Skyrim: Description of the main story quests

Skyrim: Description of the main story quests

Go free!

Your story begins in a wagon with rebels being taken to Helgen for execution. Among them is the leader, Ulfric the Stormbringer, who killed the King of Skyrim with his voice. Yes, with his voice, because Ulfric is able to produce a thuum, a special gift that transforms a scream into a kind of powerful energy. But now the chieftain is blindfolded, and after listening to General Tullius speak, you go to the scaffold. But to die your hero will not let the dragon Alduin, just like on his head fell on the city and starts to burn it with fire. Run after Ralof the Nord to the tower, through the broken wall jump down into the house, and from there get out into the street, then follow the imperial Hadvar. After sneaking through the obstacles you’ll find yourself in front of two gates to the fortress, and you decide whether to go with Ralof or Hadvar. This will only affect the first couple of quests, no more, and won’t make any difference. You will find yourself in different rooms, where you can get equipment – clothes of the Storm Brothers or light armor of the Imperial Legion, as well as your first weapon. You will then have to fight off soldiers – of one affiliation or another, depending on your choice. In fact this mission is a tutorial, and it’s almost impossible not to pass it – there will always be Ralof or Hadvar by your side, telling you where to run, what to do and helping in the fight with the enemies. Also here you’ll meet frost spiders and a very sickly bear, which you’re advised to shoot from stealth. The quest will end when you’re out in the open and breathing in the fresh, frosty air.

Before the Storm
This quest can also be classified as learning – Ralof or Hadvar suggest you go to the nearby village of Riverwood, and there talk, respectively, either to the Norse sister – Gerdur, in the sawmill, or to the imperial uncle – Alvor, blacksmith. You can of course set out on a free voyage through the expanses of the snow country from this point, but in order not to provoke unwanted bugs – it’s better to run with Ralof or Hadvar together to Riverwood – let it be short. Along the way you’ll come across three guardian stones, where you can choose a slightly accelerated pumping skills Warrior, Mage and Crook.

So, once in the village listen to the dialogue between your companion and relative. They will of course be shocked when they find out about the dragon. Alvor and Gerdur can give you free food through the trade menu, and you can also spend the night at their house for the first time. They’ll also ask you to visit the town of Waitran and inform the yarl there of the impending dragon threat. It’s easy to get to Weitran, just take the straight road from the bridge near the village and keep right on going, signposted at every turn. Waitran is a big city, but you can hardly get lost in it – from the main gate you have to go straight ahead and from the big tree to the left up the stairs to the majestic castle, which is called the Dragon’s Limit. If you are stopped by a guard or an earl’s bodyguard – just say that you want to report the threat of dragons and you will be let through.

Windy Peak.
Earl Balgruff has sent some soldiers to Riverwood, but the dragon problem remains open. The court mage Farengar will tell you more. He’s specializing in the study of dragons. He has an ancient Norse object in mind–a dragonstone. The stone rests in a remote tomb on Windy Peak Mountain, though the path from Riverwind Bridge is quite direct and easy.
Before entering the tomb itself, as well as inside, you will be attacked by brigands. It won’t be difficult to deal with them, and you’ll soon get to the first puzzle – you need to put the symbols on the stones in the order snake-snake-fish (you can see it on the icons just above on the wall, just the snake sign has fallen off). In the great hall you’ll fight a giant frosty spider, but when you free the bandit from the web – he won’t want to give you the stolen goods and will start running away. Catch up with the bandit and, having killed him, search the corpse – the main thing that interests you among its stuff is a key-stone with three drawings, also known as “dragon’s claw”. Further on in the crypt your opponents will be the draugr, the living dead. Avoid traps – pressure plates on the floor, and stretched ropes. The only dangers among the draugrs are ghosts or warlords. Reaching the wide closed door turn it symbols. as indicated on the found you dragon claw (you can see it in the inventory): bear – butterfly – owl. Behind the gate, however, you’ll come across a serious opponent, the draugr the executioner will get out of the sarcophagus as soon as you run up to the wall with the Word of Power. He’s got an axe that does icy damage and the draugr himself uses a Scream that knocks your weapon out of your hands. Warrior will have to act carefully, though this enemy is fried by magic at a glance. Pick up the dragonstone, which you’ll need to show to Farengar. And a dragon claw will gladly take from you merchant Lukor in Riverwood.