Archive for 'Falmer'

Available Quests:

A Chance Arrangement
Taking Care of Business
Loud and Clear
Dampened Spirits
Scoundrel’s Folly
Speaking with Silence
Hard Answers
The Pursuit
Trinity Restored
Darkness Returns


A Chance Arrangement


Meet Brynjoff During Daytime

Steal Madesi’s Ring

Plant Madesi’s Ring

Speak to Brynjoff



As you travel through Skyrim, you may hear rumors about a group of thieves who cause mischief and mayhem by stealing things from ordinary and rich alike. These people make up the Thieves Guild, a group of pickpockets that reside in Riften (for now).

Visit the Bee and the Barb in Riften, the local pub. Look for a burly man named Brynjolf, as he is your first contact within the Thieves Guild. After a bit of small-talk, Brynjolf tells you that he will let you into the group if you do something to prove your stealthy worth. Head to the marketplace between 8am to 8pm and speak with him to begin.

Your goal is to steal a ring and plant it on someone in the center of town. Brand-Shei the Argonian has done something to insult the Thieves Guild, and now you must assist Brynjolf in framing him for theft. Talk to Brynjolf to have him occupy the townspeople and attempt to open the Novice Lock on the chest hidden in Madesi’s merchant stall. (Make sure that you are crouching and no guards can see you, indicated by a closed eye on your main receptacle.) Take Madesi’s Silver Ring and sneak behind Brand-Shei, probably still watching Brynjolf talk about his magical potion he has made up. Attempt to pickpocket Brand-Shei while completely hidden, then enter your inventory and place Madesi’s Silver Ring into Brand-Shei’s inventory. This reverse pickpocket now stashes the ring in Brand-Shei’s inventory, in which the Argonian is hauled away to the dungeons of Riften for a week.

Speak again with Brynjolf, and he will express some satisfaction and give you a small reward. He then tells you to meet him in the Ragged Flagon below the city.


Taking Care of Business


Locate Byrnjoff at the Ragged Flagon

Collect Keerava’s Debt

Colect Bersi Honey-Hand’s Debt

Collect Haelga’s Debt

(Optional) Use Talen-Jei to Get to Keerava

(Optional) Smash Bersi’s prized Dwarven Urn

(Optional) Steal Haelga’s Statue of Dibella

Return to Brynjoff


The entrance of the Ratway is marked on your map, but you must head below the main area of the town, on a lower riverway encircling the area. Head into the front entrance of the Ratway, but be prepared to meet two enemies almost as soon as you enter. You can kill the people here all the way up to the entrance to the Ragged Flagon, but in the honor of the Thieves Guild, you may choose to sneak through. You will pass through this area again, so make sure to drop the gate nearby for an easy exit. Make your way to the front entrance and head inside.

Find Brynjolf and he will ask you to help with a few Riften citizens that haven’t paid up. Continue to ask Brynjolf about the marks, and he will give you useful information about things that are important to the people involved. Head out of the Ragged Flagon the way you came in, and head to any of the three locations available: The Bee and the Barb, the Pawned Prawn, and Haelga’s Bunkhouse. After you collect the debts from two of these marks, the third will simply give you his or her money out of fear.

For Keerava, speak with her directly at the Bee and the Barb and she wil refuse to pay up. Just beat her up in a brawl or tell her to move and speak with her lover Talen-Jei to see if he has anything to say. He will only open up if you speak with Keerava first, but he gives some information on her family. Use that against her and she will pay the 100 gold pieces she owes.

For Bersi Honey-Hand, find him in the Pawned Prawn and he will refuse to pay. Beat him up in a brawl for fun or walk away and look for his beloved Dwarven pottery across from his merchant table. Hit the urn with anything bulky and it will break after a few hits; even though Bersi and his wife will protest, they will not attack you. After the urn is shattered, head back to Bersi and threaten to break something else. He will pay you the gold he owes.

For Haelga, speak to her in Haelga’s Bunkhouse and beat her up or ignore her stubborn refusal to pay. Find the Statue of Dibella and steal it for ransom. Get the gold from her in trade for the statue.

Return to Brynjolf in the Ragged Flagon and he will expect the full payment of 300 gold, so no taking any for your own use. He will then give you some gold and your choice of a few potions for reward. You’re now an initiate into the Thieves Guild, so be prepared for some major loot!



Loud and Clear


Follow Brynjoff

Listen to Mercer Frey

Talk to Brynjoff

Burn Three Beehives

Clear out Aringoth’s Safe

(Optional) Speak to Vex about Goldenglow Estate

Learn More about the Thieves Guild from Vex

Learn More about the Thieves Guild from Delvan

Retrieve the Thieves Guild Armor from Tonilla

(Optional) Enter Goldenglow Using the Sewer

(Optional) Obtain the Key to Aringoth’s Safe

Return to Brynjoff


Follow Brynjolf to begin the introductions to the members of the guild. Your first experience with Mercer Frey is a stressful one: he tells you to penetrate the Goldenglow Estate, burn down three (and ONLY three) beehives, and clear out Aringoth’s safe inside the main house. Before you head out, however, speak with Vex, Delvan, and Tonilla to get more information on Goldenglow Estates and the Thieves Guild. Make sure to pick up the Thieves Guild Armor from Tonilla before you leave. DO NOT sell all the pieces of this armor, you will need it later in the questline.

The Estate is highly guarded, but you are not docked for killing the lookouts. If you want to head in through the front door with swords blazing, kill the guard at the gate and take his key to gain access. There are many ways of getting to the beehives and inside the home, but pure offensive is quicker than stealth. The easy way to get to the beehives unnoticed is to head to the backside of the island, where no guards can see you, and climb the rocks. Head around the fence to the back of the beehives and set them on fire with one of your destruction spells or a flame weapon, but make sure you ONLY burn down THREE. Any more and you will forfeit your reward.

After you set fire to the beehives, be prepared to attract some attention from the guards of the area. Take this occasion to either sneak into the home unseen or take them all out. When you head into the mansion and take a look downstairs, you may realize that you are unable to pick the lock on the door and/or the safe inside. If you cannot, find Aringoth on the second floor and threaten, beat, or steal the keys from him. While you are upstairs, make sure to pick up the Queen Bee Statue on the bedside table of Aringoth’s room; you can sell this to Delvan for a decent price back at the Ragged Flagon.

Head into the Cellar and open the safe with the key or a successful lockpick. Take the Bill of Sale inside and help yourself to the gold. Take this back to Brynjolf and he will reward you with gold if you followed directions correctly.

Now that you are officially in the Thieves Guild, you can now use the back entrance to the Thieves Guild. Find the ladder in the Cistern area to leave by a hidden sarcophagus in the cemetery, then pull a hanging chain to the right to open the passage. You can enter the secret door by activating the diamond symbol on the bottom of the coffin. You can fast travel directly to this location as well, giving you an easy way to access the group without trekking through Riften and into the Ratways.

Also, you can pay off bounties in the Rift for half price with city Guards. This is very helpful when you want to get a bounty off your head but don’t want to report to the dungeon and lose any stolen items in your inventory.

Finally, you can begin doing additional jobs for Vex and Delvin. These quests are known as Radiant Quests and are randomly determined. However, after completing five quests each in Markarth, Solitude, Whiterun, and Windhelm, you are given a final quest to unlock fences in those cities. As you unlock the fences in each city, the available gold for bartering rises to a maximum of 4000 gold for all five cities (quest are available in Riften, bu you unlock the fence there in the Thieves Guild questline automatically).


Dampened Spirits


Speak to Maven Black-Briar

Speak to Mallus Maccius

Speak to Sabjorn

Poison the Nest

Poison the Honningbrew Vat

Return to Sabjorn

Attend the Tasting Ceremony

Speak to Mallus Maccius

Identify Sabjorn’s Silent Partner

Return to Maven Black-Briar

Return to Brynjoff


Leave the Ragged Flagon and speak with Maven Black-Briar in town. She asks that you sabotage the Honningbrew Meadery in order to save her own mead production at the Goldenglow Farms. Head to the Bannered Mare in Whiterun and seek out Mallus Maccius to be informed on how to take down the Meadery in a big way. You’re going to poison the Captain of the Guard so Sabjorn is arrested, but you’re going to pretend to be an assistant in order to infiltrate the wine cellars.

Head to Honningbrew Meadery close to Whiterun. The keeper of the Meadery, Sabjorn, will ask you to help with his Skeever problem, and he will give you some poison and the Honningbrew Meadery Key as well as some gold if you convince him that you need partial payment up front. This is the only payment you will receive from Sabjorn, so do what you can to get money from him now. Head into the Honningbrew Basement behind Sabjorn and watch out for traps littering the floor inside. Take out the Skeever as you progress down into an underground area towards the Skeever nest in the south. Poison the nest, but be careful of a mad mage named Hamelyn. He’s the one making the large amounts of Skeever and can pose a problem if he gets the edge on you. Loot the area and read his journal if you wish, then head farther into the area. Find the door to the east and enter the Honningbrew Boilery. Use the steps around the vats to poison one of the wine containers, then find the door nearby and head back to Honningbrew Meadery.

Sabjorn insists that you attend the tasting ceremony with him and the Captain of the Guard. Watch as the soldier takes a huge swig of the newly poisoned wine and take Sabjorn away for attempted murder.

Speak with Mallus Maccius and he will ask you to look for any information you can find in Sabjorn’s private quarters. Open the dresser and take the Promissory Note inside. Pick up the Honningbrew Decanter from the locked door in Sabjorn’s bedroom for another piece of loot you can sell to Delvin. Leave the Meadery and find Melvan Black-Briar in Riften, and she will ask you to bring the Promissory Note to the Thieves Guild and give you a weapon as payment.

Brynjolf already knows about the antics at the Honningbrew Meadery but after looking at the Promissory Note, begins to believe there is someone attempting to drive a wedge between the Thieves Guild and its most profitable associate. Mercer Frey has an idea and asks to speak with you about the current happenings within the group.

If you return to Honningbrew Meadery, Mallus Maccius is now a fence outside Whiterun.


Scoundrel’s Folly


Speak to Mercer Frey

(Optional) Speak to Brynjoff

Speak to Gulum-Ei

Steal Case of Firebrand Wine

Get Information from Gulum-Ei

Shadow Gulum-Ei

Return to Mercer Frey

Speak to Tonilla about Exchanging a Piece of Armor

Find an Alternative Source of Information

After speaking with Mercer Frey, you are told that the emblem on the Promissory Note is linked with an Argonian named Gulum-Ei inside the East Empire Company. Speak with Brynjolf again then head to Solitude. Brynjolf reminds you NOT to kill Gulum-Ei, and this is important advice regarding later dealings with the Thieves Guild.

In Solitude, Gulum-Ei is often found in the Winking Skeever. Bribe, Persuade, or intimidate Gulum-Ei for information about a mysterious woman who has a vendetta against Mercer Frey. If you cannot get any information from him and he requires a bribe, you must steal a case of Firebrand Wine from the Blue Palace in Solitude. The objective is in Elisif’s room on the second floor of the Blue Palace. It is simple to steal and only takes a few minutes to find.

Gulum-Ei will only give you some vague pieces of information. In order to truly get to the bottom of the story, follow him to the East Empire Company located outside the walls of Solitude. Up until you reach the door to the cave, Gulum-Ei will not attack you if he catches you following him. However, as soon as you enter the large area, any contact with him or his guards will sound an alarm and you will be attacked. Stealth is possible in this area, but you are allowed to kill the guards along the way if you choose without any impact on bounty or reward amounts. Follow the path in shadow and on ledges to follow Gulum-Ei closely, or simply swim across the water to the final destination of the Argonian. He enters the door to the Brinewater Grotto, but make sure to grab the East Empire Shipping Map that he changes to sell to Delvan when you get back to the Thieves Guild quarters.

Watch out for traps in the Brinewater Grotto and continue to follow Gulum-Ei until he arrives at a campsite with a fire in the center. Take out any guards nearby and speak with him; he will tell you more information about the mysterious woman, now named Karliah, and what her plans are. As a friendly reminder, DO NOT kill Gulum-Ei since he will act as a fence based out of the Winking Skeever in Solitude.

(If you do kill him, by choice or accident, you can continue the quest by finding a note to Gulum-Ei’s brother in Brinewater Grotto to progress the quest. However, you forfeit respect and the ability to better your armor with Karliah. You also lose the fence in Solitude.)

Head back to Riften and speak with Mercer Frey. He knows who Karliah is and seems shaken. He believes she is to be found at Snow Veil Sanctum, and he wants you to find and kill her before she starts any more problems. Before you leave, bring your favorite piece of Thieves Guild Armor with you to have Tonilla improve it.

Speaking with Silence


Meet Mercer Frey outside Snow Veil Sanctum

Enter Snow Veil Sanctum

Find Karliah

Speak to Karliah


Mercer has already left for Snow Veil Sanctum, so travel there by whatever mean you choose. Find Mercer and speak with him for more information and wait for him to open the door to the Snow Veil Catacombs. Once inside, follow Mercer and assist him in killing the Draugr inside. He cannot die, so don’t worry about him being bombarded by enemies. As usual, keep an eye out for traps and hanging chimes that will alert any nearby Draugr to your location. Take a moment to search for a large open chamber before the hallway to the caged bridges that sit above you. There is a Ship Model to the south and up around the north on a balcony that you can sell to Delvan.

Return to the corridor to the second floor caged bridges and follow them to the crypts. The area is plagued with trip-wire and traps as you make your way to the double Iron Doors deep in the catacombs. Here you will be attacked by a higher level Draugr that may take a little more time to defeat before progressing. As a reward, you will find a wall with a Word of Power for the Shout- Disarm. Head down the last corridor ahead to a puzzle door and let Mercer open it for you since you are missing the claw key to open it yourself.

Watch the next story actions and learn about what really happened in the past. As Karliah fills you in, she asks you to help her exact revenge for her fallen Nightingale companion Gallus, and also clear her tainted name with the Thieves Guild. In order to prove the evil deeds of Mercer Frey, you must travel to Winterhold and speak with Enthir.

Hard Answers


Speak to Enthir

Speak with Calcelmo

Gain Entry to Calcelmo’s Museum

(Optional) Obtain the Key to Calcelmo’s Museum

Obtain Calcelmo’s Falmer Translating Guide

Duplicate the Writing on Calcelmo’s Stone

Return to Enthir

Speak to Enthir

Speak to Karliah


You will find Enthir at the Frozen Hearth Inn instead of his usual area at the College of Winterhold. He will tell you that Gallus’ journal is written in the ancient language of the Falmer. He cannot translate it himself, but he directs you to Calcelmo in Markarth. Speak with Enthir about any additional information you may want about the Falmer and Calcelmo, and then set out for Markarth in the westernmost area of Skyrim.

Locate Understone Keep and speak with Calcelmo there. You can persuade him to allow you into the museum or attempt to bribe or threaten him unsuccessfully. If you have completed the Temple Quest: The Book of Love or the Miscellaneous Quest: Neutralizing Nimhe, you will already have access to the museum. If not, you can volunteer now to do them, simply steal the key from his artifacts to get inside, or lockpick your way through the adept lock on the museum doors.

If you are allowed in this area, you can simply walk through without any trouble with the guards. If not, you must either kill or sneak your way through.  This is a great place to level your lockpicking, so spend some time and lockpicks opening up whatever locks you can find. When you are finished in this area, head to the west and find the museum door and use a key or lockpick to gain access. You can find keys on any of the guards in the area if you cannot pick the lock yourself.

Calcelmo’s guards are on lookout for any intruders and will attack on sight here. If you choose to take them on face-to-face, they can be difficult opponents to take on alone. The best route is to sneak by whoever you can and take out the western guard with a sneak attack if possible. If you happen across the Spider Control Rod in the first room, you can also use some of Calcelmo’s Dwemer Spiders to attack the guards. Continue west and enter the door to the Steam Hall.

You can continue forward through the guards here, or head down and walk through a hallway of gas that drains your health. There are pressure plates to stop the gas if you choose this route, so keep an eye on your health bar and heal as necessary. Find your way to Aicanter’s chambers and turn on the traps in the booth on the walkway above. This sends the guards running and dying as they come into contact with the deadly traps below. Before leaving the Laboratory area, look for a Dwemer Puzzle Box on display to the right; this can be sold to Delvan for a nice sum.

Enter Calcelmo’s Tower and find the dark stone tablet. This is what you have came for, but it is a little less portable than what you had hoped for. Find a roll of paper and some charcoal and use them on the tablet to transcribe the information. Get through the soldiers that arrive just as you finish copying the translator, and follow your map to find a stone path to escape down a waterfall. Fast travel as soon as you can and make your way back to Winterhold and Enthir.

At the Frozen Hearth Inn, Enthir translates some of Gallus’ writings and reveals that Gallus had suspected Mercer Frey of stealing from the Thieves Guild by using something called the Twilight Sepulcher. You and Karliah are now going to try and clear her name by taking the translation of Gallus’ journal to the Thieves Guild. Before you head out, Karliah gives you a weapon Gallus used before his death, the Nightingale Blade.

The Pursuit


Meet Karliah at the Ragged Flagon

Follow Karliah

Speak to Brynjoff

Infiltrate Mercer’s House

(Optional) Shoot the Mechanism to Lower the Ramp

(Optional) Speak to Vex about Vald

(Optional)Talk to Maven about Vald’s Debt

(Optional) Locate the Quill of Gemination under Lake Honrich

(Optional) Bring the Quill of Gemination to Maven

Discover Evidence of Mercer’s Location

Speak to Brynjolf


Head back to the Ragged Flagon with your newest friend in haul. You’ll find your back entrance in the cemetery locked, so use the front entrance through the Ratway. Find (a very angry) Brynjolf and company and explain the situation. Mercer has been stealing and now you must find out how and why. You are to break into Mercer Frey’s home in Riften and find out any information you can.

There will be one obstacle in your way: Mercer’s personal guard Vald. There are a few ways to go about getting past him. The first and easiest way is to kill him straight-out and enter the keep by old fashion violence. If you would like to keep your conscious clean, you can speak with Maven Black-Briar about clearing his Vald’s debt and releasing him from his loyalty to Mercer Frey. Finding the missing quill is difficult without a quest marker, but if you travel halfway between Riften and Goldenglow Farms, you will find a chest on the bottom of the lake. You can see a small portion of the sunken boat barely sticking up from the water’s surface. The lock is an average difficulty, and luckily you can’t drown while lockpicking underwater. Return the Quill to Maven Black-Briar to receive a paper that absolves Vald from any more debt. If you show Vald this page, he will leave gratefully, leaving you to access the estate freely.

Shoot the bridge down using a mechanism just below the upper balcony, or you can also use the house key from Vald if you freed him or persuaded him to leave the area. Kill or sneak by any guards inside and head downstairs to find a cabinet with a false door. Follow the corridor straight to Mercer’s office, dodging the deadly traps in your way. Grab Mercer’s Plans on the table and Chillrend from his display case, and take the Bust of the Gray Fox from his bookshelf to sell to Delvan. Use the sewers in Mercer’s home to get back to the Ratway quickly and find Brynjolf. Hand over Mercer’s Plans and he will find out that his next plan is to take the Eyes of the Falmer, a huge heist for one person.


Trinity Restored


Listen to Karliah

Meet Karliah at the Standing Stone

Follow Karliah

Activate the Armor Stone

Equip the Nightingale Armor

Follow Karliah

Stand on Vacant Floor Glyph

Speak to Karliah

Speak to Brynjolf


Before you head out to find Mercer Frey, Karliah suggests that you become a Nightingale in order to fight Mercer on equal terms. Head to the Standing Stone through the southwest exit in Riften and take a hike to the headquarters of the Nightingales. Follow Karliah and receive the armor of the Nightingalesand become a servant of Nocturnal, the lady patron of thieves. Follow Karliah and take your place on the empty floor glyph in order to begin your ceremony to become an official Nightingale. You know now that you must retrieve the Twilight Sepulcher, which is the Skeleton Key of Nocturnal.

Brynjolf offers you the position of Guild Master as soon as you complete all the City Influence Quests.



Travel to Irkngthand

Speak to Karliah

Locate Mercer Frey

Slay Mercer Frey

Retrieve the Skeleton Key

Escape from Irkngthand

Speak to Karliah


Head to Irkngthand in the mountains. Go west and up some steps, killing any bandits that have taken up residence there. Follow around southeast and cross over wooden bridges to enter the Irkngthand Arcanex.

This is a long trek to make your way to Mercer Frey. Begin by heading through the camp and find your way to a gate to the south. Karliah and Mercer will be waiting to join you, so continue on until you reach a large balcony. Karliah sees Mercer stealthily kill a Dwemer Sphere and suggests he is taunting you to follow him deeper into the caverns. Head through the nearby door and head west along the ledge to find two  ballistas. Both levels have to be pulled within a select timeframe, so rush between the two in order to open the way. When open, head through the gate to the exit.

Climb over the rubble and rooftops and move towards the west of the area and up to a gold door. Head through the gate to the southwest and into the gigantic cavern where you first saw Mercer Frey from the balcony. Climb the stone ramp and enter the Irkngthand Slave Pens ahead.  In the slave pens, head through the hallways and go south into a Falmer camp. Head east and then south to get into a Chaurus pen and follow the pipes until you can drop down and find the Irkngthand Sanctuary.

The sanctuary holds a large Falmer statue that contain the Eyes of the Falmer. After Mercer attempts to take you down with a powerful spell that begins to flood the area, focus on killing Mercer as quickly as possible. If you have a detect life spell or scroll or the Shout – Aura Whisper, now would be a great time to use it to see Mercer when he is invisible. If you use the Nightingale Blade, you can track him easily as the Absorb Health and Absorb Magicka does its job. When he finally goes down, loot his body for the Skeleton Key and the 2 Eyes of the Falmer. These Eyes can be sold to Delvan for a large sum.

Be quick when collecting your bounty and head to the Southeast before the chamber fills with water. A tunnel will open before you drown (only if you have grabbed the Skeleton Key) leading you to the Bronze Water Cave, south of where you entered Irkngthand. Speak with Karliah and she will be grateful, handing over a powerful bow that she has carried for a long time.

NOTE: You now have the Skeleton Key, which is an unbreakable lockpick. If you continue on and visit the Pilgrim’s Path ahead, you will give up the key.

Darkness Returns


Enter the Twilight Sepulcher

Speak to the Nightingale Sentinel

Follow the Pilgrim’s Path

(Optional) Retrieve Nystrom’s Journal

Return the Skeleton Key to the Ebonmere

Listen to Nocturnal

Speak to Karliah

Choose Nightingale Role


Find the entrance to the Twilight Sepulcher west of Falkreath in the mountains. Open the door and speak with the spirit ahead, who just happens to be Gallus. He will give you some advice for the puzzles ahead, pointing you towards a journal on a corpse nearby.

Enter the first chamber and kill the crazed Nightingale Sentinels until you reach the Iron Door to the West. In the next area, you must stick to the shadows like a true Nightingale, as the light will burn you very quickly. In the third chamber, locate two hanging chains to give what Nocturnal desires most, the darkness. Head through the open door and make your way through the numerous traps ahead. Watch for dart traps, spear traps, and battering ram traps that could kill you if hit in the right place. Find the next door and enter the door to a hallway lit with candles. Fall down the large well and read his sad message about being stuck in the well you just jumped down. Wait a few moments while the game makes you worry a bit, and the Skeleton Key will open the floor below you into the Ebonmere Chamber.

In the last chamber, you return the Skeleton key for Nocturnal, who demands that you become an agent of Nocturnal by drinking from the Ebonmere. Choose your power and watch the farewell between Gallus and Karliah. You now can choose one of three roles for your Nightingale power: The Agent of Shadow (which gives you invisibility for two minutes), The Agent of Subterfuge (which gives you a huge Fury Spell), or The Agent of Strife (which drains 100 points of health from any target). These are all abilities that can be used one a day. If you would like to change your Role, simply return to the chamber and select a different ability. You can only do this once every 24 hours.

Congratulations on completing the main questline for the Thieves Guild. Take a look at our Thieves Guild Radiant Quests page to complete the remaining quests for the guild and become the Guild Master.

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Part One: Accepting your Fate as the Dragonborn
Part Two: Finding the Thalmor Embassy and Alduin’s Wall


Part Three:
Elder Knowledge

Alduin’s Bane

Bleak Falls Barrow


Season Unending

The World-Eater’s Eyrie



Elder Knowledge


Learn the Location of the Elder Scroll
(Optional) Talk to Esbern OR (Optional) Talk to Arngeir
Recover the Elder Scroll


NOTE: If you have already done the Daedric Quest: Discerning the Transmundane, you will have already gotten the Elder Scroll from Blackreach. If not, you have a long trek ahead of you, and you should gear up accordingly. Bring plenty of potions and be prepared for a long journey to reach the Elder Scroll.
Speak with either Esbern at Sky Haven Temple or Arngeir at High Hrothgar. They will both point you toward the College of Winterhold in the northern Mountains of Skyrim. Make your way to Winterhold by whatever means you choose, and head up the path at the other end of town.  A mage with the College will stop you if you’re not a member of the College and ask you to show you are skilled in magic. Choose any offensive or conjuration magic (or a Dragonshout) and cast it to impress Faralda, and she will tell you to find Mirabelle Ervine in the College. Instead of reporting to Mirabelle Ervine, since this is beginning your questline with the College of Winterhold, find the Orc Urag gro-Shub in the Arcaneum.  If you head into the Hall of the Element and take the door to your left, it will take you into the large library where he will be standing behind the counter.
Speak with Urag and he will give you two books to read that relate to the Elder Scrolls. Take a look if you want, but it will be impossible to understand without translation from the original author, who is holed up in an ice field north of the College. To find Septimus Signus, make your way down the mountain carefully and head north.
You will find Septimus in an ice mound in front of an odd locked door that looks ancient. Septimus will not give you the location of the Elder Scroll without a favor: you must explore the ancient city of Blackreach and transcribe the Blank Lexicon he needs to open the door.
NOTE: The location given to you for this quest into Blackreach is one of many entrances. If you have already explored another entrance, you can take that one instead of the long-haul through Alftrand.
With the Attunement Sphere and Blank Lexicon in hand, travel to Alftrand and find the entrance to the ruins below at the bottom of a tower. Be careful on your way down the bridges; it’s a long fall if you misstep. This is a very large area, and your destination is always marked on your map, so use it accordingly. To get to the first door, head down the snowy corridor and up a winding ramp, leading you into another snowy hallway. Make your way through here and into the ruins ahead, heading north. Open the door and head south and then east, navigate the moving pistons in the wall, and head through the door to Alftrand Animonculary.
Head east through the corridor with Dwarven Spheres to kill. DO NOT walk on the pressure plates of the next ramp, since the trap blade in the middle will kill you outright. Use the lever on the right to open the gates to a winding walkway heading down, being careful not to fall off while battling any Dwarven Spiders. Head west and avoid more pistons in the wall, then turn northeast and down farther into the ruins. Fight your way through the Falmer and down another winding pillar. Keep heading deeper into the Falmer nest until you find a gold door in the southwest that leads to the next area. If you wish to head back for supplies, head to the northwest to use a Dwarven Elevator to the outside. You will create a map marker that you can return to if you leave.
Back in the southwest, unbar the door for future travels. Head to the bottom of the winding walkway and through the corridor to reach the next area: the Alftrand Cathedral. This area is fairly straightforward, but also dangerous. Once you clear out any enemies, head south and enter the platform. Here awaits a large Dwarven Centurion that holds the key you need to get through the next area. Head to the gate and kill the thieves nearby, then open the Dwarven Mechanism. You can head up the tower and open another entrance to Blackreach here, or continue on with the Attunement Sphere. A path is revealed and you can now enter Blackreach, a massive underground area.
If you follow your quest-marker, it will take you to the Tower of Mzark. If you decide to explore the area, you can spend a great amount of time looking around and finding Crimson Nirnroots for a side quest. If you want to leave, take the elevator to the southeast to the Great Lift at Alftrand, which gives you an easy entrance and exit from the area. Once you decide to continue, find your way to the Tower of Mzark and go inside.
In the Tower of Mzark is the Elder Scroll, but you must align the Oculary. First, put the Blank Lexicon in the empty pedestal, then begin playing with the stands beside it. Hit each lit up stand until the next one lights up, until each one is active. Press the tallest one in the middle three or four times; Press the stand left of that one twice; Press the smaller one once. Now you can pick up the Elder Scroll from its home in the center. You may also want to continue the Daedric Quest: Discerning the Transmundane while you are here, by removing the Lexicon from its stand. If you don’t remove it, you will have to return to this area again to fetch it later, this time without a quest marker.
NOTE: You must be level 15 to continue with the Daedric Quest with Septimus. If you aren’t this level yet, make a mental note to come back here later when you want to finish it.

Alduin’s Bane

Read the Elder Scroll at the Time-Wound
Learn the Dragonrend Shout from the Nord heroes
Defeat Alduin


Now that Blackreach is behind you for now, head back to Paarthurnax at the Throat of the World. Move towards the center of the area and use the Elder Scroll in your inventory. Enjoy the centuries old flashback of the warriors who banished Alduin the last time. You learn the powerful Shout-Dragonrend, which you will use as soon as you get back to reality.
This battle is impossible without using Dragonrend, so use it as much as possible. Alduin cannot be hurt without being under the influence of Dragonrend, and he will not land unless you use the Shout. This battle is much more epic than other encounters with dragons that roam Skyrim, so hold out as long as you can and use those long-ranged weapons and potions you may have stocked up!

The Fallen

Talk to Paarthurnax OR Talk to Arngeir OR Talk to Esbern
Talk to the Jarl of Whiterun
Learn Shout to call Odahviing
Prepare a trap for Odahviing
Call Odahviing to Dragonsreach
Defeat and trap Odahviing
Interrogate Odahviing

Alduin is down, but not out. He reveals that he is the firstborn of Akatosh, one of the Nine (or Eight, depending on where you are in Tamriel) Divines and the original dragon king. Alduin is invincible at this moment in time and flies away. You can ask three different targets to help you find where he has gone. Ask Paarthurnax while you are at the Throat of the World, travel down the mountain and ask Arngeir in High Hrothgar, or travel back to Sky Haven Temple and speak with Esbern. Each of them will point you to Dragonsreach in Whiterun. If you do stop by and see Esbern, he and Delphine will demand that you kill Paarthurnax because of his close involvement with the last time Alduin was in Skyrim.  If you do not choose to kill him, the Blades will no longer help you, stalling any more side quests that they can offer. If you do kill him, it won’t affect the rest of the main storyline significantly. It is up to you.
The next actions you need to take will change depending on where you are in the Civil War questline. If you have completed the Civil War in favor of either party, you can just ask the Jarl in power for help, to which he will agree; you can skip to the next quest in the line, Main Story-The World Eater’s Pyre if so. If you are working with the Jarl at the time you head over to Whiterun, you may have to complete whatever favor he has asked of you before he will speak about the matter. If the civil war is still raging, the Jarl won’t help you until you assist in a peace summit to negotiate a temporary truce. The only ones that will be unbiased are the Greybeards, and you must convince all parties involved to participate.
Speak with General Tullius in Solitude and Ulfric Stormcloak in Windhelm to get them to High Hrothgar. The next few options in the treaty talk will be the ultimate decision on whether you are on the side of the Imperials or the Stormcloaks. Agree with the side that you wish to back and give them as much power as possible, and you will further your dedication to the cause. Either way, after the talk the truce is in place, and you can now trap a dragon with no fear of opposition.
When all parties are in agreement, head to Paarthurnax or Esbern to learn the name of a dragon you can call and trap in Whiterun. You learn the Words of Power Od, Ah, and Viing, which translates to ‘Winged Snow Hunter’ in Dragonspeak. Head back to Whiterun and use the complete call, and watch as Odahviing flies around. Lore him into the trap and approach him, but note that you cannot kill him. He will offer to bring you to an entrance  to Sovngarde, the Nord version of Valhalla.

Paarthurnax (OPTIONAL)

Kill Paarthurnax
Talk to Delphine or Esbern


This is a completely optional quest, but if you decide to side with the Blades, the Greybeards will disown you. This means that you can no longer report to Arngeir to meditate on Words of Power, but it also means you can complete more Blades quests.
Find Paarthurnax at the Throat of the World and defeat him by whatever means you choose. Dragonrend is a good choice to bring him down, but this battle shouldn’t be too much trouble if you’ve fought other dragons before. Report back to Delphine or Esbern after he is defeated to continue to work with them.

Season Unending

Get Greybeard’s help in negotiating a truce
Talk to Arngeir
Talk to General Tullius
Talk to Ulfric Stormcloak
Talk to Arngeir
Take your seat
Negotiate a truce

Very simply, decide who gets what in this convention of sorts.

The World-Eater’s Eyrie

Set Odahviing free
Talk to Odahviing
Reach Alduin’s portal to Sovngarde
Enter Sovngarde


Let Odahviing out of his trap and speak with him to go to Skuldafn, an area that only dragons can fly to. Alduin has used a portal here to get to Sovngarde to consume the souls of dead Nords to regain his strength. Once you get into the area, make a choice to stand and fight the dragons and Draugr that are here or make a dead sprint for the entrance up to the temple. Kill the dragons that follow you if you want the souls, or head towards the door. There are plenty of places to find treasure leading up to the temple door if you want to spend some time killing some Draugr.
When you enter, you can head right to find a chest and some stairs up, leading to a puzzle you have to figure out before you can proceed. The Whale glyph needs to face west, and the Snake glyph needs to face east in the first area to proceed. In these next two corridors, there are corresponding signs across from the movable pedestals. Take the left door and head to the stairs ahead.
Head to the bottom floor to figure out the next puzzle. Turn the first pillar so the snake faces west, and go up the bridge. Point the next pillar so the hawk faces north, and then head north to find the next pillar. Now turn that one so the Whale is pointing south towards the highest sign. The bridge should lower and you can enter a new door.
Follow the steps up, defeating a number Draugr along the way. At the top, be careful with the Draugr Warlord, and make sure to pick up the Diamond Claw from his corpse. Use the claw on the door after turning the rings to match, from top to bottom, Wolf, Moth, Dragon. Find the Word of Power for the Shout-Storm Call on the crypt wall and leave the area by the large wooden doors.
Head towards the bright light in the sky and intercept the Dragon Priest named Nahkriin. He is a tough cookie with powerful shock spells. Don’t forget about the dragons flying around, but don’t focus on them unless you want to. Your target is the Priest and his Dragon Priest Staff, which gives you access to the Dragon Seal and into Sovngarde. Just don’t forget to grab the Dragon Priest Nahkriin’s Mask, which is part of the Dragon Priests’ side quests.
Head into Sovngarde to meet your destiny.


Find out how to defeat Alduin
Gain admittance to the Hall of Valor
Talk to the heroes of Sovngarde


Head north, past Nords who are panicked by the sight of Alduin. Once the fog sets in, use the Shout- Clear Skies to open up your field of view for a little while. Find the Hall of Valor to the north and approach Tsun. Tell him you look to enter and he will challenge you to a duel for the right of entry. You only have to bring his health to 1/3 when he halts the fight and lets you pass. Explore the area if you want; if you are into the Skyrim mythology, you will recognize the names a number of dead warriors from long ago. Speak with Ysgramor and he will tell you that three warriors wish to help you fight Alduin: Gormlaith the Fearless, Hakon the Valiant, and Felldit the Old. These were the fierce warriors that you saw in your Elder Scroll vision, the ones who banished him the first time. Hopefully with your help, they can kill him permanently.





Help the heroes of Sovngarde dispel Alduin’s mist
Defeat Alduin
Speak to Tsun to return to Skyrim



Head out of the Hall of Valor and out into the foggy clearing. You must use the Shout- Clear Skies with your companions until the weather clears and Alduin descends upon you. Use the same techniques this time as what you did the last time: use Dragonrend as much as possible and assist wherever you feel the most comfortable. Remember that Alduin is invincible unless he is under the influence of Shout- Dragonrend, and he will often choose the advantage of air attacks unless you bring him down. After he is defeated, speak with Tsun to learn a new Shout- Call of Valor and returns you to Skyrim. There is nothing more to find in Sovngarde, but take one more look around if you want. Unless you’re a Nord, your soul may never return to this place again.
You now return and find out that the dragons are still in Skyrim, but they can no longer follow Alduin. Many of them fly away, one of them being Paarthurnax if you didn’t kill him previously. After he leaves you can wait for him to return if you still want to kill him for Esbern and Delphine, and you can return to the Blades after that to complete the quest. Meanwhile, Shout- Call Dragon can now summon Odahviing whenever you choose.

You have now completed the Main Story of The Elder Scrolls V- Skyrim, so get working on the other questlines such as the Dark Brotherhood, Thieves Guild, College of Winterhold, or any of the Daedric Quests. There’s hundreds of more hours of gameplay, you just need to know where to look!

Part One: Accepting your Fate as the Dragonborn
Part Two: Finding the Thalmor Embassy and Alduin’s Wall

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