes:
Active power Vampire's Servant allows to revive powerful dead bodies for 60 seconds to fight alongside the main character.
An effect called Resist Frost increases the main character's resistance to frost damage by 75%.
An effect called Weakness to Fire reduces the main character's resistance to fire damage by 75%.
An effect called Weakness to Sunlight reduces health, mana and stamina by 45 points during the day.
A spell called Vampiric Drain allows to absorb four points per second of the target's health.
STAGE 4
You can "advance" to this final stage if you've ignored all previous warnings and decided not to drink any blood for a very long time. Just as before, you'll be informed about the transformation with an image distortion and a message saying that your vampire powers are getting stronger when you're hungry. This stage preserves all the powers and effects you've received on stages 1-3, however some of them are modified and new ones are added to the list. Here's a full list of changes:
Active power Vampire's Servant allows to revive very powerful dead bodies for 60 seconds to fight alongside the main character.
An effect called Resist Frost increases the main character's resistance to frost damage by 100%.
An effect called Weakness to Fire reduces the main character's resistance to fire damage by 100%.
An effect called Weakness to Sunlight reduces health, mana and stamina by 60 points during the day.
Receiving an active power called Embrace of Shadows which once a day allows to improve the main character's sight and to become invisible for three minutes.
Hostile reactions towards the main character from all inhabitants of Skyrim.
A spell called Vampiric Drain allows to absorb five points per second of the target's health.
SUMMARY
I strongly recommend that you prevent the main character from advancing to stage four of vampire hunger, because this can temporarily block the possibility of interacting with other people and completing most quests. Furthermore, it's very difficult to return from stage four to stage one, because you'll have to search for your victims outside of the big cities. The game tries to make it easier for you by giving you an active power which grants temporary invisibility, however if you aren't good at sneaking it won't do you any good.
There aren't a lot of advantages of being a vampire and none of them is significant. Bonuses to sneaking may prove to be a nice addition to thieves and some of the spells may prove to be useful to mages, however you can obtain similar abilities and spells using other ways, usually much less complicated. The only unique advantage is a bonus to resistance to frost attacks and it may come in handy especially while fighting draugrs.
As for the disadvantages of being a vampire, there are A LOT of them and most of them are very important. The biggest disadvantage is that you can't control the curse the same way as werewolves can with lycanthropy. When you're a vampire you constantly have to monitor your hunger level to know on which stage you're currently on, because if you wait too long and advance to stage four it'll become very difficult for you to play the game normally (everyone becomes hostile towards the main character). Penalties to health, mana and stamina are also very annoying, because not only the bars are shorter, but they can't regenerate on their own if you're travelling during the day. This means you must travel mostly at night or have a lot of spells and potions in your inventory to manually replenish the bars and this of course complicates the game. The last important disadvantage is that vampires have reduced resistance to fire (even by 100% on stage four) and this is a serious problem, because a lot of enemies like to deal serious fire damage (including dragons).
To summarize, a chance to turn into a vampire should be treated more as a possibility, not necessity. You can decide to become a vampire, but you must pay attention to your hunger levels (make sure to save the game often). If you don't want any additional problems, then lycanthropy is something you should be more interested in.
Important! Remember that you can stop the transformation from a human to a vampire thanks to cure disease potions and shrines found mostly in temples. The suggestions mentioned below are only to be used if the transformation has already been completed and the main character has become a "full" vampire.
In order to unlock the first method of getting rid of vampirism you must travel to one of the inns found in Skyrim and talk to the innkeeper. Ask the owner of the inn about the latest gossip and one of the information should be about a mage named Falion that lives in Morthal and studies the knowledge on vampires. The game should automatically unlock a side quest named Rising at Dawn and you must read its description to find out how to find Falion and how to get rid of the curse with his help (Falion will required a filled black gem).
The second method of getting rid of the curse is to fulfill all the requirements needed to become a werewolf. This means you'll have to join a group of warriors called the Companions and they occupy a Jorrvaskr sanctuary in Whiterun. Start doing quests for the Companions and you'll have a chance to turn into a werewolf for the first time while completing Silver Hand quest (screen above). This is when the vampire curse will be lifted. Make sure to read the chapter about the Companion quests and the section about lycanthropy for more details.
Important! Even if you get rid of vampirism (or stop the transformation) you can still become a vampire again if you catch the disease later in the game. The only exception is if you've decided to turn into a werewolf, because people affected by lycanthropy are immune to all diseases, including vampirism.
A chance to turn into a werewolf is theoretically treated as a curse, but opposed to vampirism that has a lot of restrictions and penalties you can fully control lycanthropy to use it only for your benefit. Once you've become a werewolf you'll receive new abilities that will make you stronger and more efficient on the battlefield. Of course lycanthropy does have its limitations and problems. They've been mentioned later in the text, but thankfully it's nothing serious or anything you can't fully control.
Important! It's possible to become a werewolf if the main character is already a vampire. Once you've transformed into a werewolf for the first time the vampirism curse if lifted, so this method can be used to get rid of the unwanted vampire disease. Sadly it doesn't work the other way around, because you can't become a vampire again when you're a werewolf and you'd have to get rid of the lycanthropy curse in the first place. I wouldn't recommend doing that, because you'll lose access to valuable bonuses and besides you aren't allowed to become a werewolf for the second time.
It's much easier to become a werewolf than a vampire, because you won't have to rely on luck or search for certain types of opponents to have their curse transferred to the main character. All you must do is become a member of a group called the Companions. They're a warriors guild in Skyrim and their main headquarters is the Jorrvaskr sanctuary found in the north-eastern part of the city called Whiterun (screen above).
Join the Companions and start completing their quests (they're all described in the different chapter of this guide) and it won't take long for you to find out that all members of this organization are werewolves. Furthermore, you'll learn that in order to finish the initation process you'll have to become a werewolf yourself and this is achieved by taking part in a blood ritual (screen above). This ritual takes place while completing Silver Hand quest and it can't be failed.
Drinking the blood during the blood ritual unlocks a new active power called the Beast Form and it's good to choose it from the list right away. This power allows you to transform into a werewolf once a day. It's worth mentioning that you can increase the limit to two transformations per day and this can be done by obtaining a ring of Hircine at the end of Ill Met By Moonlight daedric quest (make sure to side with Hircine while completing this quest, because otherwise you won't get the ring).
Once the main character has transformed himself into a werewolf he is stripped of all weapons and armors and this means that he can rely only on his claw attacks. While you're in a werewolf form you can count on bonuses to health and stamina and you can also move much faster. The last factor is very useful, because it allows you to quickly close to the distance to your opponents in order to start attacking them. Performing claw attacks isn't the only thing you can do, because you can also use howling. This action normally acts as a shout and allows to scare away nearby opponents, however you are permitted to change its features later in the game. This can be achieved by completing Totems of Hircine Companion side quests in hopes of getting your hands on new totems. Once you have them and interacted with them (they're placed in the same hideout where the blood ritual took place) you can change how the howling works so that it can be used to detect enemy units in the area or to call friendly wolves for help.
An important thing to know about playing in a werewolf form is that you can't stay that way for an indefinite amount of time. Using this form is very limited, because typically it lasts only 2 minutes and 30 seconds. Thankfully this limit can be increased and this is done by feeding on bodies of fallen enemies (screen above). An additional bonus which comes from feeding is that you can use it to heal yourself and this is very important when you're taking part in battles with stronger enemies.
The biggest advantage of being a werewolf is that you're free to choose when you want to use this "gift". No one forces you to change into a werewolf at a specific time or in specific circumstances. Unlike vampires that constantly have to worry about being recognized by the general public for who they are, playing as a werewolf changes nothing, because no one will know that you're a werewolf unless of course you decide to do a transformation in a public place. The transformation itself is especially interesting if your main character was developed to play defensively and can't handle himself in melee fights. Some of the other advantages of being a werewolf are that you're completely immune to diseases and that you can count on friendly reactions from the wolves populating the game's world. The second factor can play an important role if you often find yourself fighting above ground, because you won't have to deal with wolves at the same time and you're allowed to focus only on your opponents.
The biggest disadvantage of lycanthropy is that transforming into a werewolf form is very limited. I've mentioned before that you're allowed to make only one transformation a day and that you can remain in werewolf form only for two and a half minutes. Another disadvantage is that you can't wear any armors when you're running around as a werewolf. This means that you must play very offensively in order to compensate for weak defenses, especially since your health can't regenerate on its own when you're in a werewolf form. You also can't perform many activities when you're in a werewolf state. You can't examine bodies of fall enemies, you can't pick up things and you can't use dragon shouts and this means you must make some changes to your style of play. Don't forget that inhabitants of Skyrim are always hostile to werewolves running around in their true form, so you shouldn't perform any transformations when you're visiting cities and other public areas. Thankfully even if you murder someone while in werewolf form it won't be added to the list of crimes comitted while in human form.
To summarize, being a werewolf is a more interesting and less complicated process than being a vampire. The use of this method is very limited, so you can't treat it as something you can rely on a regular basis. It's more like a bonus you can decide to use if the situation demands it.
Important! I strongly recommend that you remain a werewolf for the rest of the game, because there are no side effects from having this "curse". Besides even if you didn't find this feature entertaining or useful after making a few transformations and testing them you can simply ignore the beast form and don't use it. The only exception is if you want to become a vampire, because werewolves don't have to worry about catching vampirism. It's extremely important that you think this through, because unlike vampirism which can be caught more than once you can't become a werewolf for the second time.
The only method of lifting the lycanthropy curse becomes available after you've finished the last primary Companions quest - Glory of the Dead. Return to Ysgramor's Tomb where the finale took place, go to the main chamber again, throw a Glenmoril witch's head into the flames (screen above) and defeat a wolf spirit tied to the main character. Important - If you've collected only one witch's head while completing Blood's Honor Companions quest, them you will have to return to a location named Glenmoril Coven (sector 7, number 1) to kill an additional witch or to interact with a body of one of the killed witches to pick up its head.
Important! The list seen below doesn't feature unique enemies or creatures that appear only once during the game and that often are considered to be bosses. It also doesn't feature wild animals which aren't hostile towards the main character (deers, foxes, rabbits etc). Remember that the experience level of the creatures you encounter often raises when the main character advances to higher levels. Don't expect that exploring the same location while being on the 5th and 30th experience level will feature much easier fights the second time around, because it's likely that your enemies will pose a similar threat.
ATRONACHS
These powerful magical beings are often summoned by enemy mages and they appear in three different forms - as fire atronachs, as frost atronachs and as shock atronachs. Remember that atronachs are partially immune to the elemental powers they represent (for example, fire atronachs are partially immune to fire damage). The easiest way to get rid of the atronachs is to kill the mages who summoned them to the battlefield.
BANDITS
Common bandits may represent all character classes, however you'll be dealing with warriors and archers for most of the game. Bandit mages are a rare thing, but if they do appear they pose a serious threat. Some bandit groups have leaders and you'll have to watch out for them, because they're usually harder to kill.
BEARS
Bears are formidable opponents and you shouldn't start fights with them unprepared, because they can inflict some serious damage. Make sure to avoid their power melee attacks and move around a lot, especially since they're slower than wolves and sabretooth cats. You can encounter polar bears in the mountain areas of Skyrim and it's good to remember that they're partially immune to frost damage.
CHAURUS
The chaurus occupy the same locations as falmers, so you may encounter them mostly in ruins, dungeons and caves. It's important to always focus on a single creature, because they're resistant and they can't be killed quickly. You should also check your health after each battle, because the chaurus can poison their victims.
DRAGONS
You'll encounter a lot of dragons while completing the main quests, however you will also be bothered by them on a regular basis while travelling the world. It's worth mentioning that fire-breathing dragons have reduced resistance to frost damage and frost-breathing dragons have reduced resistance to fire damage. Be very careful while going against blood dragons, because they're stronger than other types of these creatures.
DRAUGRS
Draugrs are a very common type of an enemy, because these undead creatures can be found in almost every crypt and dungeon that you explore during the game. Draugrs appear in many different types. It's easy to deal with their basic forms, however elite draugrs may prove to be a serious challenge. I recommend that you're extremely careful while fighting scourges, overlords and deathlords, especially if the undead you've encountered are capable of casting spells. It's worth mentioning that all draugrs are partially immune to frost damage and completely immune to poisons.
DREMORA
You won't encounter a lot of dremora in the game, however you must be careful each time you're fighting them, especially if the dremora you're trying to defeat can cast powerful spells. Try to avoid their attacks if possible and always focus on killing one dremora before moving on to the next one.
DWARVEN CENTURIONS
The centurions can only be encountered in dwarven ruins and they always pose a very serious threat. I strongly recommend that you keep them at a safe distance, because they may quickly kill you if they manage to get closer. You should use the fact that centurions are very big and therefore can't use smaller passageways and entrances. All the centurions are fully immune to frost damage and partially immune to magic.
DWARVEN SPHERES
The spheres can only be encountered in dwarven ruins (with a few exceptions) and their specialization is inflicting a lot of damage in melee combat. As a result it's crucial that you maintain safe distance from them, because they can't attack you from far away. All the spheres are fully immune to frost damage and partially immune to magic.
DWARVEN SPIDERS
The spiders can only be encountered in dwarven ruins (with a few exceptions) and their primary attack is usually an attempt to inflict shock damage. Attack one spider at a time, because they are resistant to damage and can't be destroyed right away. All the spiders are fully immune to frost damage and partially immune to magic.
FALMERS
Falmers live only underground and you can usually encounter them while exploring dungeons and dwarven ruins. Be careful, because most of them can inflict serious injuries and they're also quite strong. Always focus on eliminating falmer mages in order to prevent them from casting very powerful spells.
FORSWORN
Forsworn occupy a lot of locations in the game and you'll be encountering them mostly while completing main quests. Weaker types of the forsworn aren't hard to kill and aren't a serious threat, however the same can't be said about their shamans and they're the ones that should always die as soon as possible.
GHOSTS / SPIRITS
The ghosts usually act the same way as their living versions and depending on what type of a ghost you've encountered they may be very easy to kill or they may pose a challenge. It's important to remember that you don't have to rely on magic while fighting the ghosts, because melee and ranged weapons can also harm them.
GIANTS
Giants are among the most powerful creatures you can encounter during your journeys. Sadly it's much harder to keep them in a safe distance than mammoths, because they're quite fast for their size. As a result you should always focus on slowing them down or at least try blocking their club attacks. It's worth mentioning that most giants will leave you alone unless they're provoked (not only by attacking them, but also by entering their territory).
HORKERY
Horkers are reasonably large creatures, however killing them usually isn't a big problem. You can encounter them mostly in the northern part of Skyrim and during the fights you should use the fact that they're very slow.
ICE WRAITHS
Despite what you might think you don't have to use any magic while fighting the ice wraiths, because a melee weapon or a range weapon can also injure them. An important thing to remember is that all wraiths are fully immune to frost damage. They have reduced resistance to fire damage on the other hand and it's wise to use that to your advantage.
IMPERIALS
Expect to be forced to eliminate a lot of the soldiers of the Imperial Legion if you've joined the civil war and taken side of the Stormcloaks rebellion. Notice that a lot of Imperials are heavily armed and well equipped. Avoid larger groups if possible, because you may die easily if you get surrounded.
MAGES - CONJURERS
Conjurers can be members of different races and they can act alone or they can appear with other types of enemies. It's recommended that you focus your attention on killing them quickly, because all the magical creatures they've summoned will die along with them.
MAGES - NECROMANCERS
Necromancers can be members of different races and they can act alone or they can appear with other types of enemies. It's recommended that you focus your attention on killing them quickly, because all the dead they've resurrected will die along with them.
MAMMOTHS
Mammoths are among the most powerful creatures you can encounter during your journeys and it's always a good idea to attack them from a distance or at least to focus on defending from their melee attacks (you should also use the fact that they're rather slow). It's worth mentioning that most mammoths will leave you alone unless they're provoked (or if you'll attack giants that accompany them).
MUD CRABS
Crabs are among the weaker creatures living in Skyrim, however they may be successful at surprising you, because they often like to hide near the water.
OFFENSIVE MAGES
Mages that specialize in casting offensive spells can be members of different races and they can act alone or they can appear with other types of enemies. Make sure to take some time to analyze each group so that you'll have a chance to defend better against the types of spells they like to cast (for example - spells which inflict fire damage).
RESURRECTED UNDEAD
This is a very unique category of enemies, because the undead can be anyone that's been brought back to life thanks to necromancer's spells. Make sure to focus on attacking the necromancer responsible for this deed, because it's the most efficient way of getting rid of all the undead in the area.
SABRETOOTH CATS
Sabretooth cats usually pose a serious threat and this means you must be careful while fighting them to ensure that the main character won't suddenly die. Snow sabre cats can be encountered in the mountain areas of Skyrim. They're not stronger than the usual sabre cats, but they're partially immune to frost damage.
SKEEVERS
Skeevers are like big rats and they're not a serious problem, so even if your character is very weak you can still easily get rid of them.
SKELETONS
Skeletons can usually be found in the same locations where you're fighting draugrs, so expect to encounter them while exploring crypts, dungeons and ruins. Eliminating these undead creatures shouldn't be a big problem, however you should know that skeletons can be warriors and archers.
SPIDERS
Smaller spiders are very easy to kill, however the same thing can't be said about their larger versions. They usually inflict serious injuries and have a lot more health. Make sure to check your health after each battle, because the spiders can poison their victims.
SPRIGGANS
Spriggans are a rare group of enemies and they can be encountered mostly while exploring various groves. Use fire attacks if possible when going against these creatures, because that's their primary weakness. Don't forget to be careful when fighting much stronger spriggan matrons (they act as leaders of the groups of spriggans).
STORMCLOAKS
Expect to be forced to eliminate a lot of the members of the Stormcloaks rebellion if you've joined the civil war and taken side of the Imperial Legion. Notice that some of the Stormcloaks are heavily armed and well equipped. Avoid larger groups if possible, because you may die easily if you get surrounded.
THALMOR
The thalmor aren't a frequent type of an enemy. You'll encounter them while exploring their embassy as a part of one of the main quests and on several other occassions. They're usually very skilled warriors and archers, however you may also encounter thalmor mages and obviously they pose a serious threat so you must be careful.
TROLLS
Trolls are formidable opponents and you shouldn't start fights with them unprepared, because they can inflict some serious damage. Don't forget that trolls can only injure you in close combat and they're helpless if you attack them from a distance. You should also know that trolls have an ability to regenerate their health, so they should never be left alone for too long. The good news on the other hand is that trolls have a reduced resistance to fire attacks.
VAMPIRES
Most vampires you encounter are aggressive and they usually hide out in caves. Only a small number of vampires can be found above ground and typically they're friendly when you first meet them. Make sure to always focus on one target when you're fighting the vampires and also try blocking their spells if you can. It's worth mentioning that vampires are partially immune to frost attacks and they also have reduced resistance to fire attacks. Make sure to check your health after each battle, because you can be infected with vampirism (more on that in the previous chapter of the guide).
WISPS
Wisps aren't a serious threat on their own and you don't have to use only spells to destroy them, because you may as well rely on melee or ranged weapons. You must watch out on the other hand for wispmothers which sometimes accompany the wisps. They're much harder to kill, especially since wispmothers can heal themselves and summon magical shades to assist them.
WITCHES
"Normal" witches are a rare thing and it's very easy to defeat them. It's the hagravens you should be worried about and you must treat them as powerful mages. This means you should attack them in close combat or at least block or dodge their magical attacks (they like to cast fireballs among other offensive spells).
WOLVES
Wolves are among less powerful creatures encountered during your journeys, however you must remember that they always attack in packs. This means you should eliminate them in a certain order instead of attacking all the wolves at once. You can encounter snow wolves in the mountain areas of Skyrim and it's good to remember that they're partially immune to frost damage.
The world of Skyrim is populated by a large number of traders. Some of the people you'll encounter will offer various types of goods and some will specialize only in certain types of things (for example - only in weapons or only in magical books and scrolls). You can purchase items from the traders as well as sell unwanted stuff you've collected or received during your expeditions. If you want to sell something you must remember that most traders are only interested in the types of items they're offering, so for example you can't sell a weapon to a shopkeeper that specializes in alchemy ingredients. Thankfully this problem can be resolved by unlocking a Merchant perk from the Speech category. Make sure to examine the entire skill tree mentioned above, because it has other perks which may come in handy while trading. A perk which unlocks the possibility of selling stolen items is an example of what you can expect if you invest in developing Speech.
A very important thing when it comes to trading is the amount of gold a merchant has at the moment. You can find out how rich he or she is by looking at the value seen in the bottom right corner of the screen. This means you can't get rid of all of your items by interacting with only one trader, because that person won't have enough money to buy all these things from you. Thankfully there are methods that can improve this process. First of all, you can buy something from the merchant you're selling items to, so that this person will become richer. Second of all, you can unlock the perks from the Speech skill tree which increase the number of gold that traders have in their pockets. If you don't want to do any of that stuff you can always wait a few days after you've finalized a transaction until a trader you've had contact with receives new gold.
Important - In order to understand what the numbers from the third column mean you must consult the World Maps chapter of this guide. Here's an example: (3; 05) means that you must look at the map of sector 3 and find a location marked with 5.
TRADER'S NAME
TYPES OF OFFERED GOODS
LOCATION
Sybille Stentor
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Blue Palace (1; 26)
Ahkari
various items
Caravan (travels through the entire world of Skyrim)
Atahba
various items (including stolen things)
Caravan (travels through the entire world of Skyrim)
Ma'dran
various items
Caravan (travels through the entire world of Skyrim)
Ma'jahad
various items (including stolen things)
Caravan (travels through the entire world of Skyrim)
Ri'saad
various items (including stolen things)
Caravan (travels through the entire world of Skyrim)
Zaynabi
various items (including stolen things)
Caravan (travels through the entire world of Skyrim)
Urag gro-Shub
books (normal books and spell books)
College of Winterhold - The Arcanaeum (3; 05)
Colette Marence
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
College of Winterhold (3; 05)
Drevis Neloren
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
College of Winterhold (3; 05)
Enthir
artifacts and other items (including stolen things)
College of Winterhold (3; 05)
Faralda
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
College of Winterhold (3; 05)
Phinis Gestor
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
College of Winterhold (3; 05)
Tolfdir
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
College of Winterhold (3; 05)
Babette
potions; recipes; alchemy ingredients; poisons; food and drinks
Dark Brotherhood Sanctuary (7; 14)
Rustleif
weapons; armors; smithing tools; smithing materials
Dawnstar - Rustleif's House (2; 06)
Seren
weapons; armors; smithing tools; smithing materials
Dawnstar - Rustleif's House (2; 06)
Frida
potions; recipes; alchemy ingredients; poisons; food and drinks
Dawnstar - The Mortar and Pestle (2; 06)
Madena
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Dawnstar - The White Hall (2; 06)
Thoring
food and drinks
Dawnstar - Windpeak Inn (2; 06)
Faida
food and drinks
Dragon Bridge - Four Shields Tavern (1; 30)
Farengar Secret-Fire
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Dragonsreach (5; 30)
Gharol
weapons; armors; smithing tools; smithing materials
Dushnikh Yal (6; 36)
Murbul
potions; recipes; alchemy ingredients; poisons; food and drinks
Dushnikh Yal (6; 36)
Imperial Quartermaster
weapons; armors; smithing tools; smithing materials
Eastmarch Imperial Camp (4; 33)
Valga Vinicia
food and drinks
Falkreath - Grave Concoctions (7; 15)
Zaria
potions; recipes; alchemy ingredients; poisons; food and drinks
Falkreath - Grave Concoctions (7; 15)
Solaf
various items
Falkreath - Gray Pine Good (7; 15)
Lod
weapons; armors; smithing tools; smithing materials
Falkreath - Lod's House (7; 15)
Stormcloak Quartermaster
weapons; armors; smithing tools; smithing materials
Falkreath Stormcloak Camp (8; 22)
Dushnamub
weapons; armors; smithing tools; smithing materials
Gloombound Mine (4; 24)
Stormcloak Quartermaster
weapons; armors; smithing tools; smithing materials
Haafingar Stormcloak Camp (1; 31)
Stormcloak Quartermaster
weapons; armors; smithing tools; smithing materials
Hjaalmarch Stormcloak Camp (2; 12)
Mallus Macius
various items (including stolen things)
Honningbrew Meadery (5; 36)
Sabjorn
food and drinks
Honningbrew Meadery (5; 36)
Lynly Star-Sung
food and drinks
Ivarstead - Vilemyr Inn (8; 06)
Wilhelm
food and drinks
Ivarstead - Vilemyr Inn (8; 06)
Geimund
horses
Katla's Farm (1; 33)
Iddra
food and drinks
Kynesgrove - Braidwood Inn (4; 19)
Lisbet
various items
Markarth - Arnleif and Sons Trading Company (6; 08)
Endon
various items (including stolen things)
Markarth - Endon's House (6; 08)
Kleppr
food and drinks
Markarth - Silver-Blood Inn (6; 08)
Bothela
potions; recipes; alchemy ingredients; poisons; food and drinks
Markarth - The Hag's Cure (6; 08)
Ghorza
weapons; armors; smithing tools; smithing materials
Markarth (6; 08)
Hogni Red-Arm
food and drinks
Markarth (6; 08)
Kerah
jewelry; smithing materials
Markarth (6; 08)
Banning
dog
Markarth Stables (6; 09)
Cedran
horses
Markarth Stables (6; 09)
Wylandriah
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Mistveil Keep (9; 14)
Sharamph
potions; recipes; alchemy ingredients; poisons; food and drinks
Mor Khazgur (1; 27)
Falion
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Morthal - Falion's House (1; 49)
Jonna
food and drinks
Morthal - Moorside Inn (1; 49)
Lami
potions; recipes; alchemy ingredients; poisons; food and drinks
Morthal - Thaumaturgist's Hut (1; 49)
Hadring
food and drinks
Nightgate Inn (2; 40)
Eydis
food and drinks
Old Hroldan (6; 24)
Wuunferth
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Palace of the Kings (3; 25)
Imperial Quartermaster
weapons; armors; smithing tools; smithing materials
Pale Imperial Camp (2; 04)
Imperial Quartermaster
weapons; armors; smithing tools; smithing materials
Reach Imperial Camp (6; 02)
Imperial Quartermaster
weapons; armors; smithing tools; smithing materials
Rift Imperial Camp (8; 29)
Ungrien
food and drinks
Riften - Black-Briar Meadery (9; 13)
Elgrim
potions; recipes; alchemy ingredients; poisons; food and drinks
Riften - Elgrim's Elixirs (9; 13)
Keerava
food and drinks
Riften - The Bee and Barb (9; 13)
Talen-Jei
food and drinks
Riften - The Bee and Barb (9; 13)
Bersi Honey-Hand
various items
Riften - The Pawned Prawn (9; 13)
Amskar
weapons; armors; smithing tools; smithing materials
Riften - The Ragged Flagon (9; 13)
Herluin Lothaire
potions; recipes; alchemy ingredients; poisons; food and drinks
Riften - The Ragged Flagon (9; 13)
Syndus
weapons; armors; smithing tools; smithing materials
Riften - The Ragged Flagon (9; 13)
Tonilia
various items (including stolen things)
Riften - The Ragged Flagon (9; 13)
Vanryth
weapons; armors; smithing tools; smithing materials
Riften - The Ragged Flagon (9; 13)
Vekel the Man
food and drinks
Riften - The Ragged Flagon (9; 13)
Balimund
weapons; armors; smithing tools; smithing materials
Riften (9; 13)
Brand-Shei
various items
Riften (9; 13)
Grelka
various items
Riften (9; 13)
Madesi
jewelry; smithing materials
Riften (9; 13)
Marise Aravel
various items
Riften (9; 13)
Hofgrir
horses
Riften Stables (9; 12)
Lucan Valerius
various items
Riverwood - Riverwood Trader (8; 03)
Orgnar
alchemy ingredients; food and drinks
Riverwood - Sleeping Giant Inn (8; 03)
Alvor
weapons; armors; smithing tools; smithing materials
Riverwood (8; 03)
Mralki
food and drinks
Rorikstead - Frostfruit Inn (6; 26)
Filnjar
weapons; armors; smithing tools; smithing materials
Shor's Stone (9; 05)
Angelina Morrard
potions; recipes; alchemy ingredients; poisons; food and drinks
Solitude - Angeline's Aromatics (1; 24)
Sayma
various items
Solitude - Bits and Pieces (1; 24)
Fihada
weapons; armors; smithing tools
Solitude - Fletcher (1; 24)
Endarie
various items
Solitude - Radiant Raiment (1; 24)
Corpulus Vinius
food and drinks
Solitude - The Winking Skeever (1; 24)
Gulum-Ei
various items (including stolen things)
Solitude - The Winking Skeever (1; 24)
Addvar
food and drinks
Solitude (1; 24)
Beirand
weapons; armors; smithing tools; smithing materials
Solitude (1; 24)
Evette San
food and drinks
Solitude (1; 24)
Jala
food and drinks
Solitude (1; 24)
Calcelmo
jewelry; daedric items; mage's robes; soul gems; staffs; books (normal books and spell books); scrolls
Understone Keep (6; 07)
Moth gro-Bagol
weapons; armors; smithing tools; smithing materials
Understone Keep (6; 07)
Arcadia
potions; recipes; alchemy ingredients; poisons; food and drinks
Whiterun - Arcadia's Cauldron (5; 31)
Belethor
various items
Whiterun - Belethor's General Goods (5; 31)
Hulda
food and drinks
Whiterun - The Bannered Mare (5; 31)
Elrindir
weapons; armors; smithing tools; food and drinks
Whiterun - The Drunken Huntsman (5; 31)
Adrianne Avenicci
weapons; armors; smithing tools; smithing materials
Whiterun - Warmaiden's (5; 31)
Ulfbert
weapons; armors; smithing tools; smithing materials
Whiterun - Warmaiden's (5; 31)
Anoriath
food and drinks
Whiterun (5; 31)
Carlotta Valentia
food and drinks
Whiterun (5; 31)
Eorlund Gray-Mane
weapons; armors; smithing tools; smithing materials
Whiterun (5; 31)
Fralia Gray-Mane
various items
Whiterun (5; 31)
Skulvar Sable-Hilt
horses
Whiterun Stables (5; 32)
Stormcloak Quartermaster
weapons; armors; smithing tools; smithing materials
Whiterun Stormcloak Camp (5; 40)
Oengul War-Anvil
weapons; armors; smithing tools; smithing materials
Windhelm - Blacksmith Quarters (3; 26)
Elda Early-Dawn
food and drinks
Windhelm - Candlehearth Hall (3; 26)
Ambarys Rendar
food and drinks
Windhelm - New Gnisis Cornerclub (3; 26)
Revyn Sadri
various items
Windhelm - Sadri's Used Wares (3; 26)
Nurelion
potions; recipes; alchemy ingredients; poisons; food and drinks
Windhelm - The White Phial (3; 26)
Aval Atheron
various items
Windhelm (3; 26)
Hillevi Cruel-Sea
food and drinks
Windhelm (3; 26)
Niranye
various items (including stolen things)
Windhelm (3; 26)
Ulundil
horses
Windhelm Stables (4; 04)
Birna
various items
Winterhold - Birna's Oddments (3; 06)
Stormcloak Quartermaster
weapons; armors; smithing tools; smithing materials
Winterhold Stormcloak Camp (3; 23)
As I've mentioned many times before, dragon shouts are an extremely useful element of the game and you shouldn't forget about a possibility of using them. The best thing about dragon shout is that they're based on almost identical principles to active powers, so you don't have to drain health, mana or stamina bars to activate them. Once you've used a dragon shout you can't immediately use it again, because you must wait for it to recharge and depending on a shout this can take a few seconds or even a few minutes. A dragon shout becomes unlocked the second you've unlocked at least one Word of Power that is a part of it, however you should always try unlocking all three words, because that's when the shout becomes the strongest or is active for the longest period of time. The most important shouts are being taught to you while completing main quests (mostly by the Greybeards). Obviously you won't unlock all shouts and Words of Power that way, so you must obtain the rest on your own. New Words of Power can be learned by finding Word Walls similar to the one seen on the screen above. Once you've discovered a Word Wall you must approach it and wait for the learning process to come to an end.
Learning a Word of Power doesn't mean that you can automatically use it when triggering a dragon shout, because you also have to understand its meaning. When you're completing main quests you'll automatically receive that knowledge from the Greybeards or other "trainers", however you can't count on the same help with other words and therefore you'll have to finish the process on your own. A complete list of all dragon shouts and their Words of Power can be accessed by pressing the TAB key, choosing Magic and then Shouts. Understanding the meaning of the Words of Power is done by spending dragon souls. A current number of dragon souls is displayed in the bottom right corner of the screen and you can add new ones to the pool by slaying dragons (and staying long enough close to the remains to consume the soul). If you have at least one dragon soul then you may hover the mouse over an inactive Word of Power, press the R key and confirm that you want to spend the soul to unlock the word.
Important! Make sure that you always check all shouts which are displayed on the list, because the grey font marks only the shouts with zero unlocked words (this means they can't be used even in the simplest form). As you've probably suspected, a total of three souls is needed to fully develop a single dragon shout (one soul per word).
A detailed description of all dragon shouts and places where their Words of Power can be obtained is listed below. As for using them, I would recommend choosing two or three shouts that you find to be the most useful to you and your style of play. This will prevent you from having to spend too much time constantly switching between all of them and from remembering the best ones. My favorite dragon shout is definitely Unrelenting Force (screen above), mostly because it's extremely versatile. You can use this shout to push back enemies from the main character if he's about to die, to stagger or take down stronger opponents or to push down enemies from the ledges in hopes of them dying as a result of a high attitude fall. Another useful dragon shout is Fire Breath, especially if your character doesn't use any magic and therefore has to be more creative to inflict fire damage. As I've already said, it's best to test each shout in controlled environment to pick your favorites.
Remember that there are three ways of activating each shout and it's achieved by holding the Z key for different periods of time. This allows the main character to shout one, two or all three Words of power. I would recommend always using the strongest version of the shout for maximum effects. Consider the shorter versions only if they're only slightly less useful and at the same time need much less time to recharge.
Important - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations of Word Walls (you must first find the map of the correct sector and then the number mentioned in the text).
THROW VOICE
Locations of the Word Walls:
Shout effects: Sending out the main character's voice without revealing its origin.
Comments: This shout isn't too useful and it can only be used to distract opponents in order to avoid them or to send them into a trap.
CLEAR SKIES
Locations of the Word Walls:
Shout effects: Getting rid of the fog and bad weather.
Comments: This shout is unique in a way, because you receive it while completing one of the main quests and already in the most powerful version. You won't have a lot of occasions to use it during normal journeys except for neutralizing gas traps. Holding the Z key improves the duration of this shout.
BECOME ETHEREAL
Locations of the Word Walls:
Shout effects: Turning the main character into an ethereal being. This means he can't be injured, however he also can't injure anyone else.
Comments: You'll find this shout helpful while avoiding traps found in most of the dungeons. It's not too useful during battles, because not only you can't attack anyone while in ethereal state, but you also can't regenerate your health, mana and stamina bars. Holding the Z key improves the duration of this shout.
ELEMENTAL FURY
Locations of the Word Walls:
Shout effects: Performing faster attacks.
Comments: You might find this shout useful, but only if you like to defeat enemies in close combat encounters and using melee weapons. Holding the Z key increases the speed of the attacks even further.
ICE FORM
Locations of the Word Walls:
Shout effects: Freezing the opponents.
Comments: This shout is very similar to Frost Breath, because it's also of an offensive type and it also deals frost damage. The main difference is that enemies that were attacked with the shout are frozen and they remain in that state until the ice shell has melted or until they've been attacked. As a result this shout should be used mostly to immobilize stronger opponents rather than to injure them. Holding the Z key improves the duration of this shout (up to 60 seconds).
FROST BREATH
Locations of the Word Walls:
Shout effects: Inflicting frost damage.
Comments: This shout is in my opinion less useful than Fire Breath, because a lot of the opponents you'll meet are partially or completely immune to frost damage and they're vulnerable to fire damage at the same time. It's worth mentioning that affected targets not only receive frost damage, because they're also slowed down. Holding the Z key increases the amount of damage being dealt (up to 18 damage points per second).
UNRELENTING FORCE
Locations of the Word Walls:
Shout effects: Pushing or throwing away people and objects.
Comments: This is by far the most useful dragon shout out of all available in the game and I recommend having it set as an active one. I've already mentioned what this shout is about earlier in the text, but here's a quick reminder - it can be used to push enemies away from the main character, to take down stronger opponents and to push down enemies from ledges. I recommend that you complete all main quests from the early part of the campaign in order to unlock the strongest version of this shout. Holding the Z key increases the effectiveness of the shout.
FIRE BREATH
Locations of the Word Walls:
Shout effects: Inflicting fire damage.
Comments: This is one of the most useful dragon shouts available in the game, especially if you aren't capable of inflicting fire damage on your own. Remember not to use this shout when going against enemies that are partially or completely immune to fire damage (it's best to use Frost Breath to injure them). Holding the Z key increases the amount of damage being dealt (up to 90 points).
KYNE'S PEACE
Locations of the Word Walls:
Shout effects: Calming down nearby wild animals in order to prevent them from attacking the main character or to force them to escape.
Comments: This isn't a useful dragon shout, especially since it works only in areas where you can encounter wild animals. The worst thing about this shout is that it influences the animals on level 20 or lower, so you can't use it on the strongest beasts. I recommend that you consider Animal Allegiance shout if you want something similar, because it's much better. Holding the Z key increases the range and improves the duration of this shout (up to 180 seconds).
DISARM
Locations of the Word Walls:
Shout effects: Disarming an opponent.
Comments: This is a rather useful shout, especially if you're playing as a character that normally avoids any kind of melee combat. Using this shout can significantly lower the difficulty of battles with enemy warriors. Holding the Z key increases the effectiveness of this shout by allowing you to disarm high level opponents (up to level 30).
MARKED FOR DEATH
Locations of the Word Walls:
Shout effects: Lowering the opponent's health and armor rating.
Comments: This shout is useful only when you're going against very powerful enemies that are using armors. You shouldn't use in on weaker enemy units, because you'd be wasting its potential (remember that the "curse" is active for an entire minute). Holding the Z key allows to weaken the target's defenses even further (loss of health and lower armor rating).
DRAGONREND
Locations of the Word Walls:
Shout effects: Forcing an affected dragon to land.
Comments: This shout is unique in a way, because you receive it while completing one of the main quests (it's needed to make progress in the campaign) and already in the most powerful version. Using it is highly recommended, because once the dragon has been forced to land it'll be much easier for you to injure it (even if you're attacking the beast from a distance instead of relying on melee attacks). Holding the Z key forces the dragon to land for a longer period of time.
SLOW TIME
Locations of the Word Walls:
Shout effects: Slowing down time.
Comments: It's worth using this dragon shout on a regular basis, because it can increase the effectiveness of your attacks, help you in avoiding enemies and increase your chances of a successful escape from dangerous situations. Holding the Z key increase the effectiveness of the slowmotion and improves the duration of this shout (up to 16 seconds).
AURA WHISPER
Locations of the Word Walls:
Shout effects: Revealing the life force of all beings present in the area.
Comments: This is a rather useless shout unless your character likes to sneak a lot and wants to improve his chances of staying undetected. If this is the case then you should know that you can achieve similar results by casting spells. Holding the Z key improves the duration of this shout (up to 30 seconds).
WHIRLWIND SPRINT
Locations of the Word Walls:
Shout effects: Moving in a straight line with an enormous speed.
Comments: This shout is pretty much useless in battles, however it may come in handy while exploring the world. It's a great way to avoid the traps (especially swinging blades in tight corridors) and to reach new ledges that seem unaccessible if you try performing a standard jump. Holding the Z key increases the range of the sprint and of course this is important, so you should always use this version of the shout.
STORM CALL
Important! Make sure to interact with the Word Wall in Skuldfafn, because once you leave that location you won't be allowed to return to it!
Locations of the Word Walls:
Shout effects: Calling in a thunderstorm which attacks everyone in the area inflicting shock damage.
Comments: It's very important to think through a decision of activating this shout, because the thunderstorm doesn't separate allies from enemies and only the main character can feel completely safe. You can only use this shout when you're above ground for obvious reasons and you should do that at the beginning of each battle, because the thunderstorm lasts long and it takes an enormous amount of time to recharge. Holding the Z key improves the duration of this shout (up to 180 seconds).
CALL DRAGON
Locations of the Word Walls:
Shout effects: Calling the dragon Odaahving to assist the main character in battles.
Comments: This shout is unique in a way, because you receive it while completing one of the main quests (it's needed to make progress in the campaign) and already in the most powerful version. You should consider calling Odaahving for help from time to time. Don't forget that you can use this shout only when your above ground and if Odaahving has a place to land.
CALL OF VALOR
Locations of the Word Walls:
Shout effects: Calling Sovngard heroes for help to assist the main character in battles.
Comments: This shout is unique in a way, because you receive it at a certain point of the game and already in the most powerful version. It's definitely worth calling one of the ancient heroes for help, especially if you're a thief or a mage and can't handle yourself fighting alone. A very important thing to know about this shout is the fact that how long the Z key is pressed determines which of the Sovngard heroes will be summoned. Short press calls for Gormlaith, medium press calls for Felldir and long press calls for Hakon.
DISMAYING SHOUT
Locations of the Word Walls:
Shout effects: Forcing enemies to flee.
Comments: This shout isn't too useful, especially since you can influence enemy units in a similar way thanks to simple spells. Holding the Z key increases the effectiveness of this shout and this means you can affect high level enemies. This is very important, because the basic version of this shout works only on very weak beings and by using the best version that limit is raised up to 24th experience level.
ANIMAL ALLEGIANCE
Locations of the Word Walls:
Shout effects: Calling wild animals for help so that they start fighting alongside the main character.
Comments: This shout isn't anything extraordinary and you can use it only in the areas where you encounter wild animals. Don't count on being able to control mammoths and other powerful creatures, because the shout affects the beings on 20th or lower experience level. Holding the Z key increases the range of the shout and its duration (up to 60 seconds).
There are a lot of skill books hidden in Skyrim, however each book raises only one skill and only by one point. The game will of course inform you about which skill has been increased and it will also count towards progress to the next experience level. Each skill book can increase your skill only once, so once the process is finished it becomes useless to you. It's possible to sell the books, but this is a good idea only at the beginning of the game, because the books weigh a lot and you won't receive tons of gold for them from the merchants.
Important - In order to understand what the numbers from the third and fourth column mean you must consult the World Maps chapter of this guide. Here's an example: [sector 5, number 36] means that you must look at the map of sector 5 and find a location marked with 36. The books have been placed in an alphabetical order of the skill categories and location names.
SKILL CATEGORY
LOCATION
SECTOR
NUMBER
Alchemy
Anise's Cabin
8
02
Alchemy
Clearpine Pond
1
21
Alchemy
College of Winterhold - Midden Dark
3
05
Alchemy
Evergreen Grove
7
06
Alchemy
Honningbrew Meadery
5
36
Alchemy
Markarth - The Hag's Cure
6
08
Alchemy
Nightcaller Temple
2
07
Alchemy
Solitude - Bards College
1
24
Alchemy
Whiterun - Arcadia's Cauldron
5
31
Alchemy
Windhelm - New Gnisis Cornerclub
3
26
Alteration
Brandy-Mug Farm
4
05
Alteration
Cragwallow Slope
4
25
Alteration
Dark Brotherhood Sanctuary
7
14
Alteration
Ilinalta's Deep
7
08
Alteration
Markarth - Nchuand-Zel Excavation Site
6
08
Alteration
Snow-Shod Farm
9
24
Alteration
Solitude Lighthouse
1
14
Alteration
Understone Keep
6
07
Alteration
Winterhold - Kraldar's House
3
06
Alteration
Yngvild
2
09
Archery
Anga's Mill
3
24
Archery
Dawnstar Sanctuary
2
05
Archery
Froki's Shack
8
32
Archery
Hunter's Rest
7
04
Archery
Knifepoint Ridge
7
02
Archery
Mixwater Mill
4
15
Archery
Solitude - Fletcher
1
24
Archery
Valtheim Towers
4
08
Archery
Whiterun - The Drunken Huntsman
5
31
Archery
Wreck of the Brinehammer
2
03
Block
Broken Tower Redoubt
6
05
Block
Falkreath - Jarl's Longhouse
7
15
Block
Fort Kastav
3
22
Block
Fort Snowhawk
1
48
Block
North Skybound Watch
8
04
Block
Palace of the Kings
3
25
Block
Stillborn Cave
3
16
Block
Tolvald's Cave
4
45
Block
Traitor's Post
3
30
Block
Whiterun - Hall of the Dead
5
31
Conjuration
Dawnstar - The Mortar and Pestle
2
06
Conjuration
Falkreath Watchtower
7
12
Conjuration
Fellglow Keep
5
23
Conjuration
Labyrinthian - Shalidor's Maze
5
06
Conjuration
North Brittleshin Pass
5
43
Conjuration
Reachcliff Cave
6
35
Conjuration
Rimerock Burrow
1
16
Conjuration
Sunderstone Gorge
5
41
Conjuration
Understone Keep
6
07
Conjuration
Windhelm - Belyn Hlaalu's House
3
26
Destruction
Dawnstar - Quicksilver Mine
2
06
Destruction
Dawnstar - The White Hall
2
06
Destruction
Glenmoril Coven
7
01
Destruction
Haemar's Shame
8
25
Destruction
High Gate Ruins
2
02
Destruction
Lower Steepfall Burrow
1
02
Destruction
Rannveig's Fast
5
04
Destruction
Ravenscar Hollow
1
08
Destruction
Windhelm - Aretino Residence
3
26
Destruction
Winterhold - Birna's Oddments
3
06
Enchanting
Dawnstar - The White Hall
2
06
Enchanting
Glenmoril Coven
7
01
Enchanting
Hob's Fall Cave
2
18
Enchanting
Ilinalta's Deep
7
08
Enchanting
Kynesgrove - Steamscorch Mine
4
19
Enchanting
Morthal - Falion's House
1
49
Enchanting
Roadside Ruins
7
13
Enchanting
Serpent's Bluff Redoubt
6
27
Enchanting
Treva's Watch
9
02
Enchanting
Whiterun - Carlotta Valentia's House
5
31
Heavy Armor
Darkwater Crossing
4
30
Heavy Armor
Dushnikh Yal
6
36
Heavy Armor
Fort Dunstad
2
26
Heavy Armor
Hall of the Vigilant
2
25
Heavy Armor
Morthal - Guardhouse
1
49
Heavy Armor
Palace of the Kings
3
25
Heavy Armor
Rift Watchtower
9
31
Heavy Armor
Stone Hills
2
22
Heavy Armor
Understone Keep
6
07
Heavy Armor
Whiterun - Jorrvaskr
5
31
Illusion
Bloodlet Throne
8
15
Illusion
Broken Fang Cave
5
26
Illusion
Darklight Tower
9
21
Illusion
Dragonsreach
5
30
Illusion
Falkreath - Falkreath Barracks
7
15
Illusion
Markarth - Nepos's House
6
08
Illusion
Markarth - Temple of Dibella
6
08
Illusion
Pinemoon Cave
1
20
Illusion
Shroud Hearth Barrow
8
07
Illusion
Windhelm - The White Phial
3
26
Light Armor
Autumnwatch Tower
8
31
Light Armor
Blind Cliff Cave
6
14
Light Armor
Cracked Tusk Keep
7
11
Light Armor
Druadach Redoubt
1
37
Light Armor
Fort Greymoor
5
28
Light Armor
Fort Neugrad
8
23
Light Armor
Markarth - Guard Tower
6
08
Light Armor
Solitude - Castle Dour
1
24
Light Armor
Solitude - Solitude Blacksmith
1
24
Light Armor
Windhelm
3
26
Lockpicking
Alftand
2
19
Lockpicking
Cragslane Cavern
4
36
Lockpicking
Dawnstar - Dawnstar Barracks
2
06
Lockpicking
Faldar's Tooth
9
09
Lockpicking
Markarth - Cidhna Mine
6
08
Lockpicking
Mistveil Keep
9
14
Lockpicking
Morthal - Highmoon Hall
1
49
Lockpicking
Riften - The Ragged Flagon
9
13
Lockpicking
Riften - The Ratway Vaults
9
13
Lockpicking
Wreck of the Winter War
3
18
One-Handed
Chillfurrow Farm
5
35
One-Handed
Folgunthur
1
46
One-Handed
Fort Greenwall
9
06
One-Handed
Ilinalta's Deep
7
08
One-Handed
Lost Echo Cave
1
18
One-Handed
Markarth - Guard Tower
6
08
One-Handed
Northwatch Keep
1
01
One-Handed
Orotheim
6
06
One-Handed
Riften - The Ratway Warrens
9
13
One-Handed
Swindler's Den
5
25
Pickpocket
Bleak Falls Barrow
5
45
Pickpocket
Duskglow Crevice
2
28
Pickpocket
Fort Sungard
6
40
Pickpocket
Lost Valkygg
2
33
Pickpocket
Mara's Eye Pond
4
14
Pickpocket
Morthal - Thonnir's House
1
49
Pickpocket
Riften - Haelga's Bunkhouse
9
13
Pickpocket
Riften - Honorhall Orphanage
9
13
Pickpocket
Riften - The Ragged Flagon
9
13
Pickpocket
Windhelm
3
26
Restoration
Arcwind Point
8
27
Restoration
Falkreath - Corpselight Farm
7
15
Restoration
Frostflow Lighthouse
2
17
Restoration
Markarth - Hall of the Dead
6
08
Restoration
Morthal - Falion's House
1
49
Restoration
Morthal - Moorside Inn
1
49
Restoration
Stendarr's Beacon
9
30
Restoration
Ustengrav
2
11
Restoration
Whiterun - Temple of Kynareth
5
31
Restoration
Winterhold - The Frozen Hearth
3
06
Smithing
Dawnstar - Quicksilver Mine
2
06
Smithing
Embershard Mine
8
17
Smithing
Falkreath - Lod's House
7
15
Smithing
Fort Sungard
6
40
Smithing
Gallows Rock
4
12
Smithing
Gloombound Mine
4
24
Smithing
Mor Khazgur
1
27
Smithing
Morvunskar
4
03
Smithing
Silent Moons Camp
5
11
Smithing
Whiterun
5
31
Sneak
Black-Briar Lodge
9
17
Sneak
Dark Brotherhood Sanctuary
7
14
Sneak
Deepwood Redoubt
1
28
Sneak
Frostmere Crypt
2
24
Sneak
Honningbrew Meadery
5
36
Sneak
Nightgate Inn
2
40
Sneak
Raldbthar
4
01
Sneak
Redoran's Retreat
5
10
Sneak
Snow Veil Sanctum
3
17
Sneak
Windhelm - New Gnisis Cornerclub
3
26
Speech
Blue Palace
1
26
Speech
Falkreath - Dead Man's Drink
7
15
Speech
Markarth - Arnleif and Sons Trading Company
6
08
Speech
Meeko's Shack
1
45
Speech
Riften - Beggar's Row
9
13
Speech
Shrine to Peryite
6
03
Speech
Solitude - Bards College
1
24
Speech
Stone Hills
2
22
Speech
Whiterun - Belethor's General Goods
5
31
Speech
Windhelm - Sadri's Used Wares
3
26
Two-Handed
Bleakwind Bluff
6
22
Two-Handed
Dragon Bridge - Penitus Oculatus Outpost
1
30
Two-Handed
Dustman's Cairn
5
09
Two-Handed
Falkreath - Falkreath Barracks
7
15
Two-Handed
Lost Knife Hideout
4
28
Two-Handed
Mistveil Keep
9
14
Two-Handed
Northwatch Keep
1
01
Two-Handed
Old Hroldan
6
24
Two-Handed
Solitude - Jala's House
1
24
Two-Handed
Whiterun - Jorrvaskr
5
31
There are thirteen different magical standing stones in Skyrim and each stone grants a different blessing. A very important thing to know is that you can be receiving a blessing from only one standing stone at a time (once you interact with a new stone the bonus from the previous one disappears), so you must choose the best one based on your preferences and style of play. You should make the first interaction with a standing stone at the very beginning of the game, because while completing Before the Storm main quest you'll be passing by a location named The Guardian Stones (sector 8, number 16). This is important, because the stones found in that place can allow a warrior, a thief or a mage to develop their skills much faster.
Important - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations of the standing stones (you must first find the map of the correct sector and then the number mentioned in the text).
THE ATRONACH STONE
Location: Sector 6, number 31
Effects: Ability to absorb 50% of the mana from enemy spells and mana pool increased by 50 points at a cost of 50% slower mana regeneration.
Comments: Choosing this standing stone may be a good idea to a mage. Both bonuses are very helpful, even later in the game when your character becomes more powerful. The only disadvantage is that you have to deal with a slower mana regeneration, however there are many magical items which improve this process so if you find a good one you might be able to revert mana regeneration to normal state.
THE SHADOW STONE
Location: Sector 9, number 26
Effects: Ability to become invisible once a day for 60 seconds.
Comments: This isn't a useful bonus, because you can easily make yourself invisible thanks to certain potions and magical spells. The only difference in this case is that becoming invisible using the blessing is a completely silent process. Still, you should consider choosing a more interesting bonus.
THE LADY STONE
Location: Sector 7, number 9
Effects: Health and stamina regeneration improved by 25%.
Comments: This bonus can prove to be a very useful addition to a warrior character, not only because of the health but also because of the stamina needed to perform power attacks. The bonuses become less useful later in the game and that's when you should consider switching your affiliation to a better stone.
THE LOVER STONE
Location: Sector 6, number 12
Effects: All skills are learned 15% faster.
Comments: This is the best standing available in the game in my opinion, mostly because it helps with improving all of types skills. This makes it much better than the stones from The Guardian Stones location, because they offer only 5% more and cover only six categories of skills. Choosing this stone can really help you in advancing to higher experience levels.
THE LORD STONE
Location: Sector 2, number 23
Effects: Resistance to magic increased by 25% and resistance to physical damage increased by 50 points.
Comments: This is a very useful stone assuming you're not necessarily interested in choosing stones which improve the skill development. Both bonuses can be helpful, especially if you're playing as a person wearing a light armor or a mage's robe and with not too many health points at their disposal.
THE MAGE STONE
Location: Sector 8, number 16
Effects: Mage's skills are learned 20% faster.
Comments: This stone can be found in the exact same area where The Thief Stone and The Warrior Stone are located. If you're playing as a mage, then you should consider interacting with it at the beginning of the game (preferably while travelling to Riverwood for the first time). The stone works with six categories of skills - Conjuration, Restoration, Alteration, Illusion, Destruction and Enchanting.
THE STEED STONE
Location: Sector 1, number 7
Effects: Weight limit increased by 100 units and all penalties caused by wearing an armor removed.
Comments: This stone is a very interesting proposition for warrior characters, especially if they're wearing heavy armors. The increased weight limit allows to carry more items without having to worry about overloading the character and therefore being forced to leave some things behind. The penalty removal on the other hand has a pivotal meaning when it comes to performing fast attacks, because you won't have to sacrifice better armors to make that happen.
THE RITUAL STONE
Location: Sector 5, number 39
Effects: Ability to raise the dead in the area once a day so that they can start fighting alongside the main character.
Comments: You should consider choosing this stone if you're playing as a character that has a weak armor rating and likes to surround himself with allied units. The best thing about the bonus provided by this stone is that it resurrects more than one dead person and that it also works on stronger beings (including the ones that can be revived using standard spells).
THE APPRENTICE STONE
Location: Sector 1, number 47
Effects: Ability to regenerate mana twice as fast at a cost of being twice as vulnerable to magic attacks.
Comments: Choosing this stone is not a good decision, because you can improve mana regeneration using various methods and you'll almost immediately notice a huge difference caused by a reduced resistance to magic. You can consider making an exception only if your character is only a warrior-mage combo and therefore has a better defense rating.
THE SERPENT STONE
Location: Sector 3, number 8
Effects: Ability to paralyze a target for 5 seconds and to inflict 25 damage points once a day.
Comments: The bonus provided by this stone may to prove to be useful only in the early parts of the game and only when going against much stronger enemies. It's not that great later in the campaign, because by then you'll discover better ways of paralyzing and slowing down enemy units.
THE TOWER STONE
Location: Sector 2, number 10
Effects: Ability to automatically open an expert lock (or worse) once a day.
Comments: You may as well ignore this stone, because it won't be useful to you. The main reason is because you are allowed to open all locks you find in the game without any additional help, even if you didn't invest in any perks from the Lockpicking skill tree. Besides you still can't get your hands on the best treasures hidden in the containers with master locks.
THE WARRIOR STONE
Location: Sector 8, number 16
Effects: Warrior's skills are learned 20% faster.
Comments: This stone can be found in the exact same area where The Thief Stone and The Mage Stone are located. If you're playing as a warrior, then you should consider interacting with it at the beginning of the game (preferably while travelling to Riverwood for the first time). The stone works with six categories of skills - Smithing, Heavy Armor, Block, One-Handed, Two-Handed and Archery.
THE THIEF STONE
Location: Sector 8, number 16
Effects: Thief's skills are learned 20% faster.
Comments: This stone can be found in the exact same area where The Mage Stone and The Warrior Stone are located. If you're playing as a thief, then you should consider interacting with it at the beginning of the game (preferably while travelling to Riverwood for the first time). The stone works with six categories of skills - Light Armor, Sneak, Lockpicking, Pickpocket, Speech and Alchemy.
Your followers can be divided into four categories:
1) Normal followers - This group consists of people that after joining the team remain as its members for good and the only way to leave them is by ordering them to go away. People from this group can be given simple orders and they can also can receive items from the main character. More information on this group can be found below.
2) Temporary allies - This group consists of people that join the team for a limited period of time. This mostly occurs when completing quests and in these cases you can count on having an additional ally until the quest has ended (without being given a chance to ask that person to join the main character to take part in future journeys).
3) Animals - Dogs and horses are in this category. Horses don't take part in any battles and the only exception to that rule is a horse named Shadowmere (more information on that animal can be found in the Hints chapter). As for the dogs, they act in a similar way to normal follower, so they follow the main character wherever he goes and they take full part in battles. It's worth knowing that they're counted separately, so by adding a dog to your team you don't have to send away the human follower.
4) Allies summoned or resurrected using magic - This group consists mostly of atronachs and dremora summoned to the battlefield with the help of certain spells, however you can also add the undead to your team thanks to necromancy. The number and the strength of magical followers depends entirely on the main character and what spells he used, however it's worth knowing that you can have more than one ally and that some of the magical creatures you've summoned can remain on the battlefield for good.
I strongly recommend that you always work on improving the strength of your team and that you always try to have as many followers as possible. This is very important especially if you're playing as a thief and as a mage and can't handle yourself on your own. Having allies can make the game easier, because they often distract enemies from the main character.
As I've already mentioned, normal companions follow the main character wherever he goes and you can have a limited control over them. This is achieved by initiating a conversation with an ally and choosing a dialogue option from the list (screen above). Notice that you can order your follower to remain where they are, to do something (you must point the person to a place or to an object) and to take some of the carried equipment from you. The last element is very important, because you can use your followers to carry your things. Furthermore, your followers will automatically use all the items they receive based on their specializations. For example, if your ally is an archer and you give him a good ranged weapon, then he should automatically make an exchange for his current weapon.
You can send away a follower at any time by choosing the last dialogue option from the list. It usually doesn't mean that you won't see that person ever again, because a follower should return to the location where you've first met and this means you will be allowed to ask that person to join the team again in the future. There are a few exceptions to that rule and it's typically about hired mercenaries, because you're paying for their services and they don't join the team as volunteers. I would recommend switching followers from time to time, so that they're best suited for your current style of play. For example, if you want to play as an offensive warrior you should add a defensive mage to your team so that he can heal you and cast protection spells.
Remember that your followers aren't immortal. Once a follower has suffered severe injuries he should kneel down (screen above) and in most cases this results in opponents switching their attention to you (instead of dealing a final blow to get rid of your ally). Your follower should return to full health once the battle has ended, however you can also try healing him when you're still fighting enemy units. Watch out for your own attacks, because they can kill your follower (the same goes with using offensive area spells).
Important - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations where potential team members are stationed (you must first find the map of the correct sector and then the number mentioned in the text). Additional hints on how to convince someone to join you (for example - how to complete the companion's quests) can be found in the quest chapters of this guide.
FOLLOWER'S NAME
FOLLOWER'S AREA OF EXPERTISE
LOCATION
RECRUTATION REQUIREMENTS
Adelaisa Vendicci
none
East Empire Company Warehouse (1; 34)
You can ask Adelaisa to join you after completing Rise in the East side quest.
Aela the Huntress
warrior (archer)
Whiterun - Jorrvaskr (5; 31)
Aela is a member of the Companions and you can ask her to join you after completing all primary quests of the warrior's guild.
Ahtar
warrior (two-handed weapon)
Solitude - Dour Castle (1; 24)
You can ask Ahtar to join you after completing his mini-quest. He usually stays in Dour Castle, but you can also find him in other areas of Solitude.
Annekke Crag-Jumper
warrior (archer)
Darkwater Crossing (4; 30)
You can ask Annekke to join you after completing her mini-quest.
Aranea Ienith
mage (destruction school)
Shrine of Azura (3; 12)
You can ask Aranea to join you after completing The Black Star daedric quest, but only if you've decided to deliver her the artifact.
Argis the Bulwark
warrior (one-handed weapon)
Markarth (6; 08)
Argis is automatically assigned as your servant once you are named the thane of Markarth (completing jarl's quest/quests, completing at least five side quests for the civilians living in Markarth, buying a house in Markarth).
Athis
warrior (one-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Athis is a member of the Companions and you can ask him to join you after completing all primary quests of the warrior's guild.
Belrand
warrior / mage
Solitude - The Winking Skeever (1; 24)
Belrand is a mercenary and you can hire him by paying 500 gold coins for his services.
Benor
warrior (two-handed weapon)
Morthal (1; 49)
You can ask Benor to join you after completing his mini-quest. If you're visiting the town at night, then you'll most likely find him in the Moorside Inn.
Borgakh the Steel Heart
warrior (one-handed weapon)
Mor Khazgur (1; 27)
You can ask Borgakh to join you after completing his mini-quest.
Brelyna Maryon
mage (alteration school)
College of Winterhold (3; 05)
Brelyna is a mage living in the College of Winterhold and you can ask her to join you after completing her personal quest - Miscellaneous: Brelyna's Practice.
Calder
warrior (one-handed weapon)
Windhelm (3; 26)
Calder is automatically assigned as your servant once you are named the thane of Windhelm (completing jarl's quest/quests, completing at least five side quests for the civilians living in Windhelm, buying a house in Windhelm).
Cicero
thief (one-handed weapon)
Dawnstar Sanctuary (2; 05)
Cicero is a member of the Dark Brotherhood and you can ask him to join you after completing all primary quests of this organization. It's possible ONLY if you didn't kill him while completing The Cure for Madness Dark Brotherhood quest.
Cosnach
warrior (one-handed weapon)
Markarth - Silver-Blood Inn (6; 08)
You can ask Cosnach to join you after completing his mini-quest. He usually stays in the inn, but you can also find him in other areas of Markarth.
Dark Brotherhood Initiate
thief (one-handed weapon)
Dawnstar Sanctuary (2; 05)
Initiates are members of the Dark Brotherhood and you can ask them to join you after completing all primary quests of this organization.
Derkeethus
warrior (archer)
Darkwater Pass (4; 39)
You can ask Derkeethusto join you after you set him free. If you don't do it right away, then he'll be waiting for you in Darkwater Crossing (4; 30).
Eola
mage (destruction school)
Reachcliff Cave (6; 35)
You can ask Eola to join you after completing The Taste of Death daedric quest, but only if you've decided to leave her alive along with the rest of the cannibals.
Erandur
mage (conjuration school)
Nightcaller Temple (2; 07)
You can ask Erandur to join you after completing Waking Nightmare daedric quest.
Erik the Slayer
warrior (two-handed weapon)
Rorikstead - Frostfruit Inn (6; 26)
Erik is a mercenary and you can hire him by paying 500 gold coins for his services. It becomes possible after completing his mini-quest.
Faendal
warrior (archer)
Riverwood (8; 03)
You can ask Faendal to join you after completing his mini-quest.
Farkas
warrior (one-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Farkas is a member of the Companions and you can ask him to join you after completing all primary quests of the warrior's guild.
Ghorbash the Iron Hand
warrior (archer)
Dushnikh Yal (6; 34)
You can ask Ghorbash to join you after completing his mini-quest.
Golldir
warrior (one-handed weapon)
Hillgrund's Tomb (4; 10)
You can ask Golldir to join you after completing Ancestral Worship side quest.
Illia
mage (destruction school)
Darklight Tower (9; 21)
You can ask Illia to join you after completing Repentance side quest.
Iona
warrior (one-handed weapon)
Riften (9; 13)
Iona is automatically assigned as your servant once you are named the thane of Riften (completing Riften's jarl quests, completing at least five side quests for the civilians living in Riften, buying a house in Riften).
J'zargo
mage (destruction school)
College of Winterhold (3; 05)
J'zargo is a mage living in the College of Winterhold and you can ask him to join you after completing his personal quest - J'zargo's Experiment.
Jenassa
thief (archer)
Whiterun - The Drunken Huntsman (5; 31)
Jenassa is a mercenary and you can hire her by paying 500 gold coins for her services.
Jordis the Sword-Maiden
warrior (one-handed weapon)
Solitude (1; 24)
Jordin is automatically assigned as your servant once you are named the thane of Solitude (completing jarl's quest, completing at least five side quests for the civilians living in Solitude, buying a house in Solitude).
Kharjo
warrior (one-handed weapon)
-
Kharjo is travelling with one of the khajiit caravans and you can ask him to join you after completing his mini-quest.
Lob
warrior (archer)
Largashbur (9; 20)
You can ask Lob to join you after completing The Cursed Tribe daedric quest.
Lydia
warrior (one-handed weapon)
Whiterun (5; 31)
Lydia is automatically assigned as your servant once you are named the thane of Whiterun. This occurs automatically at the end of Dragon Rising main quest.
Marcurio
mage (destruction school)
Riften - The Bee and Barb (9; 13)
Marcurio is a mercenary and you can hire him by paying 500 gold coins for his services.
Meeko
dog
Meeko's Shack (1; 45)
You can find Meeko on a small path near the hut and you must follow it to the shack. Initiate a "conversation" with the dog to have it join your team.
Mjoll the Lioness
warrior (two-handed weapon)
Riften - The Bee and Barb (9; 13)
You can ask Mjoll to join you after completing his mini-quest. He usually stays in the inn, but you can also find him in other areas of Riften.
Njada Stonearm
warrior (one-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Njada is a member of the Companions and you can ask her to join you after completing all primary quests of the warrior's guild.
Ogol
warrior (one-handed weapon)
Largashbur (9; 20)
You can ask Ogol to join you after completing The Cursed Tribe daedric quest.
Onmund
mage (destruction school)
College of Winterhold (3; 05)
Onmund is a mage living in the College of Winterhold and you can ask him to join you after completing his personal quest - Onmund's Request.
Ria
warrior (one-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Ria is a member of the Companions and you can ask her to join you after completing all primary quests of the warrior's guild.
Roggi Knot-Beard
-
Kynesgrove (4; 19)
You can ask Roggi to join you after completing his mini-quest.
Stenvar
warrior (two-handed weapon)
Windhelm - Candlehearth Hall (3; 26)
Stenvar is a mercenary and you can hire him by paying 500 gold coins for his services.
Stray Dog
dog
-
You can encounter a stray dog while exploring Skyrim. Initiate a "conversation" with the dog to have it join your team.
Sven
-
Riverwood (8; 03)
You can ask Sven to join you after completing his mini-quest.
Torvar
warrior (one-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Torvar is a member of the Companions and you can ask him to join you after completing all primary quests of the warrior's guild.
Ugor
warrior (archer)
Largashbur (9; 20)
You can ask Ugor to join you after completing The Cursed Tribe daedric quest.
Uthgerd the Unbroken
warrior (one-handed weapon)
Whiterun - The Bannered Mare (5; 31)
You can ask Uthgerd to join you after completing her mini-quest. She usually stays in the inn, but you can also find her in other areas of Whiterun.
Vigilance
dog
Markarth Stables (6; 09)
You can purchase this dog from Banning for 500 gold coins.
Vilkas
warrior (two-handed weapon)
Whiterun - Jorrvaskr (5; 31)
Vilkas is a member of the Companions and you can ask him to join you after completing all primary quests of the warrior's guild.
Vorstag
warrior (one-handed weapon)
Markarth - Silver-Blood Inn (6; 08)
Vorstag is a mercenary and you can hire him by paying 500 gold coins for his services.
Visiting skill trainers is a very interesting way of developing main character's skills. The biggest advantage of this method is that unlike with skill books you don't have to waste a lot of time exploring the world for new items, because you can always to return to the same person. It's worth mentioning here that completing lessons and increasing skills counts towards the progress needed to advanced to higher experience levels, so you can also work on improving the speed in which your character gets stronger. As for the disadvantages, one of them are the costs. Each lesson costs a lot of gold (typically a few hundred coins), so you must be rich in order to ensure that you can use trainer's help on a regular basis. An even important disadvantage is that you're allowed to take up to five lessons per one experience level (you can complete all five lessons with the same trainer or choose different trainers). Thankfully each time you've advanced to a higher experience level this limit is reset and you can participate in the next set of five lessons.
Each of the trainers has only one area of expertise and you can ask that person for training by choosing the correct dialogue option. The trainers themselves can be divided into three groups. Adept trainers can assist you in developing skills up to 50 points, expert trainers can assist you in developing skills up to 75 points and master trainers can assist you in developing skills up to 90 points. You should also know that interacting with some of the trainers is possible only if you're a member of the same organization (Dark Brotherhood for example).
If one of the trainers has died for some reason, then you're out of luck, because that person won't be replaced by anyone else. As a result it's wise to watch out for them, especially if a trainer can also become your follower (Companions members can join you). It's also important to know that even if you've asked a trainer to become your follower you can still ask him for lessons, without having to send that person away to their home (sadly this doesn't mean that you don't have to pay for training).
Important - Make sure to consult the World Maps chapter of this guide for additional help with finding the locations where trainers are stationed (you must first find the map of the correct sector and then the number mentioned in the text). It's best to buy lessons during the day, because some trainers go to sleep at night.
TRAINER'S NAME
TRAINER'S AREA OF EXPERTISE
TRAINER'S LEVEL
LOCATION
Lami
Alchemy
adept
Morthal - Thaumaturgist's Hut (1; 49)
Arcadia
Alchemy
expert
Whiterun - Arcadia's Cauldron (5; 31)
Babette
Alchemy
master
Dark Brotherhood Sanctuary (7; 14) or Dawnstar Sanctuary (2; 05)
Melaran
Alteration
adept
Blue Palace (1; 26)
Dravynea
Alteration
expert
Kynesgrove - Braidwood Inn (4; 19)
Tolfdir
Alteration
master
College of Winterhold (3; 05)
Faendal
Archery
adept
Riverwood (8; 03)
Aela the Huntress
Archery
expert
Whiterun - Jorrvaskr (5; 31)
Niruin
Archery
master
Riften - The Ragged Flagon (9; 13)
Njada Stonearm
Block
expert
Whiterun - Jorrvaskr (5; 31)
Larak
Block
master
Mor Khazgur (1; 27)
Runil
Conjuration
adept
Falkreath - Hall of the Dead (7; 15)
Phinis Gestor
Conjuration
expert
College of Winterhold (3; 05)
Falion
Conjuration
master
Morthal - Falion's House (1; 49)
Wuunferth the Unliving
Destruction
adept
Palace of the Kings (3; 25)
Sybille Stentor
Destruction
expert
Blue Palace (1; 26)
Faralda
Destruction
master
College of Winterhold (3; 05)
Sergius Turrianus
Enchanting
expert
College of Winterhold (3; 05)
Hamal
Enchanting
master
Markarth - Temple of Dibella (6; 08)
Hermir Strong-Heart
Heavy Armor
adept
Windhelm (3; 26)
Gharol
Heavy Armor
expert
Dushnikh Yal (6; 36)
Farkas
Heavy Armor
master
Whiterun - Jorrvaskr (5; 31)
Atub
Illusion
expert
Largashbur (9; 20)
Drevis Neloren
Illusion
master
College of Winterhold (3; 05)
Scouts-Many-Marshes
Light Armor
adept
Windhelm - Docks (3; 26)
Grelka
Light Armor
expert
Riften (9; 13)
Nazir
Light Armor
master
Dark Brotherhood Sanctuary (7; 14) or Dawnstar Sanctuary (2; 05)
Ma'jhad
Lockpicking
expert
Khajiit Caravan
Vex
Lockpicking
master
Riften - The Ragged Flagon (9; 13)
Amren
One-Handed
adept
Whiterun (5; 31)
Athis
One-Handed
expert
Whiterun - Jorrvaskr (5; 31)
Burguk
One-Handed
master
Dushnikh Yal (6; 36)
Ahkari
Pickpocket
adept
Khajiit Caravan
Silda the Unseen
Pickpocket
expert
Windhelm (3; 26)
Vipir the Fleet
Pickpocket
master
Riften - The Ragged Flagon (9; 13)
Keeper Carcette
Restoration
adept
Hall of the Vigilant (2; 25)
Colette Marence
Restoration
expert
College of Winterhold (3; 05)
Danica Pure-Spring
Restoration
master
Whiterun - Temple of Kynareth (5; 31)
Ghorza gra-Bagol
Smithing
adept
Markarth (6; 08)
Balimund
Smithing
expert
Riften - The Scorched Hammer (9; 13)
Eorlund Gray-Mane
Smithing
master
Whiterun - Jorrvaskr (5; 31)
Khayla
Sneak
adept
Khajiit Caravan
Garvey
Sneak
expert
Markarth (6; 08)
Delvin Mallory
Sneak
master
Riften - The Ragged Flagon (9; 13)
Dro'marash
Speech
adept
Khajiit Caravan
Revyn Sadri
Speech
adept
Windhelm - Sadri's Used Wares (3; 26)
Ogmund
Speech
expert
Markarth - Silver-Blood Inn (6; 08)
Geraud Gemane
Speech
master
Solitude - Bards College (1; 24)
Torbjorn Shatter-Shield
Two-Handed
expert
Windhelm (3; 26)
Vilkas
Two-Handed
master
Whiterun - Jorrvaskr (5; 31)
There are dozens of magical spells in Skyrim you are allowed to cast and they represent five different schools of magic - illusion, alteration, conjuration, restoration and destruction (more info on each school can be found in the Character development chapter of this guide). You start the game with a very small number of basic spells and it's up to you to get your hands on the rest of them. Don't think that you'll be receiving new spells almost automatically, because only a small percent of them is unlocked as a result of completing quests. All other spells must be learned by reading spell tomes and they can be obtained on two different ways. A much easier solution is to find a merchant that specializes in selling spell tomes (screen above) and the quickest way to do that is to visit all the mages which live in College of Winterhold. Sadly almost all spells tomes cost a lot of gold. As a result you should consider solution number two - finding (or stealing) spell tomes while exploring the world. Most books can be found in the cities, villages and forts, however some of them (including rare ones) are hidden in dungeons.
Once you've obtained a spell book you must learn the spell it'd about. In order to do that you must start by opening the inventory. Go to the books section, hover the mouse over a spell tome you're interested in and press the left mouse button. Notice that reading a spell tome results in the main character losing this item, so you can't get your money back (if you've bought it). Each spell can be learned only once and it never disappears from the spell list, so if you find a copy of a spell tome you've already read you'll be left with a choice of leaving it alone or (better idea) selling it.
Each spell has its unique properties, however two of them are very important - spell level and mana cost. You can find these informations by choosing a spell from the list, hovering over it and examining the text seen on the left side of the screen. A spell's level is important if you want to get serious with magic and if you're unlocking perks from the skill trees. This is also a good idea to find out how powerful a spell actually is and obviously over time you should focus on switching to the best types of spells - expert and master. As for the mana cost, this is a number of mana points you need to spend in order for the spell to be casted. Obviously better spells need a lot more mana and if you don't have enough of mana points you may even be forbidden from casting the spell until you increase your mana pool. Make sure to check if the spell needs mana only once or if it's a sustained one. The second kind of spells is much worse, because they start to use mana as soon as they're activated and they don't stop until the main character has stopped casting a spell or (more likely) until all mana reserves have been drained.
An alternative to casting magic spells is using magic scrolls. They're obtained in the exact same way as spell tomes, so you can purchase them from merchants or find while exploring the world. The advantage of scrolls is that they don't require any skills in order to work. The biggest disadvantage is sadly far worse, because each scroll can only be used once and then it's lost forever. Investing in new spell tomes is as a result a much better idea, however if you manage to find a scroll you shouldn't sell it or get rid of it. It's best to activate it during a particularly challenging battle.
SPELL NAME
SPELL LEVEL
DESCRIPTION AND COMMENTS
Clairvoyance
Novice
Showing the path to the active quest's current destination. You won't have to use this spell at any point of the game, because the game's quests have been thoroughly described in other chapters of this guide. Besides the game doesn't feature any complex quests that force the main character to spend a lot of time searching for things or people.
Courage
Novice
Forcing the targeted being to remain on the battlefield and adding points to its health and stamina pools. This spell should be casted on your ally for obvious reasons.
Fury
Novice
Forcing creatures and people on level 6 or lower to attack everyone arround them. This spell works on only one targeted creature or person.
Vision of the Tenth Eye
Novice
Noticing the unseen things. This spell is useless during normal gameplay and you only need it to successfully complete Ritual illusion spell College of Winterhold quest.
Calm
Apprentice
Forcing creatures and people on level 9 or lower to stop fighting. This spell works on only one targeted creature or person.
Fear
Apprentice
Forcing creatures and people on level 9 or lower to flee. This spell works on only one targeted creature or person.
Muffle
Apprentice
Moving silently for 3 minutes. This is an excellent spell for a thief or an assassin and you should use it along with Invisibility. It's also a good spell to be used to quickly increase the Illusion skill, because it doesn't cost a lot of mana points and it's always counted towards the progress (you won't have to fulfill additional requirements).
Frenzy
Adept
Forcing creatures and people on level 14 or lower to attack everyone arround them. This spell works on only one targeted creature or person.
Rally
Adept
Forcing the targeted beings to remain on the battlefield and adding points to their health and stamina pools. This spell should be casted on your allies for obvious reasons.
Invisibility
Expert
Becoming invisible for 30 second. This is an excellent spell for a thief or an assassin and the good thing about is that you don't have to spend money to purchase or find invisibility potions. I recommend using it along with Muffle (silent movement) for better effects. The invisibility stops working if the spell has ended, if the main character has attacked someone or if the main character has interacted with an object from the environment.
Pacify
Expert
Forcing creatures and people on level 20 or lower to stop fighting. This spell can work on only one targeted being or on an entire group occupying a small area.
Rout
Expert
Forcing creatures and people on level 20 or lower to flee. This spell can work on only one targeted being or on an entire group occupying a small area.
Call to Arms
Master
Increasing the combat skills, health and stamina of the targeted beings for 10 minutes. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group and obviously it should be casted on allies.
Harmony
Master
Forcing creatures and people on level 25 or lower to stop fighting. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group.
Hysteria
Master
Forcing creatures and people on level 25 or lower to flee. The only way to unlock this spell is to purchase a spell tome from Drevis Neloren after completing Ritual illusion spell College of Winterhold quest. This spell can work on only one targeted being or on an entire group.
Mayhem
Master
Forcing creatures and people on level 25 or lower to attack everyone arround them. The only way to unlock this spell is to complete Ritual illusion spell College of Winterhold quest (it's a reward received from Drevis Neloren). This spell can work on only one targeted being or on an entire group.
SPELL NAME
SPELL LEVEL
DESCRIPTION AND COMMENTS
Candlelight
Novice
Creating a ball of light which follows the main character. This spell may come in handy while exploring dungeons, caves and other dark locations. The ball of light remains for 60 seconds and the spell itself uses a very small number of mana points.
Equilibrium
Novice
Converting 25 health points into 25 mana points per second. This spell can be obtained only by finding a spell tome in a location called Labyrinthian Chasm (5; 06) and it's best to achieve this while completing The Staff of Magnus College of Winterhold quest. Don't forget not to convert too many health points at once or you mind yourself on the brink of death.
Oakflesh
Novice
Increasing the main character's armor rating by 40 points. The spell lasts 60 seconds.
Magelight
Apprentice
Creating and leaving a ball of light in a specific spot. This is a rather useless spell. It's much better to use Candlelight spell, because you want the light to follow you around everywhere you go.
Stoneflesh
Apprentice
Increasing the main character's armor rating by 60 points. The spell lasts 60 seconds.
Detect Life
Adept
Detecting living beings through walls. You may consider using this spell if you want to improve your chances of avoiding enemy units or if you want to surprise them. Remember that you must use Detect Undead spell if you want to locate draugrs and skeletons.
Ironflesh
Adept
Increasing the main character's armor rating by 80 points. The spell lasts 60 seconds.
Telekinesis
Adept
Interacting with objects from a distance in order to pull them towards the main character. This spell is pretty much useless for everyone except for a thief, because you can use it to pull an object from afar while staying perfectly hidden.
Transmutation
Adept
Transmuting one unrefined iron ore into one silver ore and transmuting one silver one into one gold ore. The only way to unlock this spell is to obtain a rare spell tome. It's sometimes sold by Enthir in College of Winterhold. You may also go searching for it to Halted Stream Camp (5; 14). Once you've found the camp enter a small underground cave and go to the chamber where you'll come acroos a leader of the bandits and a dead mammoth.
Waterbreathing
Adept
Breathing underwater for 60 seconds. You probably won't have to use this spell too often. If you plan on casting it you should know that the game will give a few additional seconds to resurface even after it's stopped working. Don't forget that you can breathe underwater for as long as you want if you're an argonian.
Detect Undead
Expert
Detecting the undead through walls. This isn't a useful spell, because you'll almost always want to eliminate the dead instead of just knowing about their presence. The only exception is if you want to increase your chances of avoiding stronger monsters.
Ebonyflesh
Expert
Increasing the main character's armor rating by 100 points. The spell lasts 60 seconds.
Paralyze
Expert
Paralyzing opponents in the affected area for 10 seconds. Don't forget that the spell will work only for enemies that will fail an attempt to resist it.
Dragonhide
Master
Ignoring 80% of the received physical damage. The only way to unlock this spell is to complete Ritual alteration spell College of Winterhold quest (it's a reward received from Tolfdir). This is an extremely useful spell and you should be using it while going against enemy warriors.
Mass Paralysis
Master
Paralyzing all opponents in the affected area for 15 seconds. The only way to unlock this spell is to purchase a spell tome from Tolfdir after completing Ritual alteration spell College of Winterhold quest. Don't forget that the spell will work only for enemies that will fail an attempt to resist it.
SPELL NAME
SPELL LEVEL
DESCRIPTION AND COMMENTS
Bound Sword
Novice
Creating a magical sword for 120 seconds. This spell can prove to be an interesting additional, especially if you don't have anything against eliminating enemy units in close combat. It's worth mentioning that you can create two bound swords (one for each hand).
Conjure Familiar
Novice
Summoning a familiar for 60 seconds. This spell may be useful to you only at the beginning of the game, because once you become a stronger mage you should start summoning atronachs. Remember to point at a correct spot on the ground to ensure that the familiar will appear.
Raise Zombie
Novice
Reanimating a weak dead body to fight alongside the main character for 60 seconds. 'Weak body' means a dead being on level 6 or lower.
Summon Unbound Dremora
Novice
Summoning an unbound dremora for 999 seconds. This spell is useless during normal gameplay and you only need it to successfully complete Ritual conjuration spell College of Winterhold quest.
Bound Battleaxe
Apprentice
Creating a magical battleaxe for 120 seconds. This spell can prove to be an interesting additional, especially if you don't have anything against eliminating enemy units in close combat. It's worth mentioning that you can create two bound battleaxes (one for each hand).
Conjure Fire Atronach
Apprentice
Summoning a fire atronach for 60 seconds. You should start using this spell as soon as possible and it can be useful also in the later stage of the game, especially since a lot of enemies your encounter are vulnerable to fire damage dealt by the atronach. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
Flaming Familiar
Apprentice
Summoning a flaming familiar which explodes when it comes in contact with a target. The only way of unlocking this spell is by receiving a spell tome as a reward from Anska for completing A Scroll For Anska side quest. Consider using the spell if you want to use the familiar to deal a single powerful blow that inflicts fire damage (best used on stronger opponents).
Reanimate Corpse
Apprentice
Reanimating a more poweful dead body to fight alongside the main character for 60 seconds. 'More powerful body' means a dead being on level 13 or lower.
Soul Trap
Apprentice
Filling a soul gem if an attacked being died in less than 60 seconds. This is a useful spell assuming you like to use magical items which need filled soul gems to work properly. It's worth mentioning that some weapons have a similar effect, so you can use them instead of this spell. You should also remember that the process itself can take place only if you have at least one empty soul gem in your inventory.
Summon Arniel's Shade
Apprentice
Summoning Arniel's shade for 60 seconds. You can receive this spell automatically after completing Arniel's Endeavor College of Winterhold quest. The spell itself is useful only in the early part of the game, because Arniel is a very weak magical companion. Remember to point at a correct spot on the ground to ensure that Arniel will appear.
Banish Daedra
Adept
Bashining weaker daedra to the Oblivion. This is a very useful spell which works on daedra (including atronachs) on level 15 or lower. If the daedra you're trying to banish is stronger than that you won't waste your mana and time, because the creature will be stunned.
Bound Bow
Adept
Creating a magical bow for 120 seconds. This spell can prove to be a valuable addition, especially if you don't want to spend time searching for good ranged weapons or become forced to carry them in your inventory. An important thing to know is that you don't need to create any arrows, because you'll receive an inifinite amount of them for the duration of this spell.
Conjure Frost Atronach
Adept
Summoning a frost atronach for 60 seconds. You should be using this spell while going against enemies with a reduced resistance to frost damage, because otherwise fire or storm atronachs are a better idea. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
Revenant
Adept
Reanimating a poweful dead body to fight alongside the main character for 60 seconds. 'Powerful body' means a dead being on level 21 or lower.
Command Daedra
Expert
Taking control over powerful summoned or raised creatures. You should definately be interested in this spell, however it's worth knowing that it can be used to control daedra (including atronachs) only on level 20 or lower.
Conjure Dremora Lord
Expert
Summoning a dremora lord for 60 seconds. You should be interested in this spell if you want to be accompanied by a powerful warrior, because dremora lords are excellent in melee combat. Remember to point at a correct spot on the ground to ensure that the dremora lord will appear.
Conjure Storm Atronach
Expert
Summoning a storm atronach for 60 seconds. You should be using this spell while going against enemies with a reduced resistance to shock damage, because otherwise fire or frost atronachs are a better idea. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
Dread Zombie
Expert
Reanimating a very poweful dead body to fight alongside the main character for 60 seconds. 'Very powerful body' means a dead being on level 30 or lower.
Expel Daedra
Expert
Bashining powerful daedra to the Oblivion. This is a very useful spell which works on daedra (including atronachs) on level 20 or lower. If the daedra you're trying to banish is stronger than that you won't waste your mana and time, because the creature will be stunned.
Dead Thrall
Master
Reanimating a dead body to permanently fight alongside the main character. The biggest advantage of this spell is that you won't have to constantly repeat it and search for "candidates" for revival. Remember to reanimate powerful enemies for best effects, especially since the spell can be used on dead beings on level 40 or lower.
Flame Thrall
Master
Summoning a fire atronach that remains on the battlefield for good. The only way to unlock this spell is to complete Ritual conjuration spell College of Winterhold quest (it's a reward received from Phinis Gestor). The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
Frost Thrall
Master
Summoning a frost atronach that remains on the battlefield for good. The only way to unlock this spell is to purchase a spell tome from Phinis Gestor after completing Ritual conjuration spell College of Winterhold quest. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
Storm Thrall
Master
Summoning a storm atronach that remains on the battlefield for good. The only way to unlock this spell is to purchase a spell tome from Phinis Gestor after completing Ritual conjuration spell College of Winterhold quest. The spell itself is extremely useful, however you should know that it needs a lot of mana before it can be casted. Remember to point at a correct spot on the ground to ensure that the atronach will appear.
SPELL NAME
SPELL LEVEL
DESCRIPTION AND COMMENTS
Healing
Novice
Regenerating 10 health points per second. This is the basic healing spell available in the game and you should switch it to something better as soon as you can, because otherwise the healing process will become unsufficient for you and it will take too long.
Lesser Ward
Novice
Increasing the armor rating by 40 points and cancelling up to 40 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have.
Fast Healing
Apprentice
Regenerating 50 health points. This is a much better spell than Healing, however you should still focus on unlocking better spells from this category.
Healing Hands
Apprentice
Regenerating 10 points of the target's health per second. This spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action.
Steadfast Ward
Apprentice
Increasing the armor rating by 60 points and cancelling up to 60 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have.
Turn Lesser Undead
Apprentice
Forcing the undead on level 6 or lower to flee for 30 seconds. This spell works on only one targeted creature.
Close Wounds
Adept
Regenerating 100 health points. This is a much better spell than two previous ones from this group, however if you want to effectivelly heal your entire team you should consider using Grand Healing.
Greater Ward
Adept
Increasing the armor rating by 80 points and cancelling up to 80 points of received magic damage. A very important thing you should know about this spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have.
Heal Other
Adept
Regenerating 75 points of the target's health. This spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action.
Repel Lesser Undead
Adept
Forcing all undead on level 8 or lower to flee for 30 seconds. This spell can work on only one targeted creature or on an entire group occupying a small area.
Turn Undead
Adept
Forcing the undead on level 13 or lower to flee for 30 seconds. This spell works on only one targeted creature.
Circle of Protection
Expert
Creating a magical circle that forces all the undead standing inside it to flee. This spell may come in handy during the fights with the undead, however you should know that it only works for the monsters on level 20 or lower.
Turn Greater Undead
Expert
Forcing the undead on level 21 or lower to flee for 30 seconds. This spell works on only one targeted creature.
Repel Undead
Expert
Forcing all undead on level 16 or lower to flee for 30 seconds. This spell can work on only one targeted creature or on an entire group occupying a small area.
Grand Healing
Expert
Regenerating 200 health points of the main character and all other living beings in the immediate area. This is an extremely helpful healing spell, HOWEVER you must use it carefully. The main reason is because the spell heals everyone around you, so if you allow enemies to get closer they may also be healed. As a result it's good to use this spell after each battle and not when the fights are still taking place.
Bane of the Undead
Master
Setting the undead (level 45 or lower) on fire and forcing them to flee for 30 seconds. The only way to unlock this spell is to complete Ritual restoration spell College of Winterhold quest (it's a reward received from Augur of Dunlain). The spell itself is very good, especially since most of the undead have a reduced resistance to fire so they can receive a lot of damage.
Guardian Circle
Master
Creating a magical circle that forces all the undead (level 35 or lower) standing inside it to flee and that allows the main character to regenerate 20 health points per second (only while staying inside the circle). The only way to unlock this spell is to purchase a spell tome from Colette Marence after completing Ritual restoration spell College of Winterhold quest. The spell itself is very helpful, especially since it does two different things at the same time (repels the undead and provides healing).
SPELL NAME
SPELL LEVEL
DESCRIPTION AND COMMENTS
Arniel's Convection
Novice
Dealing 1 fire damage per second (more if the target is on fire). You shouldn't use this spell during normal gameplay, because it's very weak. It's only needed to complete Arniel's Endeavor College of Winterhold quest.
Flames
Novice
Attacking the target with fire damage that takes away 12 health points (more if the target is on fire). This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible.
Frostbite
Novice
Attacking the target with frost damage that takes away 8 health points and 8 stamina points per second. This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible.
Sparks
Novice
Attacking the target with shock damage that takes away 8 health points and 4 mana points per second. This is one of the basic offensive spells from this school and therefore you should switch it to something better as soon as possible.
Vampiric Drain
Novice
Absorbing the target's health points. This spell is only available to vampires and it shows up on your list as soon as you become a "full" vampire. It's worth knowing that it gets stronger along with the main character's hunger (more on that in the Hints chapter of this guide).
Fire Rune
Apprentice
Placing a magical rune on the ground that activates if someone gets closer and deals 50 fire damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself.
Firebolt
Apprentice
Attacking the target with fire damage that takes away 37 health points (more if the target is on fire). This spell should be your default choice in the fire damage group for most of the game and you should also dual cast it to increase its effectiveness.
Frost Rune
Apprentice
Placing a magical rune on the ground that activates if someone gets closer and deals 50 frost damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself.
Ice Spike
Apprentice
Attacking the target with frost damage that takes away 25 health points and 25 stamina points. This spell should be your default choice in the frost damage group for most of the game and you should also dual cast it to increase its effectiveness.
Lightning Bolt
Apprentice
Attacking the target with shock damage that takes away 25 health points and 12 mana points. This spell should be your default choice in the shock damage group for most of the game and you should also dual cast it to increase its effectiveness.
Lightning Rune
Apprentice
Placing a magical rune on the ground that activates if someone gets closer and deals 50 shock damage. This is a very effective method of injuring your opponents, however you must watch out so you won't trigger it (and receive damage) yourself.
Chain Lightning
Adept
Creating a chain lightning that attacks with shock damage, taking away 40 health points and 20 mana points. It's best to use this spell while fighting large groups of enemy units, because the lightning can jump from one target to another one.
Fireball
Adept
Dealing 60 fire damage (more if the targets are on fire) within a 4,5 meter radius. This is one of many fire spells and you should at least test it to find out if it's something you're looking for.
Flame Cloak
Adept
Causing all nearby targets to lose 8 health points (the spell itself last 60 seconds). This fire spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character.
Frost Cloak
Adept
Causing all nearby targets to lose 8 health points and 8 stamina points per second (the spell itself last 60 seconds). This frost spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character.
Ice Storm
Adept
Creating a frost whirlwind which takes away 40 health points and 40 stamina points per second. This is one of the available frost spells and you should at least give it a try.
Lightning Cloak
Adept
Causing all nearby targets to lose 8 health points and 4 mana points per second (the spell itself last 60 seconds). This shock spell works best while fighting enemy units in small rooms, because it's more likely for them to get closer to the main character.
Icy Spear
Expert
Creating an icy spear that attacks with frost damage, taking away 60 health points and 60 stamina points. This is one of the available frost spells and you should at least give it a try.
Incinerate
Expert
Causing an explosion that inflicts 90 fire damage to everyone standing close to the main character. This is a very useful spell, however it has an even more powerful version on the master level (Fire Storm).
Thunderbolt
Expert
Attacking the target with shock damage that takes away 60 health points and 30 mana points. This is an extremely useful spell, however if you don't have enough mana to use it often you can also consider weaker shock spells.
Wall of Fire
Expert
Creating a wall of flames that inflicts 50 fire damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently.
Wall of Frost
Expert
Creating a wall of ice that inflicts 50 frost damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently.
Wall of Storms
Expert
Creating a wall of lightning that inflicts 50 shock damage per second when touched. I strongly recommend casting this spell in small areas, so that enemies will have hard time finding alternative paths to you and they'll be hitting the wall more frequently.
Blizzard
Master
Attacking the targets with frost damage, causing them to lose 20 health points and 20 stamina points per second (the spell lasts 10 seconds). The only way to unlock this spell is to purchase a spell tome from Faralda after completing Ritual destruction spell College of Winterhold quest. The spell itself is useful and it can weaken or kill entire groups of enemy units.
Fire Storm
Master
Causing an explosion that inflict massive fire damage to everyone around the main character. This spell is an improved version of Incinerate (expert level) and the only way to unlock it is to complete Ritual destruction spell College of Winterhold quest (it's a reward received from Faralda). I strongly recommend using it on a regular basis, especially while going against opponents with a reduced resistance to fire. The typical amount of damage inflicted by this spell is 150 points, but enemies standing very close to the main character can be harmed even more. Use the spell carefully, because it can also injure your allies if they don't move away.
Lightning Storm
Master
Attacking the targets with shock damage that takes away 75 health points and 37 mana points per second. The only way to unlock this spell is to purchase a spell tome from Faralda after completing Ritual destruction spell College of Winterhold quest. The spell itself is extremely powerful and you should use it often, however remember to precisely target enemy units for best effects.
Smithing is a subject that should interest primarily full or partial warriors, however it's not restricted to characters that represent this particular style of play. The main principals of smithing are:
Various smithing stations are used to perform all the things mentioned above and it's important to know that you don't have to own any of them. Nothing is stopping you from visiting one of the blacksmiths living in Skyrim. They won't mind sharing their place of work with you and they won't even demand any money for granting you complete access. If you don't want to waste too much time searching for blacksmiths then you may go to Riverwood (screen above) or to Whiterun (the blacksmith there operates to the north of Jorrvaskr).
Important - The atronach forge is considered an entirely different type of crafting so it's not supposed to be associated with smithing. This topic is covered in Other types of crafting section of the guide.
Weapons and items can be created in the same place and it's done by interacting with a blacksmith's forge. Once you've done that the game should display a list of all categories of items you're allowed to choose from. The list contains five categories when you start the game - hide, iron, studded, leather and jewelry. This means you can create items from these groups without any preparations, however in order to unlock better types of things you must invest in perks from the Smithing skill tree. A detailed description of this skill category can be found in the Character development chapter of the guide and make sure you've done that before reading this section any further. If you're more interested in creating light armors you should unlock elven and glass categories of items and if you're more interested in creating heavy armors you should unlock dwarven and orcish categories of items. Best objects can be created after unlocking daedric and dragon categories.
After you've chosen the item category you're interested in you must also pick an object from the list. The next step is to find out more about the object of your desire. The games always lists materials needed to manufacture it and its exact properties. You can't change the properties, however the quality of the items you're creating depends on your current Smithing skill. This mean you should start with creating less valuable objects and you should manufacture them in large numbers in order to develop the skill, especially since finding skill books and paying for lessons can be costly and/or time consuming. I wouldn't recommend trying to craft the best items as soon as they're available, because you'd just be wasting your materials on objects that can have much better properties.
You shouldn't have big problems collecting materials needed for creating new weapons and armors. Most of the materials (including leather and ingots) are usually found while exploring various types of ruins, dungeons, caves and mines. There are of course some exceptions. Dragon bones and dragon scales are obtained by examining the remains of defeated dragons. You may also have some issues with collecting daedra hearts. The most obvious solution in this case is examining bodies of killed dremora creatures, but since they rarely appear in the game you may have to consider other methods. Thankfully the game doesn't force you to acquire all materials on your own, because you may purchase most of the needed supplies directly from blacksmiths (screen above). You should also know that you can manufacture some of the materials using various crafting stations. For example, leather and leather stripes can be created with the help of tanning racks and ingots can be created with the help of smelters. Make sure to consult the Other types of crafting section to find out how these actions work and what types of materials can be manufactured.
Don't forget that most smithing materials weigh a lot, so you shouldn't carry them with you during your normal journeys. It's best to stash them in chests when they're not needed and you can for example use a chest located in one of the homes you've purchased or in one of the quarters you've been assigned to after joined an organization (Companions, College of Winterhold etc).
Like I've already said, smithing is not only about creating entirely new items, but also about upgrading the items you already have. There are two types of smithing stations that are responsible for making this happen. Grindstones are used to upgrade weapons and workbenches are used to upgrade armors (screens above). Once you've interacted with a station of your choosing the game will present you with a list of the objects from your inventory you're allowed to improve. Sadly the entire process offers very little space for making changes, especially since you can't choose what type of an upgrade you'll receive. Still, you shouldn't ignore these actions. Upgraded items can become even more useful to you or you may as well decide to sell them with a high profit. Improving objects from your inventory is also a good idea if you're also planning to enchant them later in the game, because you'll have a much better item to start with.
Important news - you can't upgrade magical items until you've unlocked Arcane Blacksmith perk!
Comments: You are allowed to manufacture objects from this category without having to unlock any perks from the Smithing skill tree. This category contains only armors. Defense column shows the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Hide shield (light armor)
leather strips x2
leather x4
-
15
4
25
Hide armor (light armor)
leather strips x3
leather x4
-
20
5
50
Hide boots (light armor)
leather strips x2
leather x2
-
5
1
10
Hide bracers (light armor)
leather strips x2
leather x1
-
5
1
10
Hide helmet (light armor)
leather strips x1
leather x2
-
10
2
25
Comments: You will be allowed to manufacture objects from this category after joining the Companions (warriors guild in Skyrim) and completing all primary quests of this organization (the last primary quest is named Glory of the Dead). Once you've fullfilled those requirements you can interact with a Skyforge (screen above) which can be found on top of a small hill to the north of Jorrvaskr in Whiterun. This category contains only weapons and in order to manufacture them you must have old nord weapons with you. The best way to acquire these materials is to explore various dungeons and ruins, because nord weapons are often used by draurgs. Attack column shows the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Nord hero sword (weapon)
ancient sword x1
steel ingot x2
leather strips x2
11
-
9
135
Nord hero war axe (weapon)
ancient nord war axe x1
steel ingot x2
leather strips x2
12
-
11
165
Nord hero battle axe (weapon)
ancient nord battle axe x1
steel ingot x3
leather strips x3
21
-
20
300
Nord hero greatsword (weapon)
ancient nord greatsword x1
steel ingot x3
leather strips x3
20
-
16
250
Nord hero bow (weapon)
ancient nord bow x1
steel ingot x3
11
-
7
200
Comments: You are allowed to manufacture objects from this category without having to unlock any perks from the Smithing skill tree. This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Banded iron shield (heavy armor)
leather strips x1
iron ingot x4
corundum ingot x1
-
22
12
100
Iron mace (weapon)
iron ingot x3
leather strips x2
9
-
13
35
Banded iron armor (heavy armor)
leather strips x3
iron ingot x3
corundum ingot x1
-
28
35
200
Iron shield (heavy armor)
leather strips x1
iron ingot x4
-
20
12
60
Iron armor (heavy armor)
leather strips x3
iron ingot x5
-
25
30
125
Iron boots (heavy armor)
leather strips x2
iron ingot x3
-
10
6
25
Iron gauntlets (heavy armor)
leather strips x2
iron ingot x2
-
10
5
25
Iron helmet (heavy armor)
leather strips x2
iron ingot x3
-
15
5
60
Iron sword (weapon)
iron ingot x2
leather strips x1
7
-
9
25
Iron warhammer (weapon)
iron ingot x4
leather strips x3
18
-
24
60
Iron dagger (weapon)
iron ingot x1
leather strips x1
4
-
2
10
Iron battle axe (weapon)
iron ingot x4
leather strips x2
16
-
20
55
Iron war axe (weapon)
iron ingot x2
leather strips x2
8
-
11
30
Iron greatsword (weapon)
iron ingot x4
leather strips x2
15
-
16
50
Comments: This category contains only one object (an armor) and you are allowed to manufacture it without having to unlock any perks from the Smithing skill tree. Defense column shows the default value. It means that the value may increase along with the main character's skills and therefore better studded armors can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Studded armor (light armor)
leather strips x3
leather x4
iron ingot x1
-
23
6
75
Comments: You will be allowed to manufacture objects from this category after unlocking Steel Smithing perk (increasing the Smithing skill to at least 20 points is required). This category contains only armors. Defense column shows the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Imperial shield (heavy armor)
leather strips x2
iron ingot x4
-
20
12
50
Imperial armor (heavy armor)
leather strips x3
leather x2
iron ingot x4
-
25
35
100
Imperial helmet (heavy armor)
leather strips x1
leather x1
iron ingot x2
-
15
5
50
Imperial boots (heavy armor)
leather strips x2
leather x1
iron ingot x2
-
10
8
20
Imperial bracers (heavy armor)
leather strips x2
leather x1
iron ingot x2
-
10
4
15
Comments: You will be allowed to manufacture objects from this category after unlocking Steel Smithing perk (increasing the Smithing skill to at least 20 points is required) and optionally Advanced Armors perk (increasing the Smithing skill to at least 50 points is required). This category contains weapons and armors. Plate armors are much better than the standard steel ones, however if you're more interested in wearing something light you should take a look at the scaled armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Steel plate armor (heavy armor)
iron ingot x1
steel ingot x3
leather strips x3
corundum ingot x1
-
40
38
625
Steel plate boots (heavy armor)
steel ingot x2
corundum ingot x1
leather strips x2
iron ingot x1
-
14
9
125
Steel plate gauntlets (heavy armor)
corundum ingot x1
steel ingot x2
leather strips x2
iron ingot x1
-
14
6
125
Steel plate helmet (heavy armor)
iron ingot x1
steel ingot x2
leather strips x2
corundum ingot x1
-
19
6
300
Steel mace (weapon)
steel ingot x3
leather strips x1
iron ingot x1
10
-
14
65
Steel shield (heavy armor)
leather strips x1
steel ingot x3
iron ingot x1
-
24
12
150
Steel armor (heavy armor; two types)
leather strips x3
steel ingot x4
iron ingot x1
-
31
35
275
Steel cuffed boots (heavy armor)
leather strips x2
iron ingot x1
steel ingot x3
-
12
8
55
Steel imperial gauntlets (heavy armor)
leather strips x2
steel ingot x2
iron ingot x1
-
12
4
55
Steel nordic gauntlets (heavy armor)
leather strips x2
steel ingot x2
iron ingot x1
-
12
4
55
Steel shin boots (heavy armor)
leather strips x1
iron ingot x1
steel ingot x3
-
12
8
55
Steel helmet (heavy armor)
leather strips x2
steel ingot x2
iron ingot x1
-
17
5
125
Steel sword (weapon)
iron ingot x1
leather strips x1
steel ingot x2
8
-
10
45
Steel warhammer (weapon)
iron ingot x1
leather strips x3
steel ingot x4
20
-
25
110
Steel horned helmet (heavy armor)
leather strips x2
steel ingot x2
iron ingot x1
-
17
5
125
Steel dagger (weapon)
steel ingot x1
leather strips x1
iron ingot x1
5
-
2.5
18
Steel batle axe (weapon)
iron ingot x1
leather strips x2
steel ingot x4
18
-
21
100
Steel war axe (weapon)
steel ingot x2
leather strips x2
iron ingot x1
9
-
12
55
Steel greatsword (weapon)
iron ingot x2
leather strips x3
steel ingot x4
17
-
17
90
Scaled armor (light armor)
corundum ingot x2
steel ingot x3
leather x2
leather strips x3
-
32
6
350
Scaled boots (light armor)
corundum ingot x1
steel ingot x2
leather x1
leather strips x2
-
9
2
70
Scaled bracers (light armor)
corundum ingot x1
steel ingot x1
leather x1
leather strips x2
-
9
2
70
Scaled helmet (light armor)
corundum ingot x1
steel ingot x2
leather x1
leather strips x1
-
14
2
175
Comments: You are allowed to manufacture objects from this category without having to unlock any perks from the Smithing skill tree. This category contains only armors. Defense column shows the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Leather armor (light armor)
leather x4
leather strips x3
-
26
6
125
Leather boots (light armor)
leather x2
leather strips x2
-
7
2
25
Leather bracers (light armor)
leather x1
leather strips x2
-
7
2
25
Leather helmet (light armor)
leather x2
leather strips x1
-
12
2
60
Comments: You will be allowed to manufacture objects from this category after unlocking Dwarven Smithing perk (increasing the Smithing skill to at least 30 points is required). This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Dwarven mace (weapon)
steel ingot x1
dwarven metal ingot x2
leather strips x1
iron ingot x1
12
-
16
190
Dwarven shield (heavy armor)
steel ingot x1
leather strips x1
dwarven metal ingot x2
iron ingot x1
-
26
12
225
Dwarven armor (heavy armor)
leather strips x3
dwarven metal ingot x3
iron ingot x1
steel ingot x1
-
34
45
400
Dwarven helmet (heavy armor)
steel ingot x1
leather strips x2
dwarven metal ingot x2
iron ingot x1
-
18
12
200
Dwarven sword (weapon)
steel ingot x1
dwarven metal ingot x1
leather strips x1
iron ingot x1
10
-
12
135
Dwarven warhammer (weapon)
steel ingot x2
iron ingot x1
leather strips x3
dwarven metal ingot x2
22
-
27
325
Dwarven dagger (weapon)
dwarven metal ingot x1
steel ingot x1
leather strips x1
iron ingot x1
7
-
3.5
55
Dwarven battle axe (weapon)
steel ingot x2
iron ingot x1
leather strips x2
dwarven metal ingot x2
20
-
23
300
Dwarven war axe (weapon)
steel ingot x1
dwarven metal ingot x1
leather strips x2
iron ingot x1
11
-
14
165
Dwarven greatsword (weapon)
dwarven metal ingot x2
steel ingot x2
leather strips x3
iron ingot x2
19
-
19
270
Dwarven bow (weapon)
iron ingot x1
dwarven metal ingot x2
12
-
10
270
Dwarven boots (heavy armor)
leather strips x2
iron ingot x1
dwarven metal ingot x2
steel ingot x1
-
13
10
85
Dwarven gauntlets (heavy armor)
steel ingot x1
leather strips x2
dwarven metal ingot x1
iron ingot x1
-
13
8
85
Comments: You will be allowed to manufacture objects from this category after unlocking Elven Smithing perk (increasing the Smithing skill to at least 30 points is required). This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Elven helmet (light armor)
leather strips x1
leather x1
refined moonstone x2
iron ingot x1
-
13
1
110
Elven sword (weapon)
iron ingot x1
refined moonstone x1
leather strips x1
quicksilver ingot x1
11
-
13
235
Elven warhammer (weapon)
iron ingot x2
quicksilver ingot x1
leather strips x3
refined moonstone x2
23
-
28
565
Elven dagger (weapon)
refined moonstone x1
iron ingot x1
leather strips x1
quicksilver ingot x1
8
-
4
95
Elven battle axe (weapon)
iron ingot x2
quicksilver ingot x1
leather strips x2
refined moonstone x2
21
-
24
520
Elven war axe (weapon)
iron ingot x1
refined moonstone x1
leather strips x2
quicksilver ingot x1
12
-
15
280
Elven greatsword (weapon)
refined moonstone x2
iron ingot x2
leather strips x3
quicksilver ingot x1
20
-
20
470
Elven bow (weapon)
quicksilver ingot x1
refined moonstone x2
13
-
12
470
Elven mace (weapon)
iron ingot x1
refined moonstone x2
leather strips x1
quicksilver ingot x1
13
-
17
330
Elven shield (light armor)
leather strips x2
refined moonstone x4
iron ingot x1
-
21
4
115
Elven armor (light armor)
leather strips x3
leather x1
refined moonstone x4
iron ingot x1
-
29
4
225
Elven gilded armor (light armor)
leather strips x3
refined moonstone x4
iron ingot x1
quicksilver ingot x1
-
35
4
550
Elven boots (light armor)
leather strips x2
leather x1
refined moonstone x2
iron ingot x1
-
8
1
45
Elven gauntlets (light armor)
leather strips x2
leather x1
refined moonstone x1
quicksilver ingot x1
-
8
1
45
Comments: You will be allowed to manufacture objects from this category after unlocking Orcish Smithing perk (increasing the Smithing skill to at least 50 points is required). This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Orcish mace (weapons)
iron ingot x1
leather strips x1
orichalcum ingot x3
11
-
15
105
Orcish shield (heavy armor)
leather strips x1
orichalcum ingot x3
iron ingot x1
-
30
14
500
Orcish armor (heavy armor)
leather strips x3
orichalcum ingot x4
iron ingot x1
-
40
35
1000
Orcish boots (heavy armor)
leather strips x2
iron ingot x1
orichalcum ingot x3
-
15
7
200
Orcish gauntlets (heavy armor)
leather strips x2
orichalcum ingot x2
iron ingot x1
-
15
7
200
Orcish helmet (heavy armor)
leather strips x2
orichalcum ingot x2
iron ingot x1
-
20
8
500
Orcish sword (weapon)
orichalcum ingot x2
leather strips x1
iron ingot x1
9
-
11
75
Orcish warhammer (weapon)
iron ingot x1
leather strips x3
orichalcum ingot x4
21
-
26
180
Orcish dagger (weapon)
orichalcum ingot x1
leather strips x1
iron ingot x1
6
-
3
30
Orcish battle axe (weapon)
iron ingot x1
leather strips x2
orichalcum ingot x4
19
-
25
165
Orcish war axe (weapon)
orichalcum ingot x2
leather strips x2
iron ingot x1
10
-
13
90
Orcish greatsword (weapon)
orichalcum ingot x4
leather strips x3
iron ingot x2
18
-
18
75
Orcish bow (weapon)
iron ingot x1
orichalcum ingot x2
10
-
9
150
Comments: You will be allowed to manufacture objects from this category after unlocking Ebony Smithing perk (increasing the Smithing skill to at least 80 points is required). This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Ebony mace
ebony ingot x3
leather strips x1
16
-
19
1000
Ebony shield (heavy armor)
leather strips x1
ebony ingot x4
-
32
14
750
Ebony armor (heavy armor)
leather strips x3
ebony ingot x5
-
43
38
1500
Ebony boots (heavy armor)
leather strips x2
ebony ingot x3
-
16
7
275
Ebony gauntlets (heavy armor)
leather strips x2
ebony ingot x2
-
16
7
275
Ebony helmet (heavy armor)
leather strips x2
ebony ingot x3
-
21
10
750
Ebony sword (weapon)
ebony ingot x2
leather strips x1
13
-
15
720
Ebony warhammer (weapon)
ebony ingot x5
leather strips x3
25
-
30
1725
Ebony dagger (weapon)
ebony ingot x1
leather strips x1
10
-
5
290
Ebony battle axe (weapon)
ebony ingot x5
leather strips x2
23
-
26
1585
Ebony war axe (weapon)
ebony ingot x2
leather strips x2
15
-
17
865
Ebony greatsword (weapon)
ebony ingot x5
leather strips x3
22
-
22
1440
Ebony now (weapon)
ebony ingot x3
17
-
16
1440
Comments: You will be allowed to manufacture objects from this category after unlocking Glass Smithing perk (increasing the Smithing skill to at least 70 points is required). This category contains weapons and armors. Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Glass mace (weapon)
refined moonstone x1
refined malachite x2
leather strips x1
14
-
18
575
Glass shield (light armor)
refined moonstone x1
refined malachite x4
leather strips x2
-
27
6
450
Glass armor (light armor)
leather strips x3
leather x1
refined malachite x4
refined moonstone x2
-
38
7
900
Glass boots (light armor)
leather strips x2
leather x1
refined malachite x2
refined moonstone x1
-
11
2
190
Glass gauntlets (light armor)
leather strips x2
leather x1
refined malachite x1
refined moonstone x1
-
11
2
190
Glass helmet (light armor)
leather strips x1
leather x1
refined malachite x2
refined moonstone x1
-
16
2
450
Glass sword (weapon)
refined moonstone x1
refined malachite x1
leather strips x1
12
-
14
410
Glass warhammer (weapon)
refined malachite x3
leather strips x3
refined moonstone x2
24
-
29
985
Glass dagger (weapon)
refined moonstone x1
leather strips x1
refined malachite x1
9
-
4.5
165
Glass battle axe (weapon)
refined moonstone x2
leather strips x2
refined malachite x2
22
-
25
900
Glass war axe (weapon)
refined malachite x1
refined moonstone x1
leather strips x2
13
-
16
490
Glass greatsword (weapon)
refined malachite x2
refined moonstone x2
leather strips x3
21
-
22
820
Glass bow (weapon)
refined moonstone x1
refined malachite x2
15
-
14
820
Comments: You will be allowed to manufacture objects from this category after unlocking Dragon Armor perk (increasing the Smithing skill to 100 points is required). This category contains only armors. Plate armors are heavy, so if you're more interested in wearing something light you should take a look at the scaled armors. Dragon scales and dragon bones needed to manufacture dragon armors can be obtained by examining the remains of killed dragons.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Dragonplate shield (heavy armor)
leather strips x1
dragon scales x3
dragon bone x1
-
34
15
1050
Dragonplate armor (heavy armor)
leather strips x3
dragon scales x3
dragon bone x2
-
46
40
2125
Dragonscale shield (light armor)
leather strips x2
dragon scales x4
iron ingot x2
-
29
6
750
Dragonscale armor (light armor)
leather strips x3
leather x1
dragon scales x4
iron ingot x2
-
41
10
1500
Dragonplate boots (heavy armor)
leather strips x2
dragon scales x3
dragon bone x1
-
17
8
425
Dragonplate gauntlets (heavy armor)
leather strips x2
dragon scales x2
dragon bone x1
-
17
8
425
Dragonscale boots (light armor)
leather strips x2
leather x1
dragon scales x2
iron ingot x1
-
12
3
300
Dragonscale gauntlets (light armor)
leather strips x2
leather x1
dragon scales x2
iron ingot x1
-
12
3
300
Dragonplate helmet (heavy armor)
leather strips x2
dragon scales x2
dragon bone x1
-
22
8
1050
Dragonscale helmet (light armor)
leather strips x1
leather x1
dragon scales x2
iron ingot x1
-
17
4
750
Comments: You will be allowed to manufacture objects from this category after unlocking Daedric Smithing perk (increasing the Smithing skill to at least 90 points is required). This category contains weapons and armors. Daedra hearts are needed for crafting purposes and sadly this is a very rare material. This means you should be spending the hearts wisely, so you won't waste any of them on things you don't need. You can acquire new hearts mostly by killing dremora, however you can also find single hearts lying in plain view in Jorrvaskr in Whiterun and in Hall of the Vigilant among a few other places. It's important to know that you can create new daedra hearts by using a special Atronach Forge found in Midden Dark under the College of Winterhold (more on that in the Other types of crafting section). You can also purchase them and they sometimes appear on the list of items sold by Enthir (College of Winterhold), Zaria (Falkreath) and Arcadia (Whiterun). Attack and Defense columns show the default values. It means that the values may increase along with the main character's skills and therefore better items can be created later in the game.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Daedric mace (weapon)
ebony ingot x3
leather strips x1
daedra heart x1
16
-
20
1750
Daedric shield (heavy armor)
leather strips x1
ebony ingot x4
daedra heart x1
-
36
15
1600
Daedric armor (heavy armor)
leather strips x3
ebony ingot x5
daedra heart x1
-
49
50
3200
Daedric boots (heavy armor)
leather strips x2
ebony ingot x3
daedra heart x1
-
18
10
625
Daedric gauntlets (heavy armor)
leather strips x2
ebony ingot x2
daedra heart x1
-
18
6
625
Daedric helmet (heavy armor)
leather strips x2
ebony ingot x3
daedra heart x1
-
23
15
1600
Daedric sword (weapon)
ebony ingot x2
leather strips x1
daedra heart x1
14
-
16
1250
Daedric warhammer (weapon)
ebony ingot x5
leather strips x3
daedra heart x1
27
-
31
4000
Daedric dagger (weapon)
ebony ingot x1
leather strips x1
daedric heart x1
11
-
6
500
Daedric battle axe (weapon)
ebony ingot x5
leather strips x2
daedric heart x1
25
-
27
2750
Daedric war axe (weapon)
ebony ingot x2
leather strips x2
daedra heart x1
15
-
18
1500
Daedric greatsword (weapon)
ebony ingot x5
leather strips x3
daedra heart x1
24
-
23
2500
Daedric bow (weapon)
ebony ingot x3
daedra heart x1
19
-
18
2500
Comments: You are allowed to manufacture objects from this category without having to unlock any perks from the Smithing skill tree. Jewelry items don't have any additional properties which could make the main character stronger. Rare jewels are needed as materials for some of the objects and it's best to look for them in jewelry stores and in houses belonging to the most influential people of Skyrim.
ITEM NAME
REQUIREMENTS (MATERIALS)
ATTACK
DEFENSE
WEIGHT
VALUE
Silver necklace
silver ingot x1
-
-
0.5
60
Silver sapphire necklace
silver ingot x1
flawless sapphire x1
-
-
0.5
580
Silver emerald necklace
flawless emerald x1
silver ingot x1
-
-
0.5
830
Silver ring
silver ingot x1
-
-
0.3
30
Silver amethyst ring
amethyst x1
silver ingot x1
-
-
0.3
180
Silver garnet ring
garnet x1
silver ingot x1
-
-
0.3
160
Silver ruby ring
ruby x1
silver ingot x1
-
-
0.3
260
Silver jeweled necklace
flawless garnet x2
silver ingot x1
-
-
0.5
380
Gold necklace
gold ingot x1
-
-
0.5
120
Gold diamond necklace
flawless diamond x1
gold ingot x1
-
-
0.5
1200
Gold ruby necklace
flawless ruby x1
gold ingot x1
-
-
0.5
550
Gold ring
gold ingot x1
-
-
0.3
75
Gold diamond ring
diamond x1
gold ingot x1
-
-
0.3
900
Gold sapphire ring
sapphire x1
gold ingot x1
-
-
0.3
500
Gold emerald ring
emerald x1
gold ingot x1
-
-
0.3
700
Gold jeweled necklace
flawless amethyst x2
gold ingot x1
-
-
0.5
485
Alchemy is a subject that should prove to be interesting to all character archetypes, because it allows to create objects which are very useful during the course of the game. The main principal of alchemy is mixing the correct alchemy ingredients in order to obtain powerful potions and poisons. The entire process is much more complicated than smithing for example, because you must predict the final result on your own and you can't rely that much on recipes or plans. Alchemy labs are used to perform all experiments and it's important to know that you don't have to own any of them (it is of course possible - you can have an alchemy lab in your home, in the Dark Brotherhood hideout and in the archmage's chamber in the College of Winterhold). Nothing is stopping you from visiting one of the alchemists living in Skyrim. They won't mind sharing their place of work with you and they won't even demand any money for granting you complete access. If you don't want to waste too much time searching for alchemy labs then you should consider visiting Sleeping Giant Inn in Riverwood or Dragonsreach in Whiterun (as seen on the screen above).
The key to a successful alchemy experiment is knowing the effects of alchemy ingredients you want to use, so that you'll mix them correctly and receive a potion or a poison. The easiest way to learn the effects of alchemy ingredients is to consume them and you can do that by opening the inventory screen, choosing the ingredients tab and clicking on one of the items. I DON'T RECOMMEND doing that for two reasons. The first season is that you can learn the effects only if you've spent at least one point on the Experimenter perk. Furthermore, in order to assure that you'll learn all four effects you must upgrade that perk to the highest third rank. The second reason is that you lose the alchemy ingredient forever the second you decide to eat it. It's not an important issue when it comes to common and cheap alchemy ingredients, however it may be a big problem with rare ingredients, because you should really conserve them and use them only during experiments. Thankfully you have this game guide and if you'll continue reading this chapter you'll find two very important tables. The table titled List of alchemy ingredients shows all available objects that may be used for alchemy purposes and it also lists their effects in the second column. The table titled List of alchemy effects shows all possible effects that can be achieved while experimenting with alchemy and it also tells about ingredients that may be used to get the desired result.
There are many different ways of obtaining alchemy ingredients and you should check the Comments column in the List of alchemy ingredients table to find out where you should be looking for them. Most alchemy ingredients can be collected while exploring Skyrim and depending on an item they can be found above ground, in human settlements or in dungeons and caves. Obtaining some of the ingredients is possible only if you've killed a certain type of an enemy or a monster and decided to check the remains afterwards. The easiest way of adding new ingredients to the list is by visiting merchants which specialize in selling them, however it's not the best option, because the ingredients will most likely cost you more gold than the actual value of a potion or a poison you'll create with their help. Naturally you shouldn't ignore visiting the stores entirely, because you may purchase some very rare ingredients that way (like daedra hearts for example).
Like I've already said, alchemy is about combining alchemy ingredients. It's extremely important for you to know that in order for each experiment to succeed you must combine at least two ingredients (three if you're more experienced in alchemy) that have at least one effect in common. For example, white cap and red mountain flower have an identical effect called Restore magicka, so if you decide to combine them and confirm your choice (R key) you'll create a potion that can be used to restore mana. Important - You can't decide before proceeding with the experiment whether you want to create a potion or a poison, because this is all determined by the type of alchemy ingredients you're using! Combining ingredients with positive effects in common should result in receiving a potion and combining ingredients with negative effects in common should result in receiving a poison.
Once you've tried the basics and gained some experience you may also consider performing more difficult combinations. For example, skeever tail and silverside perch have two alchemy effects in common - Damage stamina regeneration and Ravage health. If you decide to combine these ingredients you will receive a poison which will have both of the effects and therefore will be much stronger and more useful. You can also try combining three alchemy ingredients in a single experiment, however it's very important to check all the effects to make sure that all three ingredients have at least one effect in common. Otherwise you'll spend an ingredient and won't receive anything in return. It's important to perform experiments frequently and to use other methods of improving the Alchemy skill, because this will result in being able to create better potions and poisons (the ones that deal more damage, last longer etc).
INGREDIENT
LIST OF EFFECTS
WEIGHT
VALUE
COMMENTS
Abecean Longfin
Weakness to frost
Fortify restoration
Fortify sneak
Weakness to poison
0.5
15
This is a fish and you may find it in lakes, rivers and in the ocean.
Bear Claws
Damage magicka regeneration
Fortify one-handed
Fortify health
Restore stamina
0.1
2
You may find the claws after killing a bear.
Bee
Weakness to shock
Restore stamina
Regenerate stamina
Ravage stamina
0.1
3
You may obtain the bee by catching it in mid-air. The bees are usually found near beehives (where the honey is being produced).
Beehive Husk
Resist poison
Fortify light armor
Fortify sneak
Fortify destruction
1
5
You can obtain the husks by visiting areas where honey is being produced. They're hidden inside beehives to be more specific.
Bleeding Crown
Resist magic
Weakness to fire
Fortify block
Weakness to poison
0.3
10
This ingredient is a fungus and it is found mostly in caves.
Blisterwort
Damage stamina
Fortify smithing
Restore health
Frenzy
0.2
12
This ingredient is a fungus and it is found mostly in caves.
Blue Butterfly Wing
Damage stamina
Damage magicka regeneration
Fortify conjuration
Fortify enchanting
0.1
2
You can obtain the wing by catching a buttefly in mid-air.
Blue Dartwing
Resist shock
Fortify pickpocket
Restore health
Fear
0.1
1
You can obtain this ingredient by catching a blue dragonfly in mid-air. Dartwings are usually found close to ponds and rivers.
Blue Mountain Flower
Damage magicka regeneration
Fortify conjuration
Fortify health
Restore health
0.1
2
-
Bone Meal
Resist fire
Damage stamina
Fortify conjuration
Ravage stamina
0.5
5
You may find the bone meal after killing a draugr or a skeleton.
Briar Heart
Paralysis
Fortify block
Fortify magicka
Restore magicka
0.5
20
You may find the heart after killing a unique kind of the forsworn.
Butterfly Wing
Damage magicka
Fortify barter
Lingering damage stamina
Restore health
0.1
3
You can obtain the wing by catching a buttefly in mid-air.
Canis Root
Damage stamina
Paralysis
Fortify one-handed
Fortify marksman
0.1
5
There are plenty of canis roots in the swamps.
Charred Skeever Hide
Resist poison
Restore stamina
Restore health
Cure disease
0.5
1
You can find the charred hides mostly in campsites with a bonfire.
Chaurus Eggs
Invisibility
Damage magicka
Fortify stamina
Weakness to poison
0.2
10
You may find the eggs after killing a chaurus.
Chicken's Egg
Waterbreathing
Resist magic
Damage magicka regeneration
Lingering damage stamina
0.5
2
The eggs are found in chicken's nests in farms and villages.
Creep Cluster
Damage stamina regeneration
Weakness to magic
Fortify carry weight
Restore magicka
0.2
1
-
Crimson Nirnroot
Invisibility
Resist magic
Damage stamina
Damage health
0.2
10
This is a very rare ingredient, because the crimson nimroots are only found in a location named Blackreach. You can visit this area for the first time while completing Elder Knowledge main quest.
Cyrodilic Spadetail
Damage stamina
Fortify restoration
Fear
Ravage health
0.3
15
This is a fish and you may find it in lakes, rivers and in the ocean.
Deadra Heart
Damage magicka
Damage stamina regeneration
Restore health
Fear
0.5
250
This is a rare ingredient that can be obtained mostly by killing dremoras and visiting merchants. Make sure to use daedra hearts only if they're really necessary for the experiment to work, because they're also needed for smithing.
Deathbell
Damage health
Slow
Weakness to poison
Ravage stamina
0.1
4
There are plenty of deathbells in the swamps.
Dragon's Tongue
Resist fire
Fortify two-handed
Fortify barter
Fortify illusion
0.1
5
This ingredient is a plant, not the actual tongue.
Dwarven Oil
Weakness to magic
Fortify illuison
Restore magicka
Regenerate magicka
0.3
15
You may find the oil after examining a dwarven machine (destroyed by you or already unactive) found in the dwarven ruins.
Ectoplasm
Damage health
Fortify magicka
Fortify destruction
Restore magicka
0.1
25
You may find the ectoplasm after killing a ghost.
Elves Ear
Resist fire
Weakness to frost
Fortify marksman
Restore magicka
0.1
10
Elven ears are found mostly while exploring the cities.
Eye of Sabre Cat
Damage magicka
Restore stamina
Restore health
Ravage health
0.1
2
You may find the eye after killing a sabre cat.
Falmer Ear
Resist poison
Damage health
Fortify lockpicking
Frenzy
0.2
10
You may find an ear after killing a falmer.
Fire Salts
Resist fire
Weakness to frost
Restore magicka
Regenerate magicka
0.3
50
This is a rare ingredient that can be obtained by exploring the cities or killing flame atronachs.
Fly Amanita
Resist fire
Fortify two-handed
Regenerate stamina
Frenzy
0.1
2
This ingredient is a fungus and it is found mostly in caves.
Frost Mirriam
Resist frost
Damage stamina regeneration
Fortify sneak
Ravage magicka
0.1
1
These plants are found not only in the wild, but also in the cities.
Frost Salts
Resist frost
Weakness to fire
Fortify conjuration
Restore magicka
0.3
100
This is a rare ingredient that can be obtained by exploring the cities or killing frost atronachs.
Garlic
Resist poison
Fortify stamina
Regenerate magicka
Regenerate health
0.3
1
Garlic is found mostly in kitchens and supply rooms.
Giant Lichen
Weakness to shock
Restore magicka
Weakness to poison
Ravage health
0.3
5
-
Giant's Toe
Damage stamina
Damage stamina regeneration
Fortify carry weight
Fortify health
1
20
You may find the toe after killing a giant.
Glow Dust
Resist shock
Damage magicka
Damage magicka regeneration
Fortify destruction
0.5
20
You may find the dust after killing a wispmother.
Glowing Mushroom
Resist shock
Fortify smithing
Fortify health
Fortify destruction
0.2
5
This ingredient can be found mostly in caves.
Grass Pod
Resist poison
Fortify alteration
Restore magicka
Ravage magicka
0.1
1
The grass pods are usually found in the coastal areas.
Hagraven Claw
Resists magic
Fortify barter
Fortify enchanting
Lingering damage magicka
0.3
20
You may find the claw after killing a hagraven.
Hagraven Feathers
Damage magicka
Weakness to shock
Fortify conjuration
Frenzy
0.1
20
You may find the feathers after killing a hagraven.
Hanging Moss
Damage magicka
Damage magicka regeneration
Fortify one-handed
Fortify health
0.3
1
The moss is found mostly on the walls of old buildings.
Hawk Beak
Resist frost
Resist shock
Fortify carry weight
Restore stamina
0.3
15
You may find a beak after killing a hawk, however since they never land it may prove to be quite difficult to achieve. If you don't want to waste time trying to shoot down hawks you can also obtain the beaks by examining bodies of slain Silver Hand members (werewolf hunters).
Hawk Feathers
Fortify one-handed
Fortify light armor
Fortify sneak
Cure disease
0.1
15
You may find the feathers after killing a hawk, however since they never land it may prove to be quite difficult to achieve. If you don't want to waste time trying to shoot down hawks you can also obtain the feathers by examining bodies of slain Silver Hand members (werewolf hunters).
Histcarp
Waterbreathing
Damage stamina regeneration
Fortify magicka
Restore stamina
0.3
6
This is a fish and you may find it in lakes, rivers and in the ocean.
Honeycomb
Fortify block
Fortify light armor
Restore stamina
Ravage stamina
1
5
You can obtain the honeycomb by visiting areas where honey is being produced. They're hidden inside beehives to be more specific.
Human Flesh
Damage health
Paralysis
Fortify Sneak
Restore magicka
0.3
1
This is a rare ingredient. You can purchase it from vendors or look for it in areas occupied by wild animals, falmers and other monsters.
Human Heart
Damage magicka
Damage magicka regeneration
Damage health
Frenzy
1
0
This is a rare ingredient. You should look for it in areas occupied by beings that like to perform bloody rituals on humans (necromancers, witches etc).
Ice Wraith Teeth
Invisibility
Weakness to frost
Weakness to fire
Fortify heavy armor
0.3
30
You may find the teeth after killing an ice wraith.
Imp Stool
Damage health
Paralysis
Lingering damage health
Restore health
0.3
0
This ingredient is a fungus and it is found mostly in caves.
INGREDIENT
LIST OF EFFECTS
WEIGHT
VALUE
COMMENTS
Jarrin Root
Damage stamina
Damage magicka
Damage magicka regeneration
Damage health
0.5
10
This is a unique ingredient, because you obtain it only once during the course of the game and it occurs while completing To Kill an Empire Dark Brotherhood quest. Make sure NOT to use this ingredient to poison the emperor's favorite dish (you can kill him without it). It's also very important that you DON'T eat the root, because you'll die instantly.
Jazbay Craters
Weakness to magic
Fortify magic
Regenerate magic
Ravage health
0.2
1
-
Juniper berries
Damage stamina regeneration
Weakness to fire
Fortify marksman
Regenerate health
0.1
1
-
Large Antlers
Damage stamina regeneration
Fortify stamina
Restore stamina
Slow
0.1
2
You may find the antlers after killing a deer or an elk.
Lavender
Resist magic
Fortify stamina
Fortify conjuration
Ravage magicka
0.1
1
-
Luna Moth Wing
Invisibility
Damage magicka
Fortify light armor
Regenerate health
0.1
5
You can obtain this ingredient by catching a moth in mid-air. Moth are usually found after dark.
Moon Sugar
Resist frost
Weakness to fire
Restore magicka
Regenerate magicka
0.3
50
This is a rare ingredient and the easiest way to obtain it is to check back with khajiit traders (most of them are travelling with khajiit caravans).
Mora Tapinella
Fortify illusion
Lingering damage health
Restore magicka
Regenerate stamina
0.3
4
This ingredient is a fungus and it is found mostly near dead trees.
Mudcrab Chitin
Resist fire
Resist poison
Restore stamina
Cure disease
0.3
2
You may find the chiting after killing a mudcrab.
Namira's Rot
Damage magicka
Fortify lockpicking
Regenerate health
Fear
0.3
0
This ingredient is a fungus and it is found mostly in caves.
Nightshade
Damage magicka regeneration
Damage health
Fortify destruction
Lingering damage stamina
0.1
8
This flower is usually found in the woods.
Nirnroot
Invisibility
Resist magic
Damage stamina
Damage health
0.2
10
The roots are usually found near the rivers.
Nordic Barnacle
Waterbreathing
Damage magicka
Fortify pickpocket
Regenerate health
0.2
5
Barnacles are found close to the shore.
Orange Dartwing
Fortify pickpocket
Lingering damage health
Restore stamina
Ravage magicka
0.1
1
You can obtain this ingredient by catching an orange dragonfly in mid-air. Dartwings are usually found close to ponds and rivers.
Pearl
Resist shock
Fortify block
Restore stamina
Restore magicka
0.1
2
This is a very rare ingredient and you should search for it by visiting various merchants.
Pine Thrush Egg
Resist shock
Fortify lockpicking
Restore stamina
Weakness to poison
0.5
2
The eggs are found in the forests. Be on a look out for nests.
Powdered Mammoth Tusk
Weakness to fire
Fortify sneak
Restore stamina
Fear
0.1
2
This is a rare ingredient that is found in giant/mammoth campsites. You don't have to kill any monsters to get it, because it's a powder and it's stashed in large bowls.
Purple Mountain Flower
Resist frost
Fortify sneak
Lingering damage magicka
Restore stamina
0.1
2
-
Red Mountain Flower
Damage health
Fortify magicka
Restore magicka
Ravage magicka
0.1
2
-
River Betty
Damage health
Fortify alteration
Fortify carry weight
Slow
0.3
15
This is a fish and you may find it in lakes, rivers and in the ocean.
Rock Warbler Egg
Damage stamina
Weakness to magic
Fortify one-handed
Restore health
0.5
2
The eggs are found in rock warbler's nests.
Sabre Cat Tooth
Fortify heavy armor
Fortify smithing
Restore stamina
Weakness to poison
0.1
2
You may find the tooth after killing a sabre cat.
Salt Pile
Weakness to magic
Fortify restoration
Regenerate magicka
Slow
0.2
2
Salt piles are found mostly in kitchens and supply rooms.
Scaly Pholiota
Weakness to magic
Fortify illusion
Fortify carry weight
Regenerate stamina
0.3
4
This ingredient is a fungus and it is found mostly near tree trunks.
Silverside Perch
Resist frost
Damage stamina regeneration
Restore stamina
Ravage health
0.3
15
This is a fish and you may find it in lakes, rivers and in the ocean.
Skeever Tail
Damage stamina regeneration
Damage health
Fortify light armor
Ravage health
0.2
3
You may find a tail after killing a skeever.
Slaughterfish Egg
Resist poison
Fortify stamina
Fortify pickpocket
Lingering damage health
0.2
3
The eggs are usually found in the coastal areas.
Slaughterfish Scales
Resist frost
Fortify block
Fortify heavy armor
Lingering damage health
0.1
3
You may find the scales after killing a slaughterfish.
Small Antlers
Damage health
Fortify restoration
Lingering damage stamina
Weakness to poison
0.1
2
You may find the antlers after killing an elk.
Small Pearl
Resist frost
Fortify one-handed
Fortify restoration
Restore stamina
0.1
2
This is a very rare ingredient and you should search for it by visiting various merchants.
Snowberries
Resist fire
Resist shock
Resist frost
Fortify enchanting
0.1
4
You can find the berries mostly in areas where there's snow.
Spider Egg
Damage stamina
Damage magicka regeneration
Fortify marksman
Fortify lockpicking
0.2
5
The eggs are usually found in spider lairs (near spider remains and inside cocoons).
Spriggan Sap
Damage magicka regeneration
Fortify smithing
Fortify alteration
Fortify enchanting
0.2
15
You may find the sap after killing a spriggan.
Swamp Fungal Pod
Resist shock
Paralysis
Lingering damage magicka
Restore health
0.3
5
Just as the name suggests, you should be searching the swamp areas for the pods.
Taproot
Weakness to magic
Fortify illusion
Restore magicka
Regenerate magicka
0.5
15
You may find a root after killing a spriggan.
Thistle Branch
Resist frost
Resist poison
Fortify heavy armor
Ravage stamina
0.1
1
-
Torchbug Thorax
Weakness to magic
Fortify stamina
Lingering damage magicka
Restore stamina
0.1
1
This ingredient is obtained by finding torchbugs. These insects live in dark places below ground, however you can also find them above ground after dark.
Troll Fat
Resist poison
Damage health
Fortify two-handed
Frenzy
1
15
You may find the fat atfer killing a troll.
Tundra Cotton
Resist magic
Fortify block
Fortify barter
Fortify magic
0.1
1
This ingredient is a plant.
Vampire Dust
Invisibility
Restore magicka
Regenerate health
Cure disease
0.2
25
You may find the dust after killing a vampire.
Void Salts
Resist magic
Damage health
Weakness to shock
Fortify magicka
0.2
125
This is a rare ingredient that can be obtained by exploring the cities or killing storm atronachs.
Wheat
Damage stamina regeneration
Fortify health
Lingering damage magicka
Restore health
0.1
5
The best way to obtain some wheat is to visit a farm.
White Cap
Weakness to frost
Fortify heavy armor
Restore magicka
Ravage magicka
0.3
0
This ingredient is a fungus.
Wisp Wrappings
Resist magic
Fortify carry weight
Fortify destruction
Restore stamina
0.1
2
You may find the wrappings after killing a wispmother.
EFFECT
LIST OF INGREDIENTS WITH THAT EFFECT
Cure disease
Charred Skeever Hide
Hawk Feathers
Mudcrab Chitin
Vampire Dust
Damage health
Crimson Nirnroot
Deathbell
Ectoplasm
Falmer Ear
Human Flesh
Human Heart
Imp Stool
Jarrin Root
Nightshade
Nirnroot
Red Mountain Flower
River Betty
Skeever Tail
Small Antlers
Troll Fat
Void Salts
Damage magicka
Butterfly Wing
Chaurus Eggs
Daedra Heart
Eye of Sabre Cat
Glow Dust
Hagraven Feathers
Hanging Moss
Human Heart
Jarrin Root
Luna Moth Wing
Namira's Rot
Nordic Barnacle
Damage magicka regeneration
Bear Claws
Blue Butterfly Wing
Blue Mountain Flower
Chicken's Egg
Glow Dust
Hanging Moss
Human Heart
Jarrin Root
Nightshade
Spider Egg
Spriggan Sap
Damage stamina
Blisterwort
Blue Butterfly Wing
Bone Meal
Canis Root
Crimson Nirnroot
Cyrodilic Spadetail
Giant's Toe
Jarrin Root
Nirnroot
Rock Warbler Egg
Spider Egg
Damage stamina regeneration
Creep Cluster
Daedra Heart
Frost Mirriam
Giant's Toe
Histcarp
Juniper berries
Large Antlers
Silverside Perch
Skeever Tail
Wheat
Fear
Blue Dartwing
Cyrodilic Spadetail
Daedra Heart
Namira's Rot
Powdered Mammoth Tusk
Fortify alteration
Grass Pod
River Betty
Spriggan Sap
Fortify barter
Butterfly Wing
Dragon's Tongue
Hagraven Claw
Tundra Cotton
Fortify block
Bleeding Crown
Briar Heart
Honeycomb
Pearl
Slaughterfish Scales
Tundra Cotton
Fortify carry weight
Creep Cluster
Giant's Toe
Hawk Beak
River Betty
Scaly Pholiota
Wisp Wrappings
Fortify conjuration
Blue Butterfly Wing
Blue Mountain Flower
Bone Meal
Frost Salts
Hagraven Feathers
Lavender
Fortify destruction
Beehive Husk
Ectoplasm
Glow Dust
Glowing Mushroom
Nightshade
Wisp Wrappings
Fortify enchanting
Blue Butterfly Wing
Hagraven Claw
Snowberries
Spriggan Sap
Fortify health
Bear Claws
Blue Mountain Flower
Giant's Toe
Glowing Mushroom
Hanging Moss
Wheat
Fortify heavy armor
Ice Wraith Teeth
Sabre Cat Tooth
Slaughterfish Scales
Thistle Branch
White Cap
Fortify illusion
Dragon's Tongue
Dwarven Oil
Mora Tapinella
Scaly Pholiota
Taproot
Fortify light armor
Beehive Husk
Hawk Feathers
Honeycomb
Luna Moth Wing
Skeever Tail
Fortify lockpicking
Falmer Ear
Namira's Rot
Pine Thrush Egg
Spider Egg
Fortify magicka
Briar Heart
Ectoplasm
Histcarp
Jazbay Craters
Red Mountain Flower
Tundra Cotton
Void Salts
Fortify marksman
Canis Root
Elves Ear
Juniper berries
Spider Egg
Fortify one-handed
Bear Claws
Canis Root
Hanging Moss
Hawk Feathers
Rock Warbler Egg
Small Pearl
Fortify pickpocket
Blue Dartwing
Nordic Barnacle
Orange Dartwing
Slaughterfish Egg
Fortify restoration
Abecean Longfin
Cyrodilic Spadetail
Salt Pile
Small Antlers
Small Pearl
Fortify smithing
Blisterwort
Glowing Mushroom
Sabre Cat Tooth
Spriggan Sap
Fortify sneak
Abecean Longfin
Beehive Husk
Frost Mirriam
Hawk Feathers
Human Flesh
Powdered Mammoth Tusk
Purple Mountain Flower
Fortify stamina
Chaurus Eggs
Garlic
Large Antlers
Lavender
Slaughterfish Egg
Torchbug Thorax
Fortify two-handed
Dragon's Tongue
Fly Amanita
Troll Fat
Frenzy
Blisterwort
Falmer Ear
Fly Amanita
Hagraven Feathers
Human Heart
Troll Fat
Invisibility
Chaurus Eggs
Crimson Nirnroot
Ice Wraith Teeth
Luna Moth Wing
Nirnroot
Vampire Dust
Lingering damage health
Imp Stool
Mora Tapinella
Orange Dartwing
Slaughterfish Egg
Slaughterfish Scales
Lingering damage magicka
Hagraven Claw
Purple Mountain Flower
Swamp Fungal Pod
Torchbug Thorax
Wheat
EFFECT
LIST OF INGREDIENTS WITH THAT EFFECT
Lingering damage stamina
Butterfly Wing
Chicken's Egg
Nightshade
Small Antlers
Paralysis
Briar Heart
Canis Root
Human Flesh
Imp Stool
Swamp Fungal Pod
Ravage health
Cyrodilic Spadetail
Eye of Sabre Cat
Giant Lichen
Jazbay Craters
Silverside Perch
Skeever Tail
Ravage magicka
Frost Mirriam
Grass Pod
Lavender
Orange Dartwing
Red Mountain Flower
White Cap
Ravage stamina
Bee
Bone Meal
Deathbell
Honeycomb
Thistle Branch
Regenerate health
Garlic
Juniper berries
Luna Moth Wing
Namira's Rot
Nordic Barnacle
Vampire Dust
Regenerate magicka
Dwarven Oil
Fire Salts
Garlic
Jazbay Craters
Moon Sugar
Salt Pile
Taproot
Regenerate stamina
Bee
Fly Amanita
Mora Tapinella
Scaly Pholiota
Resist fire
Bone Meal
Dragon's Tongue
Elves Ear
Fire Salts
Fly Amanita
Mudcrab Chitin
Snowberries
Resist frost
Frost Mirriam
Frost Salts
Hawk Beak
Moon Sugar
Purple Mountain Flower
Silverside Perch
Slaughterfish Scales
Small Pearl
Snowberries
Thistle Branch
Resist magic
Bleeding Crown
Chicken's Egg
Crimson Nirnroot
Hagraven Claw
Lavender
Nirnroot
Tundra Cotton
Void Salts
Wisp Wrappings
Resist poison
Beehive Husk
Charred Skeever Hide
Falmer Ear
Garlic
Grass Pod
Mudcrab Chitin
Slaughterfish Egg
Thistle Branch
Troll Fat
Resist shock
Blue Dartwing
Glow Dust
Glowing Mushroom
Hawk Beak
Pearl
Pine Thrush Egg
Snowberries
Swamp Fungal Pod
Restore health
Blisterwort
Blue Dartwing
Blue Mountain Flower
Butterfly Wing
Charred Skeever Hide
Daedra Heart
Eye of Sabre Cat
Imp Stool
Rock Warbler Egg
Swamp Fungal Pod
Wheat
Restore magicka
Briar Heart
Creep Cluster
Dwarven Oil
Ectoplasm
Elves Ear
Fire Salts
Frost Salts
Giant Lichen
Grass Pod
Human Flesh
Moon Sugar
Mora Tapinella
Pearl
Red Mountain Flower
Taproot
Vampire Dust
White Cap
Restore stamina
Bear Claws
Bee
Charred Skeever Hide
Eye of Sabre Cat
Hawk Beak
Histcarp
Honeycomb
Large Antlers
Mudcrab Chitin
Orange Dartwing
Pearl
Pine Thrush Egg
Powdered Mammoth Tusk
Purple Mountain Flower
Sabre Cat Tooth
Silverside Perch
Small Pearl
Torchbug Thorax
Wisp Wrappings
Slow
Deathbell
Large Antlers
River Betty
Salt Pile
Waterbreathing
Chicken's Egg
Histcarp
Nordic Barnacle
Weakness to fire
Bleeding Crown
Frost Salts
Ice Wraith Teeth
Juniper berries
Moon Sugar
Powdered Mammoth Tusk
Weakness to frost
Abecean Longfin
Elves Ear
Fire Salts
Ice Wraith Teeth
Salt Pile
White Cap
Weakness to magic
Creep Cluster
Dwarven Oil
Jazbay Craters
Rock Warbler Egg
Scaly Pholiota
Taproot
Torchbug Thorax
Weakness to poison
Abecean Longfin
Bleeding Crown
Chaurus Eggs
Deathbell
Giant Lichen
Pine Thrush Egg
Sabre Cat Tooth
Small Antlers
Weakness to shock
Bee
Giant Lichen
Hagraven Feathers
Void Salts
Enchanting is a subject that should prove to be interesting to all character archetypes. The main reason for that is because improving items makes the main character stronger and more resourceful on the battlefield. The main principal of enchanting is imbuing items with magical spells which add entirely new properties. It's not a complicated process, however its concepts are very different from smithing and alchemy. One of the biggest differences is that you aren't allowed to acquire any plans or recipes, because it's up to you to add new spells to the list of possible enchantments. Enchanting also focuses a lot on gathering objects and using them wisely. Arcane enchanters are used to perform all actions and it's important to know that you don't have to own any of them. Nothing is stopping you from visiting one of the enchanters living in Skyrim. They won't mind sharing their place of work with you and they won't even demand any money for granting you complete access. If you don't want to waste too much time searching for arcane enchanters then you should visit Dragonsreach in Whiterun (as seen on the screen above).
Enchanting is composed of several steps and each step is described below, however in order to things to work you must know at least one enchantment. There's only one way to learn new enchantments and it's done by disenchanting magical items from the main character's inventory. In order to do that you must interact with an arcane enchanter, choose the first option from the list and then the item you want to disenchant.
Important! The magical item you've chosen for the disenchanting procedure (in order to learn its effects) is always destroyed and it can't be reversed! As a result it's always important to disenchant only the things you don't need at all and that aren't too valuable in case you'd want to sell them. Besides the main character always learns the "universal" enchantment, so it doesn't matter how good was the magical item before it was disenchanted. For example, if you choose to disenchant a ring of lesser sneak and a much more valuable ring of greater sneak you'll receive the same enchantment in both cases - Fortify sneak. So if you choose the less valuable ring you'll get the same result and you won't have to destroy the better item. You should also know that you don't have to worry about learning the same enchantments again and therefore wasting perfectly good items, because all the objects connected to the enchantments you already know automatically become inactive on the list.
I recommend that you start experimenting with imbuing items after you've learned at least a few spells (different lists for weapons and for armors). It's good to enchant less valuable items at the beginning of the game, because the result of the experiment depends on the main character's skill and on unlocked perks from the Enchanting skill group. Start by selecting the item you want to enchant. A very important thing to know is that you can enchant both the standard items as well as objects that already have some magical properties (in this case they won't be deleted, because new bonuses will be added to the existing ones).
The second step is to choose the enchantment that will affect the item you've chosen in step one. Like I've already said, you should know that are separate armor and weapon enchantments. The game will allow you to apply only one enchantment, HOWEVER if you've unlocked Extra Effect perk from the Enchanting skill tree you will be allowed to choose two enchantments. Obviously you should purchase this perk as soon as it becomes available, because adding two magical effects will result in creating a much better upgraded items.
The final third step is to choose a filled soul gem from your inventory that will be used during the enchanting procedure. Soul gems are a common thing in the game and you can find them in locations occupied by monsters, as well as in cities, villages and other places where you'll encounter only friendly beings. You can also purchase the gems from merchants, however it's nothing something I'd recommend, because they're usually very expensive.
As you've probably noticed the game requires you to use a FILLED soul gem in step three and this means that it must a gem that already has captured a soul. Most of the gems you'll find aren't filled, so it's up to you to change that and therefore to make them viable in the enchanting procedure. There are two ways of filling soul gems. The first method is to use a Soul Trap spell from the Conjuration school of magic. The second method is to equip the main character with a magical weapon that has a similar ability to capture souls. In both cases you must remember that the soul will be trapped only if a targeted being was killed in an alloted time limit (this can range from a few seconds to even a minute). The entrapment itself is always visualized (as screen on the screen above) and you also receive a message in the top left corner of the screen, so you'll know whether you've succeeded or not.
Filled soul gems are used not only when you're enchanting an item, but also during the normal gameplay (this applies only to weapons). You should notice that each attack you perform with a magical weapon consumes a part of the soul that was spent on it and this means you have to remember about recharging it regularly. This activity is done by opening the inventory, choosing the weapon and pressing the T key. The game should present you with a short list of available soul gems and it's up to you to decide whether you want to use a better gem or several smaller gems. I recommend that you always use the smaller gems first, because each gem has its weight and getting rid of them can increase your carry limit.
Woodcutting is not a type of activity you can profit from, so you should treat it only as a possibility and certainly not as a necessity. If you want to try your chances as a woodcutter, then you must begin by visiting one of the sawmills found in Skyrim. Once you've arrived at the sawmill find a woodcutter's axe, pick it up and activate it from your inventory. The next step is to interact with a chopping block (as seen on the screen above). This should force the main character to automatically start chopping wood. You can sell the materials obtained using this crafting activity, but don't count on receiving a lot of gold for them.
Tanning allows you to convert animal hides into leather and leather into leather strips. All the objects received in this crafting activity are used in smithing. This means you shouldn't ignore tanning if you seriously think about improving your smithing abilities and don't want to waste time or spend money on leather objects. Tanning racks (as the one seen on the screen above) are used for the purpose of this crafting activity. They're usually found where blacksmiths work and one of the racks is located in Riverwood. Check the table seen below for a complete list of activities available after interacting with a tanning rack.
CRAFTED ITEM
REQUIRED MATERIALS
Leather strips (4)
1x leather
Leather
1x fox pelt
Leather
1x ice wolf pelt
Leather
1x snow fox pelt
Leather
1x wolf pelt
Leather
2x goat hide
Leather (2)
1x deer hide
Leather (2)
1x elk hide
Leather (3)
1x cow hide
Leather (3)
1x horse hide
Leather (4)
1x bear pelt
Leather (4)
1x cave bear pelt
Leather (4)
1x sabre cat pelt
Leather (4)
1x snow bear pelt
Leather (4)
1x snow sabre cat pelt
Cooking isn't exactly the best way to spend your time in Skyrim. The main reason for that is because most meals offer a very small bonus to health, mana or stamina and this means they're much worse than standard potions, not to mention their best variations. Only a couple of meals offer a larger bonus and are more helpful, however even in this case you shouldn't be spending too much time preparing them, because doing this doesn't allow you to improve any of your skills. If you're desperate and want to become a cook at all cost, then you should visit a kitchen, preferably in a public place and not in someone else's home. Once you're inside the kitchen interact with a cooking pot (as the one seen on the screen above). Check the table seen below for a complete list of meals, stews and soups. It's worth mentioning that almost all ingredients needed for cooking can be obtained by killing wild animals, stealing from kitchens and purchasing items from merchants that specialize in selling food and drinks.
MEAL
INGREDIENTS
EFFECTS
COMMENTS
Apple Cabbage Stew
1x red apple
1x cabbage
1x salt pile
Restoring 15 stamina points and 10 health points.
-
Beef Stew
1x garlic
1x carrot
1x salt pile
1x raw beef
Increasing stamina by 25 points for 720 seconds. Regenerating 2 stamina points per second (the effect lasts 720 seconds).
This is an interesting meal if you're playing as a warrior and often like to perform power attacks.
Cabbage Potato Soup
1x cabbage
1x leek
1x salt pile
1x potato
Restoring 10 health and stamina points.
-
Cooked Beef
1x salt pile
1x raw beef
Restoring 10 health points.
-
Elsweyr Fondue
1x eidar cheese wheel
1x moon sugar
1x ale
Increasing mana by 100 points and improving mana regeneration by 25% (both effects last 720 seconds).
This is the best meal you can cook and it's useful to mages for obvious reasons. Moon sugar is a rare alchemy ingredient and you'll also probably have to spend some time looking for the eidar cheese.
Grilled Chicken Breast
1x chicken breast
1x salt pile
Restoring 5 health points.
-
Horker Loaf
1x horker meat
1x salt pile
Restoring 10 health points.
Horkers are found mostly in northern Skyrim, close to the shore.
Horker Stew
1x garlic
1x lavender
1x horker meat
1x tomato
Restoring 15 health and stamina points. Regenerating 1 health point per second (the effect lasts 720 seconds).
This is an interesting meal if you're playing as a warrior, because you'll use the bonuses to health and stamina. Horkers are found mostly in northern Skyrim, close to the shore.
Horse Haunch
1x horse meat
1x salt pile
Restoring 10 health points.
Make sure to check if the horse you want to kill doesn't belong to someone else, because it may be treated as a crime.
Leg of Goat Roast
1x leg of goat
1x salt pile
Restoring 10 health points.
-
Mammoth Steak
1x salt pile
1x mammoth snout
Restoring 10 health points.
If you don't want to engage in any fights you can look around for dead mammoths or only for their snouts.
Pheasant Roast
1x pheasant breast
1x salt pile
Restoring 5 health points.
-
Rabbit Haunch
1x salt pile
1x raw rabbit leg
Restoring 5 health points.
-
Salmon Steak
1x salmon
1x salt pile
Restoring 5 health points.
-
Tomato Soup
1x garlic
1x potato
1x leek
1x salt pile
Restoring 10 health and stamina points.
-
Vegetable Soup
1x cabbage
1x tomato
1x leek
1x potato
Regenerating 1 health point and 1 stamina point per second (both effects last 720 seconds).
This is an interesting meal if you're playing as a warrior, because you'll use the bonuses to health and stamina.
Venison Chop
1x salt pile
1x venison
Restoring 5 health points.
-
Venison Stew
1x venison
1x leek
1x salt pile
1x potato
Restoring 15 stamina points. Regenerating 1 health point and 1 stamina point per second (both effects last 720 seconds).
This is an interesting meal if you're playing as a warrior, because you'll use the bonuses to health and stamina.
Mining in Skyrim can be performed only in specific locations and it's about obtaining various types of ore. You must begin by visiting a mine that offers a chance to acquire ore you're interested in (full list of mines can be found below). Once you're inside the mine you must take one of the pickaxes (screen above), open your inventory and set it as an active item (you can also use two pickaxes - one for each hand). Important - Not all mines are safe when you visit them for the first time, so you must be ready to defeat bandits or monsters if the situation demands that.
Once you have at least one pickaxe and you've chosen it as an active "weapon" you can proceed with the mining and this is achieved by interacting with an ore vein (screen above) that's not used at the moment by anyone else. Approach the vein, press the E key and wait for the process to end to receive one or several pieces of ore (there's also a chance that the main character can uncover a rare jewel while mining).
The table seen below is a list of all locations where you will find mines. The list specifies what type of ore you can get your hands on and it's important if you want to use them later in the game for smithing. Make sure to use the maps from the first chapter of the atlas to find each location (start by finding the sector and then the number on the map).
LOCATION OF THE MINE
TYPE OF ORE FOUND INSIDE THE MINE
Darkwater Crossing (4; 30)
corundum ore
Gloombound Mine (4; 24)
ebony ore
Kolskeggr Mine (6; 13)
gold ore
Dawnstar (2; 06)
iron ore
Markarth (6; 08)
iron ore
Shor's Stone (9; 05)
iron ore
Stonehills (2; 22)
iron ore
Whistling Mine (3; 13)
iron ore
Kynesgrove (4; 19)
malachite ore
Soljund's Sinkhole (6; 23)
moonstone ore
Bilegulch Mine (6; 43)
orichalcum ore
Dushnikh Yal (6; 36)
orichalcum ore
Mor Khazgur (1; 27)
orichalcum ore
Dawnstar (2; 06)
quicksilver ore
Karthwasten (6; 04)
silver ore
Markarth (6; 08)
silver ore
You can convert the ore you've collected in mines to ingots and this is very important if you want to obtain materials needed for smithing. Smelters are used for this activity (as the one seen on the screen above) and most of them can be found near the entrances to mines. Check the table located below this text for a complete list of actions you can perform after interacting with a smelter.
NAME OF THE CRAFTED OBJECT
REQUIREMENTS
COMMENTS
Corundum Ingot
2x corundum ore
-
Dwarven Metal Ingot (2)
1x large decorative dwemer strut
This material is found mostly in dwarven (dwemer) ruins.
Dwarven Metal Ingot (3)
1x large dwemer strut
This material is found mostly in dwarven (dwemer) ruins.
Dwarven Metal Ingot (3)
1x large dwemer plate metal
This material is found mostly in dwarven (dwemer) ruins.
Dwarven Metal Ingot (3)
1x bent dwemer scrap metal
This material is found mostly in dwarven (dwemer) ruins.
Dwarven Metal Ingot (3)
1x small dwemer plate metal
This material is found mostly in dwarven (dwemer) ruins.
Dwarven Metal Ingot (5)
1x solid dwemer metal
This material is found mostly in dwarven (dwemer) ruins.
Ebony Ingot
2x ebony ore
-
Gold Ingot
2x gold ore
-
Iron Ingot
1x iron ore
-
Orichalcum ingot
2x orichalcum ore
-
Quicksilver Ingot
2x quicksilver ore
-
Refined Malachite
2x malachite ore
-
Refined Moonstone
2x moonstone ore
-
Silver Ingot
2x silver ore
-
Steel Ingot
1x corundum ore
1x iron ore
-
Atronach Forge is a special place and it's very different from all other forges, because it's used to summon unique objects and creatures. The first step on finding the Atronach Forge is gaining access to the College of Winterhold (sector 3, number 5), so this means you must join the mage's guild. Once you've made your way to the college you must enter a location named Midden. This can be done by interacting with one of two hatches - the one found in the Hall of Countenance or the one found in the college's main square (screen above).
Once you've made your way to Midden you must begin exploring this location and this of course means having to deal with several monsters. The Atronach Forge can be found in the eastern part of Midden (screen above) and before you try anything you should take some time to find an "instruction manual" for the forge on one of the nearby tables.
A very important thing you should know about the Atronach Forge is that it doesn't allow you to summon the best objects and creatures as soon as you've located it. You can change this by gaining possession of a sigil stone. This object is a reward for completing Conjuration Ritual Spell College of Winterhold. Once you have the sigil stone you can place it on a pedestal (seen on the screen above).
The way how the Atronach Forge works is very simple. The first step is to interact with an offering box located directly in front of it. Doing this should automatically open the main character's inventory (screen above). You must then place an item (or several items) in the offering box and this is achieved by pressing the R key. The correct combinations of items are listed in the table found below.
Once you've put all the required items in the offering box (you may also pick them up again if you've made a mistake) you must close the inventory window and pull a nearby lever (seen on the screen above). Assuming you've done everything according to the plan you'll then successfully summon an object or a creature.
SUMMONED OBJECT / CREATURE
MATERIALS (you can place them in the box in any order you want)
COMMENTS
Daedric helmet
1x black soul gem
1x ebony helmet
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric bow
1x black soul gem
1x ebony bow
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric sword
1x black soul gem
1x ebony sword
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric warhammer
1x black soul gem
1x ebony warhammer
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric dagger
1x black soul gem
1x ebony dagger
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric war axe
1x black soul gem
1x ebony war axe
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric battle axe
1x black soul gem
1x ebony battle axe
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric greatsword
1x black soul gem
1x ebony greatsword
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric mace
1x black soul gem
1x ebony mace
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric shield
1x black soul gem
1x ebony shield
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric armor
1x black soul gem
1x ebony armor
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric boots
1x black soul gem
1x ebony boots
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Daedric gauntlets
1x black soul gem
1x ebony gauntlets
1x centurion core
1x daedra heart
You can't perform this action until you've placed a sigil stone on the pedestal. Soul gem doesn't have to be filled. You can find the core while exploring dwarven (dwemer) ruins.
Conjurer's Elixir
1x ectoplasm
1x soul gem
1x empty bottle
You can choose any type of a soul gem and it doesn't have to be filled.
Frost Atronach Staff
1x soul gem
1x broom
1x moonstone ore or 1x moonstone ingot
1x frost salts
You must choose at least a great soul gem, however it doesn't have to be filled. One of the brooms can be found close to the Atronach Forge.
Flame Atronach Staff
1x soul gem
1x broom
1x corundum ore or 1x corundum ingot
1x fire salts
You must choose at least a great soul gem, however it doesn't have to be filled. One of the brooms can be found close to the Atronach Forge.
Storm Atronach Staff
1x soul gem
1x broom
1x orichalcum ore or 1x orichalcum ingot
1x void salts
You must choose at least a great soul gem, however it doesn't have to be filled. One of the brooms can be found close to the Atronach Forge.
Frost Atronach Tome
1x frost mirriam
1x ice wolf pelt
1x frost salts
1x ruined book
Summon the spell book if you don't have it and therefore can't summon frost atronachs. Frost Mirriam is an alchemy ingredient.
Flame Atronach Tome
1x bear pelt
1x dragon's tongue
1x fire salts
1x ruined book
Summon the spell book if you don't have it and therefore can't summon fire atronachs. Dragon's tongue is an alchemy ingredient.
Storm Atronach Tome
1x deathbell
1x powdered mammoth tusk
1x void salts
1x ruined book
Summon the spell book if you don't have it and therefore can't summon storm atronachs. Deathbell and powdered mammoth tusk are alchemy ingrediens.
Soul Trap Tome
1x soul gem
1x salt pile
1x torchbug thorax
1x ruined book
Summon the spell book if you don't have it and therefore can't use the Soul Trap spell. You can choose any type of a soul gem and it doesn't have to be filled. Torchbug thorax and salt pile are alchemy ingredients.
Random and enchanted daedric armor
1x soul gem
1x daedra heart
1x void salts
1x ebony ingot
You must choose at least a great soul gem and it must be already filled.
Random and enchanted daedric weapon
1x soul gem
1x daedra heart
1x silver sword
1x ebony ingot
You must choose at least a great soul gem and it must be already filled.
Daedra Heart
1x black soul gem
1x human heart
This is an extremely useful operation, because daedra hearts are very rare and aside from the Atronach Forge they're also used in alchemy and smithing.
Frost Salts
1x soul gem
1x salt pile
1x sapphire
You can choose any type of a soul gem and it doesn't have to be filled.
Fire Salts
1x soul gem
1x salt pile
1x ruby
You can choose any type of a soul gem and it doesn't have to be filled.
Void Salts
1x soul gem
1x salt pile
1x amethyst
You can choose any type of a soul gem and it doesn't have to be filled.
Frost Atronach Scroll
1x frost salts
1x charcoal
1x paper roll
Remember that each scroll can be used only once.
Flame Atronach Scroll
1x fire salts
1x charcoal
1x paper roll
Remember that each scroll can be used only once.
Storm Atronach Scroll
1x void salts
1x charcoal
1x paper roll
Remember that each scroll can be used only once.
Frost Atronach
1x sapphire
1x frost salts
The summoned atronach will be hostile towards the main character.
Flame Atronach
1x ruby
1x fire salts
The summoned atronach will be hostile towards the main character.
Storm Atronach
1x amethyst
1x void salts
The summoned atronach will be hostile towards the main character.
Dremora
1x skull
1x daedra heart
1x raw meat
The summoned dremora will be hostile towards the main character. You can find the raw meat, purchase it or kill an animal (a horse for example) to get it. The skull must come from a human.