Imperial Legion - Civil War. Skyrim Walkthrough for Stormcloaks (Civil War) Battle on the Walls of Whiterun Skyrim

Entering the Imperial Legion

This quest opens the quest chain for the Imperial Legion, one of the two factions involved in the Civil War. Any soldier representing the Empire can hand it over.

If, even before the start of the game, you decided that you want to join the Empire, then in the introductory mission, simply run after Khadvar - a legionnaire who wrote down the names of the prisoners before the execution. After a successful escape, he will offer you to contact your superiors to join the legion.

After receiving the quest, go to Solitude, where the base of the Imperial Legion is located. There, find General Tullius - the leader of the faction, with whom you need to talk. After the conversation, the general will send you to the legate Rikka, who deals with newcomers.

To test your capabilities in practice, she will ask you to clear the Hragstad base, which is located above and to the left of the city. There you have to deal with all the thugs, having conquered the fort for the faction.

On the spot, you will find that all enemies are marked with a marker, which greatly simplifies the task. Moreover, you will not meet particularly strong opponents in the district, so boldly step forward. Having successfully completed the task, talk to Rikke again, and only then to Tullius himself, who will agree to accept you into the legion.

3 ugly crown

Your first official quest, during which you must clear the ruins of Corvanyund and find the ancient regalia of the Nords - the Jagged Crown. The initiator of the campaign was Rikke, who decided that if the Stormcloaks were the first to get to the artifact, it would only strengthen Ulfric's position.

Travel to the indicated point near the ruins. You will stumble upon a detachment of Imperials and the already familiar Hadvar. According to the latter, the enemies got here before you, so you will have to fight inside. Once the preparations are complete, you will head to the ruins.

Immortal Rikke will lead your squad, so feel free to follow her.

Clear the ruins from the rebels and move forward. At the third hall, the legate will smell an ambush and will order you to check the upper level - use the right move to find opponents. After that, a battle will begin, in which your comrades-in-arms will help you, and only then you will head to the next level of ruins - "Halls".

Here, the Stormcloaks will appear on your way again until you finally reach the puzzle door. Open it using the key from the corpse, which lies nearby (the order is as follows: wolf-insect-dragon).

After that, another riddle awaits you - you need to find a hidden lever that will open the way for further advancement.

The lever itself is higher - on the second level along the stairs to the side and across the bridge.

As soon as you open the door, the draugrs will suddenly awaken and you will have to fight. The next level of the location is called "Crypt".

The final hall will greet you with an impressive throne, on which, apparently, the draugr-king sits, since the desired regalia is with him.

You won't have to fight him specifically, but many other ghoul Nordics will attack you.

Examine the Word of Power at the nearest wall and return to Tullius. By the way, you can go to the leader of the opposing side - Ulfric to change sides. This is your last chance to choose a faction.

Message for Whiterun

When you deliver the Jagged Crown, Tullius will ask you to visit Whiterun, where Jarl Balgruf is sitting. Word has come in that this merchant city will soon be attacked by rebels, which is why you must warn their leader.

Upon learning of Ulfric's plans, the Jarl of Whiterun will send you to him personally with a specific request - to deliver the ax. It is an ancient Nordic custom that rulers resort to at the very last moment. If the side accepts the weapon, then the battle is prevented.

The Stormcloak Leader can be found in Windhelm. Naturally, the militant leader will refuse to accept the ax and send you back. All you have to do is tell Balgruf about Stormcloak's decision to allow the Empire to enter the city for its defense.

B itva at Whiterun

After talking with Scipius, you will go to defend the city. Outside, you will see that the offensive has unfolded in full force - talk to Rikke at the walls.

When you arrive, the legate will try to raise the soldiers' morale with a pathetic speech, after which he will lead you and them into battle. Your task is to kill as many rebels as possible until the counter on the side reaches 100%. Until that moment, the enemy will respawn endlessly.

There are also secondary tasks in this assignment, consisting in the defense of specific positions. So, at first you have to defend the barricades, killing the advancing enemies. If the defense is broken, then you will retreat to the bridge, after which the task will be updated - it will be necessary to defend it already.

When the attack is repulsed, the enemy will retreat. Then visit the general to get a promotion and new weapons.

Unification of Skyrim

A lengthy quest associated with a series of small tasks of the same type. To complete it, you will have to conquer all cities captured by the Stormcloaks.

In addition, the quest involves the completion of the "Endless Time" mission, during which you will have to conclude a truce between the warring parties. How you solve the question of peace (we are talking about the transfer of cities from hand to hand), and determine your further goals.

Capture the White Coast

After a triumphant victory at Whiterun, Tullius will raise you, deciding that there is nothing else to do as an "infantry". Now you will complete missions of special importance, on which the entire campaign of the Empire in Skyrim depends.

Travel to Rikka at the White Coast camp. The legate decides to frustrate the enemy's plans by placing fake orders to the rebel commander. But first you need to steal the real documents, which is what you will do.

A messenger with Stormcloak plans travels from Windhelm to Dawnstar. Before using fast travel, note that the rider moves in real time.

On the way, he will visit two taverns, so it makes sense to immediately go to the "Night Gate". There you can tell the owner about the messenger who is about to visit this tavern. If you convince the owner, he will tell you that the rebel has already stopped here, but at the moment he has moved away on other matters. Now the rider is indicated on your card - you just have to wait for him.

It is not worth killing the messenger in the tavern, as there are many witnesses around. If you don't want to become a criminal, then just follow the rider on the road and kill him somewhere in the wilderness. In addition, documents can be stolen from his pocket when he goes to bed.

When the deed is done, take the information to the legate. It turns out that the rebels are demanding more soldiers for Dawnstar, as the local army is no longer enough.

Then Rikke will redo the documents and send you to the Stormcloaks - take the fake to the indicated place and return to the legate.

Now that the rebels have lost their troops in this region, you can conquer Fort Dunstad. Go to the point where your brothers in arms are. Together with them storm the fortress and destroy all enemies. The battle will continue until the percentage drops to 0.

Return to Tullius after the fight and report your success. The general will present you with another useful item, and then offer to visit a new camp.

Capture the Rift

This ownership will need to be returned to the second one by default, however during negotiations you can transfer this city, which will make the task unavailable.

Stop by the Rift Camp where Rikke awaits you. She will send you to the city with a specific goal - to probe a local jarl named Anuriel for blackmail. As the Empire knows, it cooperates with the Thieves Guild - this is exactly the bad connection you can use.

To find incriminating evidence, you will have to get into Mistvale Castle and get documents, with which you can then blackmail the Jarl. In general, wandering in this fortress is forbidden, so you will have to use stealth.

If your stealth skill is not pumped over, just run past the guards (she will try to stop you), without examining anything in the area, take the letter from the box and leave.

Next, go to Anuriel and show her the find. If you put pressure on her, she will agree to cooperate with the legion and give you valuable information - a caravan carrying gold and weapons is moving to the rebel capital of Windhelm. Use the information and defeat this squad.

By the way, not far from the road, on a hill, a detachment of Imperials will be waiting for you, which will gladly help you deal with the rebels. Among your comrades, you will also find Hadvar, who will offer you to go from afar, using ranged combat, or attack head-on.

After telling Rikka about your success, you will receive a new assignment - to conquer the Greenwall Fortress. You will find this fort below from the Shore Stone. Kill enemies on the spot until the counter finally stops. As a reward for your victory, the general will present you with a unique item and send you to a new camp.

You will find a new camp below and to the right of the city of Dawnstar. The legate will tell you that your brothers in arms were captured by the rebels, placing them in the prisons of the fortress of Kastav. It is necessary to conquer the fort and return freedom to the captured imperials.

On the spot, you will stumble upon a friend of Hadvar, who again, as in the previous task, will offer two options: go ahead or use the secret passage, which is located on the side of the fortress. If everything is clear with the first, then in the second case you will have to secretly get close to the fort, without catching the eyes of the guards defending the wall, and go downstairs.

Thus, you can immediately go to the prison where the captives are held. Kill the guard, take the cage key, and then free the legionnaires to get reinforcements.

Together with them, as well as Hadvar's squad, you will strike the fort from both sides and leave no chance for the rebels. When you inform Tullius of the task completed, he will promote you to legate.

This quest opens only after negotiations during the "Endless Time" quest. You must give the rebels the city of Markarth, and then the mission will become available.

Unlike the previous ones, this assignment is not unique. You must visit the next camp of the empire, and then simply clear out the Sangard fortress. Other legionnaires will help you, and the battle will again have to continue to zero percent.

Capture Eastmarch

The war in the province of Skyrim is coming to an end. Most of the rebellious country is once again under the control of the Empire, and it remains for you to strike the penultimate blow. To open the way to the enemy capital of Windhelm, you must conquer Eastmarch.

Visit the camp below and to the right of Windhelm, where a legate awaits you. Rikke will send you to capture Fort Amol, where you just need to cut out the entire garrison. Drop the percentage to zero to complete the job.

B itva at Windhelm

The civil war is about to end. The army of the Empire has already approached the capital of the enemy and began the assault - you need to join them as soon as possible. After passing the entrance bridge, you will stumble upon the troops and Tullius himself, who is giving a speech. As soon as his eloquence runs out, the attack will begin.

Make your way inside the city together with your brothers in arms. If during the defense of Whiterun you defended it, hiding behind the barricades, now the latter will have to break through, destroying all the barriers. The ultimate goal of the offensive is to break into the palace and kill Ulfric Stormcloak.

Some of the paths will be impassable, so from time to time you have to turn off and take a different road.

After the first squad of rebels, move to the left and go out to the bazaar. After destroying the enemies, pass the forge and go to the cemetery, where they will try to stop you again.

After that, having dealt with the next barrier, go out into the rich quarter. Here, turn right and go through the alley to the castle. On the way to it, you will only have to kill the last defenders, and then go inside.

Now you need to kill the rebel leader Ulfric and his loyal ally Galmar. By the way, Tullius and Rikke will fight on your side, so do not be afraid, the enemies will not show strong resistance.

When the leader of the rebels is knocked down, all that remains is to finish him off - Tullius will shift this honor onto your shoulders. You can refuse, but then Ulfric will be killed by the general himself.

Finally, Tullius will reward you with his own unique sword as a reward for your great victory. When the deed is done, go out and listen to the next speech of the general. This concludes the line of the Imperial Legion.

Video: EMPIRE VS BURI BROTHERS - WHOSE SIDE IS THE TRUTH


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Ulfric, Earl of Windhelm, sits on the throne under the blue bear flag.

In Skyrim, a conflict rages between the Imperial legions of General Tullius and the separatists under the command of Ulfric Stormcloak. The player gets to know both those and others from the very first minutes in Skyrim - the legionnaires want to execute him, and the Stormcloaks want to escape with him. Soon after the dragon arrives at the scene, the player has the first choice: with whom to leave the settlement - with the rebel Ralof or the imperial soldier Hadvar. After escaping, Ralof will offer us to join the Stormcloaks, and Khadvar - to join the Imperial Legion. If you have other plans, take the quest from any soldier of the faction we need.

NOTE: Stormcloaks in the game are marked in blue (both flags and capes), and legionnaires in red. In the dark, the differences are erased, so it's better to fight in the daylight.

For whom to fight, you choose. Both armies have good reasons to think they are right, but there are also dark, unsightly sides. You can generally postpone the civil war for later - they won't start without you.

THIS BAGS: there is another important reason to postpone joining the army as late as possible. The war and the associated transitions of cities from hand to hand cause numerous plot bugs - both in side quests, and in "guild" ones, and even in the main plot. Not a single quest chain causes as many plugs and quests hanging to the point of impassability as this one.

We will first describe the Stormcloaks storyline missions. Then we'll talk about what awaits future legionnaires.

Brothers of the Storm

Signing up to the Stormcloaks

Serpent Stone. From here you can see the College of Mages of Winterhold.

To join the ranks of the fighters for the freedom and independence of Skyrim, travel to frosty Windhelm, which is in the east of the province, and enter under the arches of the royal palace. You will witness a furious dispute - the Earl of Windhelm Ulfric and his huscarl Galmar Stonefist discuss the demonstrative neutrality of Whiterun.

Ulfric does not recognize the hero at first, but then remembers the "Helgen incident". If you were with Ralof, tell me about it. The finally calmed Jarl will send us for an introductory assignment to Galmar, and he will propose to go far to the northeast in order to kill an ice ghost flying around the Serpent Stone on one of the islands to the east of the College of Winterhold. For a hero of the first levels, this can be difficult, so if you are not confident in your abilities, stock up on potions of healing, protection from cold and fire spells.

NOTE: the Serpent stone is almost useless. It gives the ability to paralyze the enemy once a day for five seconds.

Jagged crown

"Hey guys, I found the crown!"

Returning to the royal palace, you will hear a new dispute - about a certain crown, which can confirm Ulfric's right to the throne, if obtained.

Galmar will be surprised to see us alive, but, there is nothing to do, he will take our oath to the Stormcloaks.

The oath marks a new stage in the hero's life - from now on he serves the Stormcloaks and will fight for them. The quest "Joining the Legion" will fail. However, playing a little later will give you another chance to switch sides - but only one.

NOTE: before you take an oath, you can go to the Imperial Legion and complete their introductory mission at the same time.

It's time to try yourself in battle - to go with the Stormcloaks to the ancient cairn of Corvanyund, where the old king Borgas rests. It is north of Whiterun and east of Lorey's farm. You can go for the crown on your own, but the scriptwriters have saved up a trip with a group of Stormcloaks, among which there will be Ralof, already familiar to us from the opening scenes.

The Imperials have already infiltrated the cairn, so they will have to take it by storm. Several soldiers are on duty outside, others inside. If you're not feeling confident, stick with the rest of the Stormcloaks.

The squad will be led by Galmar Stonefist himself. In front of the corridor, which is dangerous for an ambush, he will offer the hero to find a workaround. This path runs on a higher level. Pay attention to the oil lamps and spilled oil - this is a good way to eliminate one or two legionnaires quickly and safely. The rest of the separatists will come running to the noise and arrange a battle.

After a couple of turns, the group will begin to stumble upon traces of battles between legionnaires and draugrs. But that certainly won't stop the brave Nords. The Imperials, exploring the cairn, did not get beyond the secret door, next to which lies a key - an ebony claw. Open the door with the wolf-butterfly-dragon combination. Behind it is a large hall with tombs eloquently standing along the perimeter. Galmar will send us to look for the lever that opens the door at the end of the hall. It is located directly opposite the door on the level above, next to the candle and the chest. Of course, this lever also opens the coffins in which the evil draugrs sit.

But the most interesting scene will be in the crypt. We know that the draugr (King Borgas) sitting on the throne is pretending. But Ralof does not know and carelessly approaches him with the words: "Here is the crown!" What will begin after this - you can easily imagine.

After fighting three classic draugr bosses (a lot of health, using shouts), do not forget to pick up the crown and soak the word of Strength from the wall at the end of the hall - time dilation.

NOTE: if you take the crown not to Ulfric, but to General Tullius, then you can go over to the legion. This is your last chance to switch sides in the story.

Message to Whiterun

Jarl of Windhelm, brave and stern Ulfric, is unhappy with the latest maneuvers of the Imperials. He decided to finally clarify the position of Whiterun and orders to deliver a message to Jarl Balgruf - the battle ax of Ulfric.

Travel to Whiterun and at Dragonsreach Castle, hand the ax to its destination. After talking with the advisers, Balgruf will decide to refuse Ulfric, return the ax and finally go over to Tullius's side.

Battle of Whiterun

Catapults are striking the stables to deprive Whiterun of strategic mares.

After a short consultation with Galmar, Jarl Ulfric will give the order to storm the rebellious city. He sends us to the camp, which the Stormcloaks are already setting up near Whiterun (while the city itself will disappear from the map, so that there is no temptation to instantly move there).

NOTE: at this point, the "old Whiterun" will become inaccessible to you until the end of the quest.

All storms of cities are generally similar to each other. The city is emptying, shops and houses are closed - sometimes with ordinary locks, and sometimes with “a key is needed”. We, with a small horde of fighters led by the leader, storm the walls, break small "barricades" to get to the palace.

Trying to destroy all the defenders is useless - they are reborn, so it is better to be distracted by them as little as possible. If you don't feel confident, stick with your friends. But you can act alone.

Our first task is to break the barricades and, bypassing the drawbridge from the rear, along the wall, lower it. The legionnaires are retreating to the city, and we need to go there too. Breaking barricades and fighting with the defenders of the city (or running away from them), get to the Dragon's Reach, where Jarl Balgruf the Elder himself in battle armor will meet us. He is our main goal. As soon as his health is destroyed, the battle will end and we will witness a scene in which Vignar Graymane takes over as Jarl.

Return to Ulfric and receive an honorary title as a reward. Jarl Windhelm will hint that now we ourselves can catch the legionnaires where we want, but will send them to a secret camp near Falkreath.

Fort Neigrad - the rescue of comrades

These brave men will beat anyone for me - maybe even two.

Galmar is waiting for us in a secret camp. After a short conversation, he will give the order: to free the captive Stormcloaks who are languishing in Fort Neigrad.

NOTE: at this place the hero will receive the quest "Liberation of Skyrim", which will hang in the journal until the Stormcloaks take Solitude. All quests described below are "included" in it. Due to the flaw in the interface, you will have to manually set a marker for all these quests each time.

Ralof is in charge of the operation. Find him and report: he will offer to sneak into the dungeon through the secret entrance, which is in the lake behind the castle. It is not difficult to do this - the sight and hearing of the legionnaires guarding Neigrad have been screwed on by the developers so that even those who are not trained to sneak can handle it. In any case, even if we are caught by the sentries and the battle starts on the street, the task will not fail - you just have to storm the fortress "head-on".

To find the secret entrance, go around the fortress along the rocks on the right and dive into the lake. Find a sunken boat. Next to her is a cave. That's where we need it. There, the Stormcloaks languish in the dungeon. They loudly hint to us that the guard has the key. It can be stolen, but easier to remove from the body. Free the soldiers, and they, taking the armor from the chest, will be ready to help us in clearing the courtyard of the fortress.

NOTE: however, most of them will only have fists with their weapons, so you will most likely have to do all the work.

It remains only to enter the fortress and, in company with Ralof, destroy all the legionnaires. Quest marks above the head of each enemy will save us from the problem of the "last sectoid". Having done the deed and thereby freeing Falkreath from the influence of the legion, return to Ulfric with a report.

Ulfric will again give the hero a sonorous nickname and allow him to purchase a house in Windhelm.

War booty

It is possible and necessary to rob silver caravans! The valuable metal is useful to us ourselves.

Galmar will meet us again at the Reach camp. He will lay out his plan to us: blackmail. The jarl of the city of Markarth has a manager named Rerik. He secretly worships Talos, which is prohibited by the White Gold Concordat. By presenting evidence to Rerik, we may be able to achieve that he will go towards the Stormcloaks.

NOTE: You will not receive this quest if the Endless Time storyline quest (negotiations in High Hrothgar) is completed.

The required evidence is Talos' amulet from the chest of drawers in Rerik's room. It is closed with a simple lock - the main thing is to make sure that the guards do not wander around. Present the amulet to Rerik, return to his room with him and offer to help the Stormcloaks. Rerik will hand over a caravan with silver and weak guards. If you push extra, he will give the hero a portion of the money personally.

What to do with the caravan? Of course, we will rob! Galmar will send us to the scouts on the road - they are led by Ralof. He will confirm that the caravan is here and that it just broke down. The plan: first remove the sentries, and then take a position higher up the slope. Then our task is to call "fire on ourselves" so that the scouts would fire at the guards of the caravan from bows. The plan is strange, and the developers understood it - that's why they left the opportunity to answer: "Uh, no, I'm better myself, and you are sitting here."

If we do agree with Ralof, the operation will begin. The scouts will remove the sentry on the rock on their own, and we will break into the camp. When all the legionnaires have fallen, the load of silver will be in our hands.

TIP: the cargo will literally be in our hands if we break open the chest on the cart.

Report to Ralof and then Galmar. There is no need to return to Windhelm this time - Galmar will issue a new quest on the spot.

Battle of Fort Sangard

In such battles, you can just stand on the sidelines and smoke. Unless it will take more time.

The task is very simple - to fight, exterminating enemies, until the counter of "percent of the fortress defenders" is reduced to zero. Technically, this is not even a full-fledged quest, but an element of Radiant Story - similar tasks are issued on the side of the Imperial Legion.

The defenders of Sangard are very weak - just so that they can be destroyed in batches. Due to the limitations of the game engine, new warriors appear literally "out of thin air", and the bodies of the dead disappear over time. This applies to both sides - our associates are also being reborn.

TIP: the battle for the fort is a good way to get a bunch of steel arrows quickly and for free. The main thing is not to forget to grab them until the body is dissolved in air.

You do not need to go inside the fort, the whole battle takes place in the fresh air. When the "respawn" is over, we will be sent with a report to Ulfric. Now the rebels got the whole Reach, and we got another nickname.

NOTE: If you completed the main plot and gave Markart to the Stormcloaks in the negotiations, you will receive this quest only if you serve the Imperial Legion.

Our next stop is Hjaalmarch.

Disinformation

The legate accepts a report from an unknown person, without a uniform, without a password ... It's his own fault!

In the next camp of the Stormcloaks, we will be met by the same Galmar and will offer another cunning plan: to deliver fake orders with disinformation to Morthal. True, first you need to find an imperial messenger and take away his real documents.

Galmar's plan is rather confusing, but in fact it is simple: go to the tavern of Roriksted or Dragon Bridge, pry from the bartender, where he last saw the messenger - and you're done! The messenger himself and the arrow for the compass appear in the vicinity. You just need to carefully and without witnesses knock the runner, take the papers to Galmar, and then to the legate in Morthal. It is done!

Battle of Fort Snowhawk

From afar, some lost witch chases the legionnaires of Fort Snowhawk with a towel.

After you report back to Galmar, he will send us to Fort Snowhawk for another Radiant battle with the defenders of the fort. It is no different from the battle for Sangard - the same sickly reborn Imperials, the same percentage counter.

General Tullius was killed by Ulfric's ax. Skyrim now belongs to the Stormcloaks!

Filled with grim determination, Galmar sends us to Ulfric, who, with ten of the best sons of Skyrim, prepares to take Solitude by storm.

On the approaches to the city, you will see traces of a battle, and at the walls - Ulfric himself and his meager company.

As in the battle for Whiterun, you do not need to destroy the enemy soldiers, but to break through the barricades to the Dark Castle, where the headquarters of the Imperial Legion is located. If you feel that you can't do it alone, be with your own. If not, rush there and witness the conversation between Ulfric and Galmar with the legate Rikke. There will be a battle - you can not interfere in it at all.

When the legate Rikke falls and the health of General Tullius will be completely different, Ulfric will offer us, as a dovahkin, to solemnly finish off the legate. The choice no longer affects anything. All we have to do is follow Ulfric to the fortress courtyard, listen to the speech before the soldiers, and go home.

The Stormcloaks have won!

After a short consultation with Galmar, Jarl Ulfric will give the order to storm the rebellious city. He sends us to the camp, which the Stormcloaks are already setting up near Whiterun (while the city itself will disappear from the map, so that there is no temptation to instantly move there).

All storms of cities are generally similar to each other. The city is emptying, shops and houses are closed - sometimes with ordinary locks, and sometimes with “a key is needed”. We, with a small horde of fighters led by the leader, storm the walls, break small "barricades" to get to the palace.

Trying to destroy all the defenders is useless - they are reborn, so it is better to be distracted by them as little as possible. If you don't feel confident, stick with your friends. But you can act alone.

Our first task is to break the barricades and, bypassing the drawbridge from the rear, along the wall, lower it. The legionnaires are retreating to the city, and we need to there too. Breaking barricades and fighting with the city's defenders (or running away from them), get to Dragon's Reach, where Jarl Balgruf the Elder himself in battle armor will meet us. He is our main goal. As soon as his health is destroyed, the battle will end and we will witness a scene in which Vignar Graymane takes over as Jarl.

Return to Ulfric and receive an honorary title as a reward. Jarl Windhelm will hint that now we ourselves can catch the legionnaires where we want and send them to a secret camp near Falkreath.

There is also a second option for passing this quest.

You can listen to Galmar's uplifting speech and rush, not into battle with everyone else, but somewhere into the fields. Attackers won't wait for you while you walk and return to smash barricades or lower the drawbridge. And even they will themselves be able to break into Dragon's Reach and overthrow Jarl Balgruf. As you continue your walk among grasses, flowers, and Giants, you will receive notification of the capture of Whiterun, as well as the next objective of the mission - to report to Ulfric on the work done.

Once you have an audience with Jarl Windhelm, you will be scolded for cowardice (for idle indifference in the battle, while the others shed their blood), and you will not receive the honorable nickname "Veins of Ice".

The beginning of this quest mirrors the introductory quest of the Imperial Legion, only now you will need to talk to the rebels.

You will get your first chance to join the Stormcloaks right after Helgen, when you leave the caves with Ralof. Otherwise, you just need to find any rebel, a conversation with which will activate the task.

After receiving the assignment of the same name, go to the city of Windhelm, where the residence of the usurper Ulfric Petrel is located. Talk to him, and then go to the next room to meet the ruler's faithful companion - Galmar. After the conversation, you will receive the first task, during which you will need to prove yourself and do the rebels a favor.

Joining the Stormcloaks

Your target is on an island with ice ghosts. You will have to go to the right side of the city and quite close. The name of this part of the land was given for a reason - one of the Stones of Power under the sign of the Serpent is located on it.

Apart from this creature, no one else will try to prevent you from completing the quest. If you have difficulties directly with the ghost, then stock up on the appropriate tinctures that increase the resistance to frost.

After killing the monster, you just have to visit back to Galmar. Take the oath of allegiance to become an official member of the rebels.

3 ugly crown

When you deal with the ghost and return to the palace, you will find Ulfric and Galmar arguing, who cannot resolve the issue of some kind of crown.

The Stormcloak leader doubts that the ancient Nord artifact still exists, but Galmar is of a completely different opinion. According to him, the Jagged Crown still lies somewhere in the ruins of Corvanyund, so the rebels must obtain it in order to secure Ulfric's claim.

Finally, the Petrel gives the go-ahead to find the artifact - go to the indicated point to start the task. On the spot, you will find that the legionnaires have inquired about your intentions and made it to the ruins before, so get ready to fight.

Inside the soldiers will not show you much resistance, since you will be accompanied by Galmar. This NPC is invulnerable, so just follow him.

After the first and second halls, where you have to attack opponents head-on, Galmar will sense an ambush and ask you to explore the upper level.

Go to the right and in the circle of the upper tier get to the next room. There you will see enemies that can be quickly eliminated by knocking down a container of fire over a puddle of oil.

One way or another, but after the start of the battle, the rest of your comrades will come to your aid, so that the battle will become equal. Ultimately, bypassing the corpses of the draugr and legionnaires, you will reach the Hall of Stories with a locked door that can be opened with a claw key (it lies right next to the corpse near the obstacle).

Install the door pieces in the order shown: wolf-insect-dragon, and then the path will open.

After that, you will run into another puzzle, only now it will be a hidden lever that opens the necessary door.

To find it, climb to the upper level and go past the small bridge - just behind it is the lever. When the door is open, draugrs will suddenly attack your comrades.

As a result, you will reach the final hall, where the regalia is located. The jagged crown is worn by a particularly powerful draugr, who will immediately awaken as soon as you approach him. Deal with them, search the bodies, investigate the dragon's wall and go to Ulfric.

Keep in mind that at this stage you can still change your mind and take the crown to the enemies of the rebels - the Imperials and their leader, General Tullius. After this task, you will not be able to change sides.

Message for Whiterun

When Ulfric Petrel receives the crown, he will praise you and offer you to start a new quest. Its essence is as follows: it is necessary to deliver the ax to the Jarl of Whiterun, thereby deciding the fate of the city.

Whiterun is located in the center of Skyrim and is the main trade artery, making it the safest bet in the civil war. That is why they need to take possession, but there is one but - the local Jarl Balgruf sympathizes with the Empire, so you will have to resort to cruel measures. If he refuses to accept the ax and asks to return it, then, as the ancient Nordic tradition says, there will be war.

When you deliver the package to its destination, then, in addition to Balgruf, you will stumble upon his advisers. In your presence, they will arrange a meeting, after which the jarl will say the final word - he refuses the proposal of your leader. Return the ax to Ulfric to begin your next quest, the conquest of Whiterun.

B itva at Whiterun

Once the quest appears in your journal, travel to the outskirts of Whiterun and find Galmar and the Stormcloaks army there. Ulfric's advisor will give a thrilling speech and then order the attack to begin.

Together with your brothers in arms, head to the walls that protect the city. It is necessary to break through the barricades and climb up, where there is a lever with which you can lower the suspension bridge and enter Whiterun.

Once in the city, you will find many legionnaires and defenses. The ultimate goal of the campaign is to get to the Jarl's palace and finish it off, so get ready to fight your way. During the entire mission, you will not be able to interact with the local population and go into houses, so move forward and do not get distracted.

Making your way through dozens of Imperials, you will finally reach Dragon's Reach. In addition to Balgruf, his advisor and the usual garrison will be inside, who will try to stop you. It is not necessary to kill everyone - it is enough to lower the Jarl's HP to a quarter, after which he will order everyone to lay down their weapons.

Whiterun is conquered, and now the city will be ruled by a new Jarl - loyal to the Stormcloaks Wignar Graymane. When you inform Ulfric of a successful siege, he will raise you in rank, present you with a unique cannon, and offer you the next assignment.

Freedom of Skyrim

This voluminous mission is a set of conquest operations during which you will finally subjugate the territory of Skyrim. In its course, you can bring the main story campaign to the quest "Endless Time", in which the parties will conclude a truce and exchange possessions.

That is why the goals of this task may differ for each player, since the negotiation process is quite dynamic and offers several options. Whichever cities you hand over to the Empire, you will then have to recapture them during this mission.

The first region you will have to recapture after capturing Whiterun is Falkreath. To continue the mission, visit the rebel camp indicated on the map, which is located below and to the right of Riverwood.

Galmar will inform you that the Stormcloaks were captured by the legionnaires, who then placed them in the Neigrad fortress. The comrades need to be freed, so go to the marker.

On the spot you will meet your friend Ralof. He will rejoice at your presence and offer you options for action: to attack the fortress head-on, or sneak in with a sly, using a secret door on the side.

The chosen option will not affect anything: in the first case, you will simply fight in the open, and in the second, you will gain an advantage due to the surprise.

To sneak up to Neygard unnoticed, go to the lake and jump into it, since a hidden door is located in its very center. Using the door, you will immediately enter the dungeon where your comrades are kept.

The cells can be opened with lockpicks or with a key, which is at a guard nearby. Release the captives, and then head outside to deal with the garrison.

Throughout the battle, you will fight alongside the liberated rebels. After the battle in the courtyard of the fort, you need to enter the central building, where there are even more opponents.

Deal with them and talk to Ralof, then return to the Petrel and report your success. As a reward for this, you will again receive a promotion, a cannon, and the opportunity to purchase real estate in Windhelm.

Capturing the Reach

Another task to free the region in Skyrim from the rule of the Empire. It will become inaccessible if you transfer Markarth into the hands of the legion after the conclusion of a truce.

At the Reach camp, talk to Galmar for a plan of action. The fact is that Jarl Markart has a weak point - his uncle named Rerik, about whom there are terrible rumors.

This time you will have to be in the role of a blackmailer and a thief - you need to steal evidence confirming that Rerik worships the god Talos, now forbidden in Skyrim.

Once in the city, make your way to the palace, which is the residence of the jarl, and then step to the right of the throne. So you can get to the personal rooms of the assistant ruler, where the desired chest is located. It is there that the amulet of Talos lies, clearly speaking about the religion of Rerik.

After that, all that remains is to talk with Rerik in the central hall and show him the amulet. He will be seriously scared and agree to cooperate, and then, as a sign of loyalty, he will inform you about the legion's caravan with valuable supplies, which is moving to the main city of the empire.

Moreover, if you press harder on the advisor and use persuasion, he will give you gold from above.

Tell Galmar about the information you received, and then head to the highway, where the Stormcloaks are already waiting for you to raid. Together with them, you will capture the wagon and kill the guards. By the way, here you will again be helped by Ralof, who will offer to attack from afar or strike in the open.

When the deed is done, Advisor Ulfric will order you to capture Sangard Keep. The fort is located below and to the right of Rorikstead, and the task itself is a classic Skyrim capture of the fortress.

You will need to kill the defenders until their strength, expressed as a percentage on the side of the screen, drops to zero. After the battle, inform Ulfric that Sangard is now yours. As a reward, the leader will raise you in rank and give you a cannon.

Capture of Hjaalmarch

During this task, which you will receive in the camp above and to the right of Morthal, you have to misinform the imperial headquarters, thereby disrupting their plans.

To complete the task, you will have to kill the messenger with the letter, or simply steal documents from him. The messenger himself moves along the road from Morthal to the capital of the Imperials Solitude, during which you can meet two taverns, in each of which the messenger decides to stop.

It doesn't matter which tavern you find a messenger in - in any case, you will have to convince the owner that the imperial soldier may soon be killed, which you want to prevent. As a result, the innkeeper will tell you about the location of the messenger, informing that he has been absent for a while, but will soon visit the institution again.

After that, the messenger will be highlighted with a marker on the map, so you can immediately follow him and kill him on the road. Be aware, however, that the messenger moves in real time, which may lead you to simply not catch up with him.

There is another option - to wait for the messenger in the tavern, and then track him and finish him away from civilization (murder in the tavern will become a crime).

When you have the documents, take them to Galmar. It turns out that the Snowhawk fortress is asking for soldiers that the Empire would immediately provide if this information fell into the hands of the legionnaires. When Galmar corrects the information, take it to its destination in the city of Morthal, where Thadril Dulius awaits you.

To complete the task, you will have to complete the last order of Galmar - to take possession of the Snowhock fortress, which has lost support. Get there, launch your attack and bring your garrison to zero percent.

You have to retake the city of Dawnstar, which is initially under the control of the Stormcloaks. The quest will become available only if and if, when you hand it over to the Imperials during the quest "Endless Time".

No unique missions await you this time - only the capture of the Dunstad fortress. Listen to Galmar and travel to the point where the other rebels await you. Together with them storm the fort until all its defenders fall.

You have to recapture the city of Riften, which is initially under the control of the Stormcloaks. The quest will become available then and if, when you transfer it to the Imperials during the quest "Endless Time".

Visit Galmar's camp and receive the challenge. Then head up and to the right of the city, where the Stormcloaks squad is waiting for you. Together with them, besiege the fort and take possession of it.

The city of Winterhold is ruled by Ulfric Petrel. You can give it in the same way as the above cities, during the quest "Endless Time".

Visit the advisor at the camp near Windhelm. Your king's advisor will send you to conquer the Kastav fortress. Together with other warriors, you will have to cut out the garrison until its number drops to zero percent.

The final task, which is a long-term mission "Liberation of Skyrim". It will become available only after the capture of all cities, except for the capital of the Imperials in Skyrim.

It is her - the city of Solitude - you will have to recapture during the next mission. This is also the forerunner - it will be necessary to recapture a fortress near Solitude, which is called Hrastgad.

Immediately go to the point where the allies are waiting for you. Attack the garrison and bring its number to zero. When you report your success to Galmar, he will send you to the main army that has already begun their assault on Solitude.

B itva at Solitude

Once you reach the outskirts of the city, you will find an army led by Ulfric Stormcloak himself. He will cheer up the warriors, and then send them and you to attack.

It will not be difficult to get behind the walls, since the city is almost unprotected outside. The bulk of the enemies are located outside the walls, so go inside.

To complete the quest, you must kill General Tullius, who is in the main palace. It will not be difficult to get there with the Petrel, as he is invulnerable.

You won't be able to get into the castle directly, since the path is blocked by a gate. Step on the side and break the first obstacle, then move into the residential area. From there, turn to the cemetery, from where you can also get into the castle. The local path will be blocked only by a barricade, which must be broken.

In parallel, you will have to fight off opponents who will attack until you destroy the fence.

Finally, you will reach the castle itself and go inside. Together with your comrades, you have to defeat the general and his adviser. The advisor will fall, and the main target will be at death. One way or another, but she will be executed by your hand or by the hand of Ulfric.

After that, together with the new king, you will leave the castle and go out to the rest of the soldiers. Ulfric Stormcloak will make a pretentious speech, and then say that he refuses to call himself king without permission. He will demand to convene the Jarls, who will have to decide the fate of Skyrim. At this point, the Stormcloak campaign ends.

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Joining the Imperial Legion

To join the ranks of the Imperial Legion, you must receive the corresponding task. If at the very beginning of the game you ran away from the burning Helgen together with the legionnaire Hadvar, then when you leave the cave he will advise you to join the imperial troops. Also, this quest can be taken from many other legionaries located in various Imperial camps throughout Skyrim, as well as from Imperial officers in cities that are under the control of the legion.

When you receive information about the Civil War and the Imperial Legion, the task "Join the Imperial Legion" will appear in your diary. You need to go to Solitude and talk to General Tullius.

Note:

If you join the Stormcloaks, your quest to join the Imperial Legion will be considered a failed one. However, the final decision to join the ranks of one side or the other will be made by you at the end of the mission "Jagged Crown".

General Tullius can be found in the central chamber of Castle Grim in Solitude. You will catch him and Legate Rikke discussing the current situation during the Civil War. After you announce to the general your desire to join the ranks of the legionnaires, he will send you to discuss this issue with the legate Rikke. In turn, the legate will show a desire to test your combat abilities, instructing you to clear the fort of Hragstad from the bandits who have settled there. Fort Hragstad is located northwest of Solitude, on the coast of the Sea of \u200b\u200bGhosts. Your goal will be to destroy all the bandits in the fort, both outside and inside. This is quite easy to do, since each bandit is marked on your compass with a separate marker.

Jagged crown

With an oath of allegiance to the Imperial Legion, you are tasked with meeting Legate Rikka near the Nordic ruins of Corvanyund. Your goal is to find the Jagged Crown, an old Nordic symbol of power. Rikke convinced Tullius that the crown should never fall into Ulfric's hands, and the soldiers of the Imperial Legion must reach the crown first.

Message to Whiterun

Having received the crown from your hands, General Tullius thank you for the successfully completed task and will give the following assignment. You need to go to Dragonsreach and give the Jarl of Whiterun a secret message from Tullius: the general informs Balgruf that Ulfric has gathered enough troops to capture Whiterun.

Note:

The Jarl will refuse to accept a letter from you if the mission in the main plot of the game "Dragon in the Sky" is active. In this case, in order to continue, you will need to first complete it, and only then continue to carry out the general's order.

After handing over the letter to the Jarl, you listen to his meeting with those close to him, at the end of which Balgruf asks you to fulfill the assignment - to take the ax on his behalf to Ulfric Petrel. This is an ancient Nordic custom: if Ulfric accepts the ax, then there is peace, if not, the battle cannot be avoided.

Battle of Whiterun

Quentius Scipius sends you to the front line under the command of the legate Rikke. On the road from Dragon's Reach to the city gates, you will see how the guards disperse the townspeople to their homes, and Whiterun himself is fired by shells from catapults.

Legate Rikke, along with a squad of city defenders, awaits you near the outer city walls. As you approach, she will give an inspiring speech and send you along with other legionnaires to fight the invaders. Your goal is to destroy the attacking Stormcloaks soldiers. Their number is measured as a percentage, and you must kill the rebels until their number drops to zero. The soldiers themselves are periodically revived in the form of new parties of attackers as you destroy them. Similar "percentage battles" will be encountered more than once during the Civil War campaign.

Unification of Skyrim

This task unites several others, the common goal of which is the complete and gradual recapture of Skyrim, possession after possession. This part of the Civil War campaign is directly related to the quest of the main story "Endless Time", during which you need to conduct peace negotiations between the Stormcloaks and the Imperial Legion. Depending on your decision, the factions will exchange cities and, accordingly, take control of a new possession.

Thus, based on the results of the exchange, you will have to capture one or another area of \u200b\u200bSkyrim. For example, if you have not yet completed the main plot of the game or have not reached peace negotiations, then Markarth and the entire Reach are under the control of the Imperial Legion, and the Stormcloaks, in turn, control Riften and the entire possession of the Rift. In this case, if you are fighting on the side of the Imperial Legion, your goal will be to capture the Rift. If the exchange took place, then instead of the Rift you will have to capture the Reach.

AT take back controlWhite Coast

Note:

If during the quest "Endless Time" Dawnstar was transferred to the Imperials, then this quest will be skipped.

Disinformation

General Tullius will inform you that it is foolish to use you as an ordinary soldier, and will send under the command of Legate Rikke to the secret camp of the Imperials on the White Coast for a special assignment. The legate will share with you her plan: she wants to plant fake orders for the Stormcloak commander in Dawnstar, but first you need to get real ones.

AT take back controlBy the rift

Note:

If during the mission "Endless Time" Riften was transferred to the Imperials, then this mission will be skipped.

War booty

The next possession to be returned to the rule of the Empire is the Rift. The General sends you back under the command of Legate Rikke to the Imperial camp in the Rift. Upon arrival, you will be instructed to go to Riften and try to find out how much the ruler of the Jarl Anuriel gives in to blackmail. Rikka knows that the Altmer is quite closely associated with the Thieves Guild, and the legion can take advantage of this, threatening the ruler with declassifying her dark deeds.

Your target is the Riften Fortress Mistvale. Just behind the central hall, on the right, is Anuriel's room. You need to find a compromising letter to intimidate the Altmer with it. The letter is in the chest of drawers, and it is not difficult to find it, as it is indicated by a marker on your compass. The only difficulty can be delivered by the guards, who will follow you and inform you that you cannot be in this part of the fortress. The easiest way is to quickly run past them and pick up the letter.

After you have the letter, you should show it to Anuriel. Such evidence will quickly scare the steward, and she will want to talk to you in private. Follow her into the room and demand information about the rebels in exchange for silence. Agreeing to your terms, Anuriel will inform you that a strategically important caravan of rebels with gold and weapons has set off in the direction of Windhelm. He moves very slowly, and is guarded by a small squad of Stormcloaks. Also, if you use persuasion in conversation with the steward, she will give you a small advance in the form of gold.

Returning to the legate, you will tell about the information obtained. Rikke will send you to find a small group of legionnaires, led by Khadwar, who have been sent on reconnaissance just to the region where the rebel caravan is supposed to pass. Your task is obvious: you must attack the rebels and rob the caravan.

The cart with gold and weapons stopped near the settlement of Stone Shor. She is guarded by a small group of soldiers, and several more rebels are on patrol nearby. After reaching Hadvar and explaining the problem to him, you will have a choice: offer Hadvar to wait until darkness and quietly remove the sentries with the help of bows, or go ahead ahead of you. In any case, it will not be so difficult to kill the Stormcloak squad, since there are not many opponents, and Khadvar is not killed in this mission.

Having captured the wagon, you can profit from the contents of the chest standing on it, after which you need to return to the legate Rikka.

Battle of Fort Greenwall

Upon returning to the imperial camp, the legate will assign you the next task - together with a detachment of legionnaires, capture Fort Greenwall, which in connection with the capture of the caravan was left without support and weapons.

Fort Greenwall is located south of the Shore Stone settlement. Once you reach the legionnaires waiting for you, you will move to attack the unsuspecting Stormcloak soldiers. The already familiar principle of capturing a fort awaits you: you must clear it of opponents until the counter showing their number shows "0%".

AT take back controlWinterhold

Fort Kastav - rescue comrades

Legate Rikke awaits you at the Imperial camp southeast of Dawnstar. She will inform you that a detachment of your fellow Legion members is being held captive by the rebels at Fort Kastav. Your goal is to catch the enemy by surprise and free the prisoners of war, and then capture the enemy fort.

You will meet a small group of legionnaires led by Khadwar near the fort. Your old acquaintance will offer you to sneak into the fort unnoticed, since he knows where the secret entrance to the prison premises of the fort is. The hatch leading to your comrades is right under the wall opposite which Hadvar has shared his plans with you. It will not be difficult to find it, as it will be marked with a marker on your compass. Nevertheless, you need to move carefully, because if you are noticed, secret penetration to the prisoners will fail, and you will have to storm the fort with minor support from Hadvar's squad.

Going down through the hatch into the prison, you will find yourself in a small room, through which you will exit into the large hall. To your left is a staircase leading to the second floor where the guards are stationed. If you go forward, then you go out to five prison cells in which your fellow legion is sitting. Your goal is to free the legionnaires by opening the door. You can kill the guards and take the keys to the cameras from the corpse of one of them, or you can pick the locks yourself, since their difficulty does not exceed the level of "beginner" and "adept".

Note:

The freed legionaries will quickly change into the armor taken from them, but not all of them will find or pick up weapons from the corpses of the guards. In this regard, in the future they can pounce on armed opponents with fists, which will lead to their quick death. However, keeping them alive is not at all necessary to successfully complete the mission.

Now your task was to capture the enemy fort. The exit from the prison to the courtyard is on the second floor, where the guards were. The liberated soldiers of the Legion will follow you, and when the battle begins, Hadvar's squad will come to your aid. Unlike previous Fortress Conquests, Stormcloak soldiers do not respawn in Castava and their numbers are limited. Each enemy is marked with a marker, so it will be quite easy to clear the fort from the rebels.

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