Dragonborn - Walkthrough. TES V: Skyrim - Dragonborn: Chapter 6 Skyrim Awakening Dreams Main Storyline Walkthrough

  • Main article: Quests (Dragonborn)

At the top of the Apocrypha (orig. At the Summit of Apocrypha) - quest of the main storyline in the add-on The Elder Scrolls V: Dragonborn.

Short walkthrough

  1. Learn the last Word of the Shout "Submission of the Will";
  2. Read the Black Book "Awakening Dreams";
  3. Get to the temple of Mirak;
  4. Defeat Mirak.

Passing

After the death of Storn and the study of the last Word of the Scream's "Submission of the Will", the book "Awakening Dreams" should be read. This will move the protagonist to the Apocrypha.

Chapter I

The shortest chapter of the book. After moving, the character finds himself next to a large tower - at the place of the first meeting with Mirak. But the path to it will take some time.

If you wander around the perimeter, you can find a small chest, and to the left of it is a table with a soul stone. A little further you will find a staircase, climbing which, you can find the book "Chapter II". You should read it.

Chapter II

A further path along the stairs will lead to the next parapet, on the right side of which there is a chest. In the opposite direction, a little further away, an aggressive seeker will block the road. Having dealt with him, you should move further along the nearby bridge. He will lead to the stairs, and she, in turn, to the book "Boneless Limbs". Do not lose your vigilance - there is another seeker nearby. To the left of the ledge with the book is another parapet and another chest. One has only to touch the book, as another staircase will move out and the door to the balcony opens, where the third book "Chapter III" lies.

Chapter III

The reader enters the corridor. You need to find the door ahead. Having unlocked it, you should move on to the partition, from there to the right - to the stairs leading to the site, guarded by two seekers. After defeating them, you need to find and pick up the book "Burrowing Claws". There may be one of the textbooks on the table nearby. Next, you need to find the door, behind which is the so-called "branch", the activation of which pushes the passage into the corridor. At the end of the corridor, you should head to the right into the hall, from there, along the bridges, you need to get to the next branch and also activate it. On the next bridge is the book Tracking Spheres. After removing it from the pedestal, the door on the next bridge will open. It will lead to "Chapter IV".

Chapter IV

Balcony again. There are two seekers wandering below. The goal is the door below, which opens the way down the corridor. Having reached the fork and making his way further, the hero will again meet with the seekers, who, like those previously encountered, should be destroyed. On the way back, the corridors will begin to disappear, and the main corridor will move, opening a new path, at the end of which the book "Gnawing Blades" is gathering dust. After the seizure of the book, the mechanisms will work again and a corridor will appear leading to a room with a large number of books, among which there are textbooks. Further there is a hall with a black pool in the center. A process is hidden to the right of the entrance. After activating it, you should run across the room diagonally. A lurker will come out of the pool. After the fight with him, you need to find the second branch behind the wall. Activating it will open a door in the main room, behind which is a treasure chest. The further goal is simple - the book "Chapter V", to which the stairs lead.

Chapter V

The corridor will lead to a large hall with pedestals for books. This is where those four books that were previously collected will come in handy. They should be put in their place. If the books are arranged correctly, the book "Chapter VI" appears in the center.

If you run to the right, then the books must be arranged as follows:

  • On a pedestal with teeth - "Gnawing Blades";
  • On a pedestal with claws - "Digging claws";
  • On a pedestal with tentacles - "Boneless Limbs";
  • On a pedestal with an eye - "Tracking spheres".

Pedestal with teeth

Pedestal with claws

Tentacle pedestal

Pedestal with an eye

Chapter VI

Here from Mirak it will become known that he had been waiting for Dovahkiin for a long time, so that with his help he could get out of the influence of Hermeus Mora. He rushes to the attack. It must be admitted that he is a strong enemy, especially actively influencing the electric spells of the "Destruction" school of magic. It's wise to stock up on potions and remember to use Shouts. When Mirak's health comes to an end, he will summon a dragon from those that hover above the tower (there are three of them, including Sarotar) and take his soul, after which the antagonist's health will be restored. After being defeated for the fourth time, he will try to hide in the black water, but Hermaeus Mora will pull him into the middle and punish him for trying to escape. After his death, the absorbed dragon souls will go to Dovahkiin. From the remains of Mirak it will be possible to pick up his equipment. The reward from the prince of knowledge will be the opportunity reallocate ability points... After this adventure, it will be possible to return to Solstheim, where Frey will meet the hero and tell him that everything is over.

Finds

  • Random tomes of spells;
  • Tutorials:
    • "Song of the Alchemists";
    • "Complete catalog of enchant weapons";
    • "The art of combat magic."

Notes

  • The location will really appeal to book lovers: there are several books on almost every table. They can also be collected from the corpses of seekers.
  • If you use the tcl console command to get to the top of the tower without looking for a book, then Mirak will be immortal.
  • If the action of the Shout "Submission of the Will" on Sarotar is long enough, then the fight with Mirak can be facilitated (the dragon will attack him by order), but when the turn of Sarotar comes, Dovahkiin will fall from the dragon and will have to beat the antagonist on his own.
  • Sometimes Sarotar lingers too long at the intermediate site with a pair of seekers and a lurker, and does not fly away until he is finished. Options to speed up the resulting situation - to reduce the game settings to a minimum, and after finishing them restore them, or by pressing the key to make the dragon land - the only available landing place is next to Mirak, and the dragon will leave its prey.
  • If Mirak becomes transparent and "gets stuck" in a circle of dark water, it means that he used the Shout "Ethereal", and now he will have to wait a rather long time for the action of the Shout to end. You can go to the "System - Game - Settings" menu and change the game difficulty level there to a lower one. At a low level, Mirak's screams are not so powerful, you will have to wait less.

Bugs

  • Sometimes Mirak "freezes" under the influence of the Shout "Ethereal" and the quest becomes impossible to complete. The bug occurs at high levels or because of too powerful weapons - more damage is caused to Mirak than he can restore with the soul of a dragon.
    • Solution 1: loading an early save and fighting Mirak with a weapon with less damage.
    • Solution 2 PC : select Mirak in the console by clicking on it with the left mouse button, and enter the ResetHealth command, and then defeat him without using power attacks or with weapons with less damage.
Quests Dragonborn
Main quest Dragonborn. Temple of Mirak. The fate of the Skaals. The path of knowledge. People gardener. Cleansing the Stones. At the top of the Apocrypha
Quests of the Black Books Painful regent. The winds of change. Untold Legends. Filament and filigree. Hidden dusk. People gardener
Raven Rock Quests The last descent. March of the Dead. Revenge does not tolerate fuss. New debt
Skaal Quests New source of stalhrim. Lost heritage. Family ties
Tel Mithryn Quests The problem with the steward. Old friends. Lost knowledge. Ashes to Ashes. Telvanni style renovation. Telvanni research. An autopsy will show. Experimental. Staves of Asra. Wind and sand. Heart stones
Other quests Chieftain of Thirsk. Liberation of Thirsk. Death Seal. Ebony Warrior. Excavations

The quest "At the Top of the Apocrypha" refers to the main storyline of Dragonborn, an add-on for TheElderScrollsV: Skyrim. This task is the very last in the storyline, so the passage of "Skyrim" "At the top of the Apocrypha" can give a lot of difficulties. This guide is intended to help players.

Start

So, "At the Top of the Apocrypha", "Skyrim". The passage of Chapter I begins with the fact that your character must learn the last word of the Scream Force - "Submission of Will". To do this, read the book Awakening Dreams. This will move the hero to the Apocrypha - a giant dimension in the form of a library where all the knowledge of the Universe is stored. There you will navigate the chapters of the book by searching and reading them.

The first chapter is the shortest. First, you will find yourself near the tower, in the very place where you first met Mirak. Do not be lazy to wander around: you will find a table with a soul stone. And a little further behind him there will be a staircase that will lead to the second chapter. Read it.

Bridges and stairs

We move further on the quest "At the top of the Apocrypha" ("Skyrim"). Passage of Chapter II. Further along the stairs there will be the next parapet, where you will meet with an unfriendly seeker. It will block your path, and you must naturally remove it. After that, continue to move along the bridge located nearby. You will come to the next staircase, which you also need to climb. Upstairs you will meet another seeker, be careful. There is also the book "Endless Limbs". If you touch it, the door will open leading to the third chapter.

"Digging claws"

We continue the passage of "Skyrim" ("At the top of the Apocrypha"). In the third chapter, you will find yourself in the corridor. Find the door and unlock it, then go forward to the wall. Turn right towards the stairs. Climbing the stairs, you will find yourself on the site, where two seekers will be waiting for you. Here you can also find a book with the cute title "Clawing Claws". Now look for the door leading to the "branch". Activate this same "branch", and a passage to the corridor will open. Walk to the end of the corridor and turn right. You will be taken to the hall, where there will be another "branch", which should also be activated. Nearby will be the book "Tracking Spheres", taking which you will open the door to the fourth chapter.

Magic corridors

Continuing the passage of "Skyrim" ("At the top of the Apocrypha", chapter IV), you need to kill the seekers and go down from the balcony. Downstairs there will be a room, and in it there are two passages to the corridors. Get to the end of each one. Seekers will attack you in the corridors, and the walls will shrink, making the task extremely difficult. Then a third corridor will open in the room, in which you will find the book "Gnawing Blades".

Take the book and return to the room with opening passageways. There will open a path to a new corridor. The corridor will lead you to a room literally littered with books. There will also be a scion. Activate it and go back again. The corridor has shifted, so you will find yourself not in the familiar room with aisles, but in a small hall with a pool. You can't swim in the pool: a lurker will come out of it. Deal with him and activate the scion that is to the left of the locked gate. Directly opposite the gate, at the other end of the hall, activate the second branch. The gate will open and you can proceed to Chapter 5.

Pedestals

In Skyrim 5 (At the Top of the Apocrypha), Chapter V continues in a corridor that leads to a large room. There are many seekers in the room, from whom you need to clear the room. Next, approach the four book pedestals located around a huge column in the center of the room. Place the books you found earlier:

  • Place the Gnawing Blades on the pedestal with the fangs symbol.
  • "Endless limbs" on a pedestal with tentacles.
  • "Tracking spheres" on a pedestal with an eye.
  • "Digging claws", respectively, on a pedestal with claws.

The sixth chapter of the book will appear on the central pedestal.

Flight on the dragon and the final fight

And now the passage of the game "Skyrim" ("At the top of the Apocrypha") ends

Chapter VI will not have time to fill the corridors with teeth. Moreover, you will have to fly a dragon.

Leaving the room with pedestals, you will find yourself on a platform surrounded by water. There you will be attacked by a dragon, which can be pacified with the help of the shout "Submission of Will". Then the dragon himself will offer to take you to Mirok.

Finding the tower of Mirok will not be difficult: the dragons circling around it serve as a guide. Mirok will tell you his sinister plan. He has been waiting for you for a long time, so that you free him from Hermaeus Mora. The conversation will not end - Mirok will rush to the attack.

We must warn you right away: the battle will be extremely difficult. Stock up on potions before meeting Mirok and don't forget to use Shouts in battle. Whenever Mirok's health level is close to zero, he will take the soul of one of the dragons hovering nearby and fully recover. There are three dragons in total, including the one that brought you to the tower. When the sources of souls run out, defeat Mirok for the fourth time. Now he will have no choice but to try to hide, but he will be stopped. After the death of Mirok, you will receive the souls of those three dragons.

For the passage of "Skyrim" ("At the top of the Apocrypha") you will be rewarded with dignity: in addition to the souls of dragons, you will get access to special portals in which you can cleanse or restore ability points in the skill tree. Each skill has its own portal. Reading the book "Awakening Dreams" will return you to these portals at any time.

The main plot of the Dragonborn add-on is tied to the investigation of the events taking place on the island of Solstheim and the confrontation with the first dragonborn - Miraak.


Dragonborn

To start this quest, you just need to walk somewhere, and wait for the cultists to approach you.

They approached me immediately upon arrival at Winterhold:

After talking to them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (to which the marker will point) take and read the note Cultists' Orders:

After which the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund Salt-Sage, and say that we need to get to Solstheim:

He just won't want to go there, so he will either have to pay (500 gold), or convince or scare.

In one way or another, we go to the island, upon arrival, the task marker will point us to the next point (in parallel, communicate with everyone who will approach you):

On the spot, Neloth will approach us and start a conversation, after the conversation, the task marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the quest will end and the next will begin.

The Temple of Miraak

Now you need to talk to Frea (if she doesn't appear - press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is right there, on the stairs leading down (at first glance, the descent may seem imperceptible). Freya will accompany you.

There are no special mysteries in the dungeon itself. Few traps, few levers to use (but they are all prominently displayed). From opponents you will meet cultists, draugrs and skeletons.

The only moment that caused difficulties for me is this door, next to which you are studying a new dragon cry:

The key to the door is in one of the draugrs you will kill nearby.

We go deep into the Temple of Miraak Sanctrum, until we find a rack with the Black Book:

We read it, and we are transferred to another plane, where we meet with the first dragonborn:

We will be completely in his power, and we will not even be able to move. If you have already completed the main storyline of Skyrim and killed Alduin, then Miraak will appreciate it, and add that he would have done the same if he had such a goal.

Remaining motionless, we see Mirak flying away on a dragon, and we return to the usual plane of reality.

We talk with Frea, the task is over.

The Fate of the Skaal

This quest starts automatically.

We follow Freya, she will lead you out of the dungeon, and take you to her father, the shaman Storn Crag-Strider, in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to clear the All-Maker Stones, and this can only be done with the help of the dragon's cry Bend Will.

We go to Word of Power and study a new dragon cry there:

If you run out of dragon souls you will have to return to Skyrim, tk. Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And we use a new cry on the stone:

It will be destroyed, and Lurker will immediately appear who will attack people. Kill him:

Then we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

We talk with him until the task The Fate of the Skaal is completed, and two new ones begin: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple - you need to clear the four All-Maker Stones marked on the map:

Come, use the Bend Will shout on the stone, kill the Lurkers that appear and go to the next one:

As soon as you clear all 4 stones, the task will end automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:

After the conversation, either alone or with Neloth, head to the Dwemer ruins of Nchardak:

An important point is that only Neloth can open the door, so if you, like me, traveled to the ruins alone, just scroll one hour near the entrance - and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside you will find a big puzzle.

What is the point: At the entrance, you will see a book rack hidden under the floor. To get it, you need to install 4 Dwemer cubes in the required racks at the lowest levels. And to get to these racks, you will need to sweat a lot:

We go after Neloth, to the lever that teleports you to the lower level:

The principle is as follows - place the cube on a rack - the water level drops. If you remove it, the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe each step, because there will be a lot of them. The main thing is to understand the meaning, turn on ingenuity and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, then raise the water again, and swim:

The other big room is more interesting ... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first stance, then the third.

When you reach a room with 4 racks, the finish is close (but you will need to go to one more room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you upstairs, and we return to the beginning. It only remains to activate the last stand, and the Black Book will become available:

This concludes the task.

The Gardener of Men

This task will have slightly fewer puzzles than the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plan:

We talk with Hermaeus Mora and start solving the local puzzles. The essence of their solution comes down to two principles:

First - Scrye (like flowers) activate some part of the environment, for example, a bridge appears, or something similar:

The second is the "living corridors" crawling back and forth. In which you can jump in one place, and get off in another (or go through them):

We read, talk to Hermaeus Mora and he will teach us the second word in the dragon's cry of Bend Will:

Head back to Skaal Village and talk to Storn Crag-Strider. After that, a small scene awaits us, the essence of which I will not disclose, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The final mission of the Dragonborn storyline has begun.

Open (using dragon souls) the last two words of the Bend Will shout:

And we read the book Black Book: Waking Dreams, it will take us into the Hermaeus Mora plan:

A little ahead there will be a stand with the book Chapter I - we read it and teleports us to a new location:

In general, we explore the location, take the found books, activate Scrye, teleport to new zones through Chapter, etc.

In general, after passing the two previous tasks, there should be no difficulties in this.

I will describe in detail only one moment (out of many) how the door opens in the room with Lurker:

There is Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, there we activate another Scrye, after which the door opens:

It is almost impossible to figure it out on your own, because certain books need to be installed on certain racks. Each of the racks has a symbol, and here's how to arrange the books:

"Eye" - Prying Orbs
Fangs - Gnashing Blades
"Tentacles" - Boneless Limbs
Remaining Stance - Delving Pincers

After all 4 books are positioned correctly, the racks will light up green:

We approach the central one and read:

We are transferred to another new location. We study a new shout, after which a dragon will appear, which you do not need to fight, but you need to use the Bend Will shout on it. Thus, we will force him to obey us:

Press "E" to climb on it and go flying. During the flight, the dragon will engage Lurker and Seekers. Since he will fight them for a very long time, just press "E" and he will leave them.

And takes you to Miraak. The final battle is ahead!

In the battle itself, as it turned out, there are no tricks - removing his health to low values, he will disappear, and "come out" from the black slime in the center already healthy. You just need to "knock down" his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

It remains to listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading the Black Book: Waking Dreams return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after the first reading of the book in the center, green icons of abilities will appear around you - with the help of them, you can reset the abilities of a particular branch and spend them again. One dragon soul is required to reset.


When you return, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

In conclusion, about the complexity. Passed by a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

It was generally easy, only a few of the High Cultists and Miraak made them drink health cans.

But if your characteristics are much lower, and the master also decided to pass on the difficulty - be prepared for difficult battles.

The plot takes place in the usual form (not in a vampire and not in a werewolf), without companions.

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