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After reading the Black Book in Nchardak, you will be transferred to the Apocrypha in the usual way. And this time the meeting is properly prepared - at the entrance you will be greeted by none other than Hermaeus Mora himself. If in Skyrim you were able to complete his quest and get Ogma Infinium, then he will welcome you as his champion, colorfully describing the boundless knowledge that his world is filled with and how generously he rewards those who seek.


After the daedra leaves, activate the questionable tentacled flower-like contraption to lower the bridge over the grim-looking dark green sludge. It is better to postpone water procedures until returning to Tamriel, since contact with the local analogue of water will inevitably lead to an accident. However, death in this world is not so dangerous, because you will simply be thrown back to the book that you read in order to be transported here. Jump into the side-to-side curving passage to reach the island with the switch from the second bridge, which can be accessed when the flexible passage is in the far right position. After the bridge is lowered, use the same path to reach the pedestal with the book and move to Chapter 2.

Help the Seekers find a way out and climb the stairs up towards another winding tunnel. You can jump from it to the platform on the left and talk a little more with the natives in order to inherit something valuable from their property, or you can simply activate the tentacle process at the end of this tunnel and open a passage further, cutting through the ranks of already fed up Daedra the way to Chapter 4 .


In the fourth chapter, hidden inside a giant flower, there is a huge book, after reading it, you will summon Hermaeus Mora. He will teach you the second word of the "Bend Will" shout and tell you that it is impossible to defeat Miraak without knowing this shout in its entirety. The Prince of Forbidden Lore could certainly teach it to you, but doing something just for the sake of it is somewhat shameful for the Daedra's reputation. Therefore, he will offer you a deal - the Skaal shamans hid their knowledge from him for many years (which is a crime in itself), and in exchange for them, Hermaeus Mora will gladly teach you the last word of the cry


After re-reading the book, you will have the opportunity to choose one of the permanent abilities for yourself - the ability to summon a fiery serpent from the bodies of enemies killed by the shout "Fire Breath", turn enemies into dust with the shout "Ruthless Force" or freeze with "Frost Breath". Once the choice is made, you will be transported back to Tamriel. Discuss what happened with Neloth and, sensibly judging that the secret of the secret method of butchering horkers is not such a high price for defeating Miraak, go straight to the Skaal village, to Storn. At the exit from Nchardak, you will be met by a dragon, which is very useful here - it will help activate the second word of "Subordination of Will".

In May 2013, Russian-speaking fans of the TES series saw an addition to the fifth part of the game - Skyrim Dragonborn. In it, the developers offer to visit the island of Solstheim, get acquainted with new flora and fauna, explore many dungeons, and, of course, get involved in a dangerous and exciting adventure, the outcome of which will determine the fate of this place.

The first acquaintance with the add-on "Skyrim Dragonborn". How to start a quest?

When launching the game launcher, you need to make sure that there is a checkmark next to the name of the add-on in a small window. Without it, Dragonborn will not work. The further pace of development of events depends on how far the passage of the Skyrim game has gone. If the Greybeards have recognized the character as Dragonborn, he can safely continue to run, solving his problems and completing tasks. In the nearest locality he will be attacked, from which the quest line will begin. If the Path of the Voice quest is not completed, the hero can also enter the island, but the central plot of the expansion will not put the character in a vice until he receives the title of Dragonborn "officially".

Passage "Skyrim Dragonborn": preparation

If you are going to plunge headlong into the investigation of Miraak's crimes, you need to think about the things that the hero will fill the inventory with before being sent to the island. Solstheim, of course, has own stores and artisans, but the choice of goods they provide is quite poor when compared with the mainland. The flora is not diverse enough, so potions should be purchased in advance, because the passage of the Skyrim Dragonborn game is not an easy task. It is advisable to take with you the best equipment currently available and a few soul stones if the character uses enchanted weapons. The main thing is not to take anything extra, own house the hero will get on the island soon.

Dragonborn

The passage of "Skyrim Dragonborn" begins with an unexpected attack on the character of a group of mercenaries in strange masks, throwing him in the face with the accusation that he is a false Dovakin. After repulsing the attack and searching the bodies, you can find a note on one of them, which says that the hero was ordered by an unknown person who signed Miraak, and the mercenaries came to the mainland from the island of Solstheim.

In the port of Windhelm there is a ship under the control of Gjalund. The hero must convince him to go to the island. Immediately after arriving at Raven Rock, Adril Arano will come out to meet you, inquiring about the purposes of the Dragonborn's visit to Solstheim. If you ask him about Miraak, the advisor will not be able to give a clear answer, but will only direct the character to the Earth Stone. In the indicated place, a bunch of local residents will be found, immersed in work and not noticing anything around. The elf Neloth will come out to meet Dovakin, who will send him to the temple of Miraak. There the hero will find even more enchanted inhabitants.

Temple of Miraak

From this moment on, the passage of Skyrim Dragonborn begins to gain momentum. In the courtyard of the Temple of Miraak, among the zombified workers is a woman, Freya. She makes futile attempts to convince her friends to stop building. Freya escaped Miraak's spell with a magical amulet, and her father, a Skaal shaman, protects the remaining tribesmen by maintaining a magical barrier. Together with a new acquaintance, the hero goes inside the temple.

This is not the only dungeon in Skyrim Dragonborn. Quests will make you immerse yourself in the enchanting atmosphere of unexplored ruins more than once. The Temple is filled with Miraak zealots, resurrected draurgs, and never-before-seen foes, Seekers. The location itself is rather large, but in general it is perceived and passed quite easily.

Shrine of Miraak

After searching the first part of the temple, the heroes find the Shrine of Miraak. Below is the Wall of Words, allowing Dovahkiin to learn the word of power "Dragon Incarnation". It is used according to the same rules as the talent, that is, no more than once a day. It has importance in the Dragonborn add-on, the passage of the quest line without it is impossible. Using the ability, the hero gains increased hitting power, strong armor and powerful screams. As soon as he studies the Word, sarcophagi will open behind him, from which several draurgs will crawl out of varying complexity, among others will be especially strong - the keeper of the key. They can open a secret door hidden in the keeper's sarcophagus.

The further passage of the location is no different from the usual dungeon exactly until the moment when the heroes enter a round room, in the middle of which there is a pedestal with a huge and strange "Black Book". As soon as Dovakin reads it, he will be forcibly drawn into another dimension called Apocrypha, or in other words, the realm of the ancient Daedric prince Hermaeus Mora. Miraak will be waiting for him there. No matter how much the character wants to fight him, now he will be pinned to the floor by a powerful force, unable to move. The enemy will make a long speech, at the end of which he will kindly demonstrate all three Words of the previously studied cry, summon the dragon and fly away on it, leaving his minions to finish off Dovakin. Having experienced terrible torment, the hero will return to the room with the book, where an excited Freya will be waiting for him.

She will tell that the character was both in the hall and not at the same time, it was possible to look both at him and through the hero. The completion of the quest will be sending to the Skaal village, to the woman's father.

The fate of the rocks

It only becomes more interesting to play Skyrim Dragonborn. "The Black Book: Awakening Dreams", the passage of which almost killed the hero, arouses Storn's interest. He makes the assumption that Miraak can only be defeated with the knowledge that the first Dragonborn possesses. The character needs to go to Syring's Outpost and learn the "Bend Will" shout, which can be used to release the Wind Stone.

Before removing the curse, it is worth preparing for the battle. After using the shout on the Wind Stone, a new and very vile enemy will appear, called a lurker. Enslaved Skaal will get rid of the spell and go home, and the elder of the settlement will tell you how to find and defeat Miraak.

Cleansing stones

Further passage of Skyrim Dragonborn is impossible without completing this simple, but very annoying quest. The essence of the task is to purify other sacred stones existing on the island: Earth, Water, Sun and Beast. The algorithm of actions is the same as in the case of the Wind Stone.

path of knowledge

The only way to defeat the first Dragonborn is to get the secret knowledge hidden in the pages of the Black Books. One wizard from the Telvani settlement, Neloth, was just interested in them. This time, the Skyrim game will surprise you in a very pleasant way. The passage of this quest promises an exciting adventure in the sunken city of the Dwemer.

Having reached Tel Mithrin, one of the settlements of the island, the hero must head to the main tower, where Neloth lives. He will tell that he knows where the “Black Book” that interests Dovakin is located, in which he had already been before, but did not have the opportunity to explore completely.

Together with the wizard, the hero will go to the ruins of the city of Nchardak. It was built by the ancient and, unfortunately, extinct civilization of the Skyrim game. The passage of the location begins with the attack of the robbers who have chosen the surface of the ruins. Dovakin's companion, fortunately, fights very well. After the battle is over, you should go to the building with the dome. Entrance to it is impossible without a special cube, but Neloth had already visited the city before, so he took one with him. By placing the artifact on the pedestal, you can continue the adventure. The first room the satellites enter will be reading room, in the middle of which, under the glass, the desired book was placed. But get it on this stage games are impossible. The wizard assures that it will be possible to get the artifact if the steam boilers are activated.

To do this, Dovakin, along with Neloth, will have to solve many puzzles.

gardener people

The extension is almost complete. How to start the quest "Dragonborn: gardener of people"? To do this, you need to cope with the puzzles of Nchardak and read the Black Book. In the Apocrypha, Dovahkin will be met by the Daedric prince himself, he will offer him to quench his thirst for knowledge and use the huge library. The Daedra was fed up with Miraak's desire to escape from his control, so he decided to help the hero deal with the first Dragonborn.

Such locations have never been seen in the game "Skyrim". Walkthrough " black book"is carried out by moving from one chapter to another, the process itself is simple puzzles and a battle with the local inhabitants, despite the permission of Hermaeus Mora, who are extremely hostile to the character.

Having reached the last book, Dovakin again meets the prince of deceit and knowledge, he forces him to make a deal - the second word of the “Submission of the will” cry, without which it is impossible to defeat Miraak, in exchange for the secret knowledge of the Skaal. Storn will only agree to help if the hero has completed the Purification of Stones quest. The shaman will take the Black Book from the character's hands and read it, before throwing the phrase that there is nothing special in this knowledge, but the ancestors carefully passed it on from one generation to another, and the curious Hermaeus Mora, who devoted his life to collecting various information, couldn't stand it. The Daedric Prince will kill Storn in the process of absorbing knowledge, but in return will reveal to Dovakin the last word of the Scream, granting him the ability to subdue the dragons.

On top of Apocrypha

This last task in addition to the game "Skyrim". The passage of the quest begins after reading the Black Book "Awakening Dreams". As in the previous task, the hero will have to move through the location, solving puzzles and fighting lurkers and seekers.

The first chapter of the book raises no questions, but in the second, everything is much more complicated. You need to climb the stairs and take the book "Infinite Limbs" from the pedestal, and only after that go to the third chapter. If you miss this small detail, you can get stuck in the passage of the chapter for a long time. The environment is more like a labyrinth. Passing through the level, it is important not to miss the books: "Plunging Claws" and "Peeping Spheres".

Moving on to the fourth chapter, the hero must go down the stairs. In one of the corridors, an unexpected meeting with local residents awaits him; after their death, another corridor will appear. Exploring it, one must not lose sight of the latest book, Toothy Blades. Now you can safely move on to the fifth chapter without fear of not picking up important items.

In a huge hall, Dovakin will meet four pedestals decorated with drawings. On them, you need to place the previously selected books. "Plunging pincers" to the corresponding cartoon. "Peeping spheres" for the drawing of the eye, "Blades" for the image of the mouth open in a grin, and the last one for the symbol of tentacles. A book will appear in the center, sending the hero to the sixth chapter.

Dovahkiin can only be subdued with help and immediately learn how to ride a winged monster. In the game, the lesson will be shown only once, so you should carefully remember the dragon control buttons. The hero will have to fight with several seekers, this can be done on the back of a reptile. After that, Sarotar will take the Dragonborn to Mirak, who has prepared for battle. The enemy enlisted the support of two dragons, but in the battle they will have a very mediocre participation.

Each time the enemy is close to defeat, he gains invulnerability, during which he restores health by absorbing the souls of reptiles, first those that he summoned himself, and then Sarator. When there is no one to sacrifice, you can safely increase the pressure. This time, after Miraak's health drops to a critical level, Hermaeus Mora himself will appear, wishing to personally get even with his former subordinate. Before dying, the first Dragonborn will wish the hero a repeat of his fate.

This episode puts an end to the Skyrim Dragonborn add-on. The passage of the quests of the central storyline is completed. However, this is not all the surprises of the island. Walking around Solstheim, you can find many interesting tasks, as well as Black Books, the reading of which will bring Dovakin many useful abilities. In the Raven Wing, you can start investigating a crime. At first glance, an innocent and quick quest turns into a series of intricate incidents that the hero will have to face. As a reward, he will receive a house on the island and a quarrel with the Dark Brotherhood of Morrowind. Many dungeons will please with generous treasures and new Shouts.

Short description

In this guide, we will talk about getting achievements in TES V Skyrim Dragoborn. Maybe someone needs this, but what, what if? :)
So, the Dragoborn DLC is an official add-on for Skyrim, in which we have to go to the island of Solstheim. I recommend starting the passage of this addition after the completion of the main storyline, because. this may affect the start of the main quest line in Dragoborn.
Who cares and needs - take cookies and read carefully :)

Achievement "Outsider"

The easiest achievement, you just need to arrive on the island of Solstheim.
So how do you do it?!
Let me remind you that it is better to turn on the Dragoborn DLC after completing the main storyline.
As soon as you activate this add-on in the launcher (or in the incentive itself), you need to run to a large city, my choice fell on Whiterun.
Upon arrival in the city, do not rush anywhere, some "Cult Members" should come to you. After a "friendly conversation" we take a note from the corpse of one of them, read it, find out that a certain Mirak ordered us. We leave for Windhelm, find the boy on the boat, talk with him and go to the island. After the loading screen - voila, the achievement is yours.

Solstheim Explorer achievement

In my opinion, the second easiest achievement.
What do you need to do?!
Open 30 locations on Solstheim Island.
You just need to wander around the island for about 20 minutes. There are about 60 locations on the island in total, so there should be no problems.
Here's a map of the island again just in case:

Achievement "Temple of Miraak"

Dragoborn DLC story achievement. There should be no problems, everything is clearly described to you and told why. My only comment is that I advise you to pass this add-on with a character above level 30, in another dimension (Apocrypha) it will sometimes be difficult. I think there is no need to paint quests, because it is more interesting to go through it yourself.
I'll just give you a link to walkthrough:
Here you can find everything you need

Achievement "The Path of Knowledge"

Achievement "At the top of the Apocrypha"

Another story achievement.
This is the most recent story achievement in the Dragoborn DLC. In principle, there is nothing prohibitively complicated.
Attention, bug! For some players, including me, at the end of the quest, the character does not sit on the dragon. This problem can be bypassed by simply opening the console with the ~ (Russian ё) symbol key and typing "tcl" there without quotes. After entering, run in a straight line towards the tall tower. There you will have to fight with Mirak.
Before this quest, it is better to prepare in terms of weapons, armor and potions.
Link:

Achievement "Incarnation of the Dragon"

What should be done?!
Learn all 3 words of the Shout "Dragon Incarnation"
Where is it? The Word Walls are located in the Temple of Miraak, Raven Rock Mine, and Apocrypha.
In Raven Rock Mine, there may be difficulties with the black and red wall. There are also walls to the right and left of it, on which there will be red glowing lines. I will add a video soon.

Raven Rock Citizen Achievement

What need to do?!
Become the owner of a house in Raven Rock.
This is how it's done:
Go southeast from Raven Rock, to Attia's farm (approximately in this area). You will see how some creatures attack Captain Velet, fight them off, talk to him and go through the "March of the Dead" quest.
After completing this quest, we go to the Raven Rock mine, a path in the city leads to it, but on the map the mine is not a separate location. We go into the mine, we speak with Crescius Karelli, the quest "The Last Descent" begins. Again, in the mine, there may be difficulties with a black and red wall. Here's a video:
After completing this quest, Captain Velet should run up to you in Raven Rock and the quest "Revenge does not endure fuss" will begin. Everything is simple here, I’ll say right away that in Severin’s house, where you need to look for evidence - go to the bedroom and look for a safe there (the bedroom is the farthest location)
We carry it out and they will give you a house in Raven Rock. Voila - your achievement.

Achievement "Stalhrim Master"

You need to forge an item from stalhrim.
How to do it?
In the village of Skaalov, we approach Deor the Lumberjack (supposedly, he is a blacksmith), we speak with him and the quest "A New Source of Stalhrim" begins. We go to an abandoned inn (the killed guard will have a key), we find a blacksmith in the basement, we talk to him and move on. So, our goal is the Northern Pier, we kill or negotiate with Ankarion, who is on the deck, and the card is yours. Now we know where there are deposits of stalhrim (also northeast of the North Quay on an unmarked island there are 2 veins with stalhrim, on the island there are 2 more horkers). But in order to mine stalhrim, you need an Ancient Nordic pickaxe, which is easiest not to look for, but to buy from Deor Lumberjack. With its help, stalhrim is mined.
But that is not all. Now we need to find a forge. In addition, you must be able to forge ebony things(this skill is in the Blacksmithing wheel).
Easiest to forge Stalhrim Bow or Stalhrim Sword, they require less materials.

Achievement "Secret Knowledge"

1. "Black Book: Painful Ruler" is located in the "White Ridge Mound" location.
2. "Black Book: Winds of Change" is located in the location in the location "Bloodskal Mound", which can be accessed from the location "Raven Rock - Mine" on assignment from Cresius Karellia.
3. "The Black Book: Untold Legends" is located in the "Benkongerike" cave, at the very end of this cave.
4. "The Black Book: Thread and Filigree" is located in the location "Kolbjorn Mound" on the assignment "From the Underground".
5. "The Black Book: Waking Dreams" is located in the location "Temple of Miraak", you will find this book by completing the main questline.
6. "The Black Book: Hidden Twilight" is located in Tel - Mitrin on the table at the wizard Neloth outside the door, it needs a key. Neloth gives this key for doing some of his errands. If it's too lazy to fulfill his whims, we look at the door, open the console, click on the door and enter "unlock" without quotes, of course.
7. "The Black Book: Epistolary Insight" is located in the location "Nchardak, which we enter on the assignment" The Path of Knowledge "
You will find 2 or 3 books by completing the main story, and given that of the 7 books you need to achieve, then there should be no problems.

Achievement "Dragon Rider"

What do we need?
Tame 5 dragons and fly them.
Okay, how to do it?
We are looking for a dragon, having previously selected the cry "Submission of the will", which you had to learn during the passage of the expansion. As soon as we find the dragon, we shout at him, he lands. We sit on it and get a fan from the flight. So you need to do with 5 dragons.
Note: Shout will not affect these dragons: Alduin, Paarthurnax, Vulturjol, Voslarum, Naslarum and Durnevir.
You will learn 3 words of this cry here:
Outpost Siring - during the quest "The Fate of the Skaal".

Apocrypha - this word will be taught by Hermaeus Mora during the quest "Gardener of people".

Apocrypha

Start reading Nchardak's Black Book "Epistolary Acumen" and you will immediately be transported to Apocrypha, Hermaeus Mora's realm. The prince himself will appear to you, greet you and offer to quench your thirst for knowledge in the endless vaults of his library. He will also inform you that if you get tired of searching, you should read the book again in order to return to mortal life.

Your task in Apocrypha: by reading all the new chapters of the book, get to a copy of the "Sharp Pen" in this kingdom, so you can master the secret knowledge contained in the volume. The activation of magic balls (Scrye) helps to move around the kingdom, mana and stamina can be replenished from the appropriate sources, do not neglect local chests called vessels (Vessel) or cocoons (Pod). Despite the host's warm welcome, the local population - Seekers and Lurkers - meets unfriendly, even tentacles stretch out of the viscous slurry, ready to whip at the adventurer who did not have time to dodge.

Activate the ball and go into a dark moving tunnel, the walls of which seem to be made up of books and scrolls. Reach the end, jump out, activate another ball and run again. "Drive up" to the open book, you will see the inscription "Chapter II" (Chapter II). Read it and you will be transported to a new place.

Walk a little and find yourself in a large hall, though not alone. Deal with enemies, look around for loot (local chests). Please note: when you are transported to a new place, there is always a double book with the previous chapter, which takes you back to where you were. Now activate the new orb, a door will open giving access to chapter III of the book.


You will be transferred to a hall with stairs, go to the very top and again dive into the corridor-gut, activate the ball along the way and keep moving. Following the corridors, activating the balls, opening the gates and simultaneously overcoming the resistance of the local inhabitants, we reach Chapter IV.


We activate the last ball and the path to the coveted double of the Black Book is open. Hermaeus Mora welcomes you again and congratulates you on your success. It seems that the prince is fed up with Miraak's desire to free himself from his influence, and he wants to acquire a new servant / protector. The Prince will teach you the second Mind Word of the Bend Will Shout, which allows you to control people and animals. However, he notes that without the last Word, you cannot defeat Miraak, and in exchange for this knowledge, he wants to receive others - "secrets of the Skaal". You have to agree to an exchange.


The prince disappears, and you can master another secret - what this Black Book was hiding. Choose from three abilities: Dragonborn Force, Dragonborn Flame, or Dragonborn Frost. Read the book again and you will be transported back to Solstheim.

Nchardak (Nchardak)

Your story will surprise Neloth somewhat, especially the prince's demand that he give him "the secrets of the Skaal," and the Telvanni will remark with his usual causticity: "What kind of secrets can they hide from old Mora? Yes, that's a deal. Hermaeus Mora will learn an amazing new way to skin a horker ". However, it's time for you to go to the Skaal village to Storn. Step out of the Dwemer ruins and prepare to take on the named dragon.


Skaal Village

Talk to Storn. If you have not cleansed the sacred stones yet, Storn will say that he is still too weak to meet Mora, it is necessary to free the stones from filth so that the shaman can restore his connection with the All-Creator. If the sacred stones are cleared, then Storn will agree to help, noting that the "secrets of the Skaal" - ancient wisdom which is passed from shaman to shaman. How to speak with the wind, how to listen to the earth, nothing about strength and power, but the "demon of knowledge" simply collects secrets, their value does not matter to him.

Storn will take the book from you and go out to the center of the village to read it. Hermaeus Mora will kill the shaman, seeking to absorb the secrets of the Skaal, but still teach you the last Word of the Shout, "Bend Will". Now you are able to tame dragons.

gardener people
Rewardthe last two words of the "Submission of the Will" shout
Previouspath of knowledge
NextOn top of Apocrypha
LocationApocrypha
Skaal Village
ComplexityMedium
IDDLC2MQ05
After reading the Black Book, you will find yourself in the dimension of Hermaeus Mora - the lord of the treasures of knowledge and memory.

Chapter I

Get ready for an extraordinary adventure. Run through the moving tunnels to the second chapter of the book.

Chapter II

After activating the book, you will enter a tunnel of paper sheets, get ready for a fight with a lurker and two more Guardians. When you deal with the enemy, activate the switch and run into the open passage to the third book.

Chapter III

In the following tunnels, you will also encounter Guardians and Lurkers. at that time, the number of the latter is much larger.

Chapter IV

At the very beginning, you will see the Black Book Epistolary Insight. After activating it, Hermaeus Mora will speak to you. He will teach you the second word of the Will Subjugation Shout, but to learn the third word of power he will ask you for a favor. The prince wants to know the "secrets of the Skaal"

Choose your knowledge:

  • Flame of the Dragonborn- After killing an enemy with Fire Breath Shout from their corpse, a fire wyrm will spawn to fight at your side for 60 seconds.
  • Frost of the Dragonborn- Shout Frostbreath encases opponents in ice.
  • Strength of the Dragonborn- Shout Unrelenting Force deals more damage and can rip apart opponents.
You can only choose one ability. Then return to Solsheim.

Solsheim

When you exit the Dwemer ruins, you will meet the dragon Krosulhach, who was sent by Miraak to kill you. After you deal with him, go to Storn Salolaz in the Skaal village and tell him about what Hermaeus asked you to. If you haven't completed the quest to cleanse the stones yet, Storn will refuse to go with you, citing the fact that he is still too weak to meet the Daedric Prince.

After reading the book by Storn, Hermus will take possession of the secrets of the Skaals and kill the unfortunate one. In return, you will learn the last third word of the Shout, Subjugation of the Will, and be ready to meet with yourself.