Pdf walkthrough for skyrim




















Once done, head straight south from here Bleakwind Basin Yup, another giant camp. Don't engage unless you've been powerlevelling some smithing and such. Anyway, this was just to get it on the map, basically, so let's continue to the south-west from here. Fort Greymoor Soon you'll see a rather large fort. This is, obviously, in the control of a gang of bandits. Let's clear it out. Don't kill her. Trust me on this. Note that the fort will NOT be getting the "cleared" status, even if you kill all the bandits.

When everything's done, head out to the road, and follow it northwards. Redoran's Retreat Shortly after the bridge, you'll find Redoran's Retreat on your left side. Once again, this is a bandit cave, so clear it out. Greenspring Hollow Head north-west from Redoran's Retreat to locate the Greenspring Hollow, a hunter hideout that's been taken over by hostile wildlife.

Clear it out, and grab whatever loot you want, then head back north-east. Hamvir's Rest You'll soon see Dustman's Cairn standing there, but let's head a tiny bit north first, to Hamvir's Rest, where there's a few skeletons, a draugr and a bit of loot to be found.

Now, before going to Dustman's Cairn, make sure that you're on this stage of the Companions quest chain, and that Farkas is waiting for you here.

Also, make sure to restock and sell any and all surplus loot you have, as you'll want to be able to carry a bit when in there. You can leave your pickaxe behind as well, if you as you should be are carrying one of those with you. With that said, let's head out. Dustman's Cairn Seeing that this is a rather spoilery dungeon, I'll avoid mentioning too many details. Suffice to say that you'll be up against both humanoids and undead, and there's quite a bit of loot to be had.

Once done, head back to Winterun and become a proper fully-fledged member of the Companions. Also hand in any radiant quests you have done, sell, restock and do whatever else you need to do.

The Companions will offer you a new radiant quest. Again, this is completely randomly decided, but go ahead and complete it now, no matter what. Maybe save and reload and talk to somebody else if you don't like the quest you got. Upon returning it and then asking for more work, you are asked to talk with Skjor. Do that, and agree to meet him at the Underforge during night time.

We'll do that in a little bit, but first, let's progress another quest a few steps. Your next task is a bit sneaky, but complete it whichever way you see fit and return to the Gray-Manes to get to the next step, which we'll do later on.

Head to Skjor at the Underforge to progress a bit with the Companions quest chain. No spoilers, but if you want to continue this chain, you will eventually end up outside Gallow's Rock Right, the task is simple enough, kill them all. Both are shortly after the werewolf prison section. Note that Aela will give you a radiant quest when you speak with her after you take out the Skinner.

You need to complete this, and one more radiant quest, to progress the Companions quest chain. When you do these radiant quests are fully up to you. For me, the next one will take me somewhat far away, so I'll leave the companions hanging for quite a while at this point. Note that if my guide leads you to the place Aela mentions early on, feel free to go hand it in right away, and get a second one, as we might pop by there as well.

Cradlecrush Rock Once done, let's do some small, fast exploring while we're all the way out here in the middle of nowhere. From Gallow's Rock, go south-west, and you'll soon find Cradlecrush Rock, another giant camp.

From there, head straight east to the lake to find a shrine of Talos. Mixwater Mill Continue south-east down the mountain to the road and Mixwater Mill. It's time to turn our eyes towards the south - my next circuit is rather big and will, eventually, take us to Falkreath, our next little quest hub.

Oh, for reference - I was level 17 at this point. Secunda's Kiss First, fast-travel to Fort Greymoor, then head more or less straight south and a tiny bit east to locate another giant camp, this one called Secunda's Kiss. As usual, we don't want to mess with giants and mammoths just yet, so fast travel back to the fort and go west. Sleeping Tree Camp Yup, Another giant camp. This is the last one for a while though, I promise.

From here, go straight south until you hit the mountain and find Bloated Man's Grotto Yes, the charming place called Bloated Man's Grotto. Now, this will probably be your first encounter with the Spriggan, the annoyingly stealthy tree-people that will almost always get the jump on you. If you are built for pure stealth and sneak attacks, you're probably going to be in trouble here.

Once done, head back outside and follow the mountains east to find our next little cave system. North Brittleshin Pass Now, the North and South Brittleshin Pass locations are connected by, you guessed it, the Brittleshin pass cave system! Head on through to the other side, killing all the evil undead and their necromancer as you go along. South Brittleshin Pass Yup, I'm that tacky. When you exit Brittleshin Pass, you'll be looking out over Lake Ilinalta.

Not too far to the east from where you are now is your current temporary home, Anise's Cabin. But, as we've already been there, let's go west instead. You'll very soon discover Ilinalta's Deep, but turn south right away, as we're not going to do more right now than simply get it on our map. Feel free to grab that blessing if you prefer the faster health and stamina regen over whatever bonus you have right now, then head further south-west across the lake.

Half-Moon Mill It's a sawmill. It's also a little bit suspect, but we'll get around to that later on. For now, head on up to the road past it and go east. Soon enough you will see a old watchtower to your right - go there. Once you're done here, continue east on the road not south just yet. Just a short way after the crossing, you'll find a cave on your right. Now there's a few small tricks to this place.

First of all, you'll find the exit to South Shriekwind Bastion which you should explore a bit, there's a few monsters and a chest there before the end of the actual dungeon. It's via a secret entrance in an alcove where you find some levelled items on the floor, in the section before the fire trap. Also, in the final area, you'll find a word wall! Roadside Ruins When you're done in Shriekwind, fast travel to the watchtower and head south on the road. Very soon, you'll come across the Roadside Ruins.

Continue following the road as it turns east until you reach Falkreath. Falkreath So, we have arrived at our third city after Riverwood and Whiterun - Falkreath. As you arrive, a guard will mention that the local smith is looking for a dog. Once inside, turn left and head straight for the cemetary. Head to the inn to hopefully locate Dengeir and start a radiant quest.

Also speak to Thadgeir to get another small quest to deliver some ashes to Runil the priest - if you're lucky, Runil's also in the tavern, making that quest rather easy. Talk to the innkeep about rumours to start another two radiant quests. Continue into the Jarl's Longhouse and speak with Jarl Siddgeir for one more radiant quest pay attention to this one , then sneak into Lod's house to steal the private letter and return to Dengeir to get another quest.

One final quest-related thing to do before we can start out on our next little road trip - head just outside town to find this dog everybody's talking about. Have a chat, and agree to take the dog there. Don't follow him right now though, we'll get there eventually. Don't worry, Barbas is immortal, in a way, so he'll get to where he needs to be just fine.

So, on this next circuit, there's one thing you need to do. You need to make sure that you complete the radiant quest you got from Jarl Siddgeir. Evergreen Grove Right, let's get started then.

Fast travel to the watchtower and head west to Evergreen Grove. Bannermist Tower From the grove, head northwest to Bannermist Tower, yet another bandit hideout. Hunter's Rest Heading north from the Bannermist Tower, you'll soon come upon a small cabin, the Hunter's Rest.

Head north from here when done. He needs help clearing out some spriggans, so feel free to either say you'll help, or that you'll do it alone. With or without Valdr, head inside, clear it out and loot what you want. Make sure you find the chest all the way in the back, and the loot beside the chest as well. Sunderstone Gorge Head straight west down the mountain from Moss Mother Cavern, and follow the mountain north. You'll come to Sunderstone Gorge, a heavily trapped den of evil mages.

Also make sure you read the book "The Legend of Red Eagle", located in the alchemy lab behind the bars. When outside, head straight west to find a lonely hunter's camp, then follow the road south and west to reach Bilegulch Mine. Bilegulch Mine There are a couple of bandits outside, so dispatch of them and loot the place dry, then head inside to do the same there. When done clearing out the place, fast travel to Bannermist Tower and head west from there Knifepoint Ridge Another bandit hideout.

Once you're done here, head back to Falkreath to restock, unload loot and do your thing. Hand in any completed radiant quests. Now, remember how I told you to make sure you completed the radiant quest from Jarl Siddgeir? Go hand that in to get a follow-up quest to help the people of Falkreath. Also, at this point, if you have Hearthfire, you will be able to buy the Lakeview Manor plot of land from the Jarl's Steward. If you're anything like me, you'll want to get started on that right away, but since it's an optional DLC, I won't cover it in too much detail in this walkthrough.

Suffice to say that you'll want to spend some time and money on turning your plot of land into a proper, real house. It's up to you when to do this, though, as you will almost certainly gain some smithing skill in the process. Anyhow, once you've done all you want to do with regards to handing in quests, shopping, storing and possibly playing around with Lakeview Manor, it's time to get our butts back out on the road.

Fast travel to Falkreath if you're not already there, then follow the road east. Peak's Shade Tower You'll soon see an old ruined tower, go there, kill the Spriggans, loot the chest and move along to the east.

You'll come across a bridge manned by two evil bandits, so take them out and move a bit further along the road until you find a mountain road going south, head down that road.

It'll take some twists and turns and be a bit hard to follow, but keep at it. Ancestor Glade Dawnguard For those of you with the Dawnguard DLC, you'll eventuallycome upon this place. There's not much we can do here just yet, but now we have it on the map at least. Angi's Camp You'll soon come upon a sideroad going west. Take that road to find Angi and her cabin.

Now, Angi is a bit of a character, and she's rather useful actually. Secondly, she can train you in archery. Note that you'll get some easy skill ups by doing this, so it's up to you if you want to do it now, or wait till your archery skill is higher and get a bigger timesaving benefit out of it.

Whatever you decide, once you're all done, head back to the "main" road and follow it east till you find the Bloodlet Throne. Bloodlet Throne Hope you brought your undead-slaying face since this place is a vampire hideout. Clear out this evil place. Also check on top of the tower outside for some random goodies. Once done, follow the road going east until you reach a larger road.

Keep following that one eastwards too. Southfringe Sanctum When the road turns south, keep going east Yup, we're going off-road. Very soon you'll find Southfringe Sanctum. Now, this is a hideout for evil mages, so take the necessary precautions for that sort of thing. Also, at the end of the spider section, there's a trapped woman.

Free her, and hopefully your quest won't bug. If it does, which it apparently almost always does, there are several solutions online, among others using shouts to get her to move and whatnot. Fort Neugrad From Southfringe Sanctum, go back to the main road and follow it west, then north and finally east until you reach Fort Neugrad.

The fort is at this point obviously a bandit hideout, so go ahead and clear it out. Be mindful, there's a pretty strong mage named Brandish inside as well as a bandit chieftain. Also go grab the treasure the map points to while you're here. Greywater Grotto From the fort, head back to the big road, then west. Take the road going north when that arrives, and follow that.

When the road turns sharply back east, keep going west to locate Greywater Grotto, a cave with levelled wildlife could be anything really, for me it was some snowy sabretooth tigers and some wolves. Loot what you want, then head back outside. To the south you should see Helgen, the city we started in. If you look closely, you should be able to see a guard running around on top of a tower down there - seems bandits have taken over.

Helgen Fast travel to Helgen. We want to go through the city, so we come out on the west side. Take out whichever bandits are in the way, and whoever else you're in the mood for killing. There's also bandits inside in the "tutorial" dungeon, but they're strictly optional - our primary goal is to be on the west side of Helgen. Once there, simply follow the road for a bit. From this camp, go straight south, towards the mountains. Bonechill Passage Going south from the bandit camp, you'll soon find a small house.

On the desk, a note about how a dragon has been flying around. Anyhow, follow the path south from the house, and you'll come upon Bonechill Passage. Another wildlife den, but head on through. Ancient's Ascent Now, if we had activated the dragons already, there would be a dragon hanging out around here - the same one who killed the people at the shack just before.

However, we haven't, so there's only some levelled wildlife around, so take those out and grab the word wall to mark the end of this little mountain trek. Our next trek starts at Helgen, so once you're ready, fast travel there. Orphan Rock Right, after this little break, time to get going again. Head east on the road from Helgen, and when you find a small road going north, turn up that one to find Orphan Rock, the home of some witches and hargravens.

This will be a new kind of challenge, but you should definitely be able to handle it at this point. Note that we will not at this point return this quest as there are some complications we'd rather avoid right now. Falkreath Stormcloak Camp From Orphan Rock, head back to the road south and continue east. Soon, up on your left, you'll see some horses and such. Go there to locate this Stormcloak camp. There's not much to do here at the moment, so go back to the road and continue further east.

Haemar's Shame It's time to go see a Daedra about a dog. Head inside Haemar's Cavern when you come upon it on the road, and clear out the place. Have a chat with Clavicus and Barbas, then agree to locate the axe. Barbas will now count as a follower, but I suggest telling him to wait. He's a deeply annoying follower, especially for stealthy characters.

If he gets tired of waiting, he should return to the shrine here. Alchemist's Shack When out of Haemar's, take the road further to the east. It's a bit of a trek, but eventually the snow will start fading, and shortly after, there'll be a small shack on the left side of the road.

Loot whatever you want, then continue east. Rift Imperial Camp As soon as you can, turn and follow the mountains south to locate this army camp. As with all the others, no action here just yet, but continue to follow the mountains southwards. Arcwind Point From the Imperial Camp, head into the mountains, following the small path you should be able to see. It'll twist and turn a bit, but eventually it will lead you to Arcwind Point. Clear it out and head east down the mountains.

Autumnwatch Tower You'll soon come upon this place. Had you activated dragons, a dragon would be hanging out here, but for now there's only bandits to kill, so go do your thing. Froki's Shack Heading east from Autumnwatch, you'll soon come upon Froki's little home. Now Froki will give you a quest! The quest we'll get around to, but make sure you take it at least. Heading south from the shack leads you to a shrine of Talos with some random loot. Ruins of Bthalft Going basically straight north from Froki well, around the mountain , you'll wind up finding your first Dwemer ruins - the Ruins of Bthalft.

Honeystrand Cave This is a small bear den with lots of bee activity. Ivarstead Now, Ivarstead is about the size of Riverwood, so don't go expecting any massive amount of quests and tasks, but it is a village we will visit a few times during our travels in Skyrim.

There are a few things we can do here, however, so let's get this party started. Firstly, locate Narfi and talk with him, then do what any sensible newcomer to a village would do - hit the pub and hear the rumours from the barkeep. Inside, chat with the bartender as well as with Temba Wide-Arm to start a few misc quests.

Hopefully you already have the bear pelts, so if you're so inclined fast travel back to where you stored them and go hand in that quest right away. After that, follow the quest marker to Rayda's body to find her necklace, then return it to Narfi. Now, head slightly east of Ivarstead to the barrow, as we've offered to investigate this haunting thing. Shroud Hearth Barrow Head on through this heavily booby-trapped place. You'll end up finding a door that looks strangely similar to the one we saw way back in Bleak Falls Barrow, only this time we don't have a claw.

Take out Wyndelius, loot his journal and return to Wilhelm the bartender to hand in the quest, then head on in to the deeper parts of the barrow. It's undead-slaying time, so go on through this horribly spooky dungeon. There are plenty of nasty surprises along the way, so watch your step.

In the end you are rewarded with another power word. Once done, head back to Ivarstead and go to the northern bridge, where you will meet Klimmek. Talk to him to get a quest to deliver some goods to High Hrothgar. Now, the main quest will eventually take us there, but I figure now's as good a time as any to take the journey there and get it on the map for fast travel purposes later on, so prepare for a long walk. However, first, there's a small cave on the other side of the bridge.

Turn right just as you cross to find Pinepeak Cavern. High Hrothgar Take the many, many steps up to High Hrothgar to deliver Klimmek's goods.

On the way, you'll encounter several enemies, usually levelled wildlife wolves, frost trolls, ice wraiths etc. There's also several tablets to read on the way for lore buffs. Once you arrive at High Hrothgar, leave Klimmek's goods in the chest, and head back down to Ivarstead for a decent reward.

Our next major target is the city of Riften, but we'll take a few detours along the way. Nilheim Head to the Shroud Hearth Burrow, then head east, staying on the north side of Lake Geir.

You'll soon see a tower just about where the lake ends. Now, this tower is inhabited by "guards", but don't be fooled, they really are bandits in disguise. Take out every last one of them and clear out the tower for whatever you want. Once done, head down the road to the east and cross the bridge. Sitting next to the bridge, you'll find Telrav. Offer to help him and escort him back to Nilheim, where he'll be amazed that his gang is all dead, and attack you himself.

Take him out. Sarethi Farm From the tower, follow the road south. You'll see a farm ahead of you soon, but before we go there, keep following the road south. Shortly before the bridge, you'll find a small camp on your right.

Go in there, and find the note on the barrel, then head down to the small island just across from the boat. Two treasure hunters will turn hostile when you get close, so take them out however you please, then loot the island. Continue south to the bridge to find some drunked revellers - share a drink with them, and one will give you a magic item as thanks for being a nice person.

Now we can head to the actual farm. Go talk to Avrusa to start a quest to locate 20 Jazbay grapes. Treva's Watch From Sarethi's, head south up the hill, and you'll very soon see a keep. Make sure you go down the hill on the east left side of the hill. You should spot a small camp with some people - head down there and have a chat with Stalleo to start the quest "Infiltration".

Take on the quest right away, and sneak in via the back door. Once all the baddies are gone, talk to Stalleo again to complete the quest. Rift Watchtower From Treva's Watch, or rather the camp where you met Stalleo, head north and a bit east to find the Rift Watchtower, another bandit-overrun place.

Clearspring Tarn Going northeast from the watchtower, you'll come across this small mountain lake. There's not all that much to see here, but very close to the tarn itself, you will find an entrance to Clearspring Cave. Follow the path from tarn around the mountainside to find it.

Boulderfall Cave From the tarn, follow the small road going east. Soon enough, the road will turn south and split up, one going up a mountainside and the other continuing east. Just a few steps up the mountain, you should be able to see an NPC standing about.

That, my friends, is an apprentice necromancer, so take him out and head inside where you will face the master. This fight might be a challenging one if you're not all that good against magic, but it should be doable. Fort Greenwall From Boulderfall head straight east to find this fort. Like with all other forts, it's taken by bandits until you arrive and clean 'em out. Merryfair Farm From the rather large fort, follow the road south-east. Just before you enter Riften, there's a small road going west.

Follow that to it's western end to find the Merryfair Farm. Have a chat with Dravin to start a quest. Note that it is possible that Dravin is dead, either to wildlife or to dragons - in that case there is no way to start the quest. Blame the radiant system. Riften Anyhow, whatever you find at Merryfair, head into Riften. Now, this is a pretty big city compared to what we've seen so far, and there are quite a lot of things to do here.

First of all, head a few steps down the road, then have a nice long chat with Maul. Make sure to ask all the questions you have. If you're over level 14, you can also get a quest from Mjoll the Lioness to fetch her blade in a dwemer ruin. Going forward, you'll hear a chat between Sapphire and Shadr on the bridge. Once it's done, talk with Shadr to start a misc quest.

Feel free to complete it right away, should be doable if you're fast. Head down the stairs and into Beggar's Row.

Have a chat with both Ingun and Hafjorg to start two misc quests. Head back upstairs to Haelga's Bunkhouse. Have a chat with Svana Far-Shield to start a quest, and if you're lucky, you'll also find Madesi and Brand-Shei in there - talk with both to start their quests. Also speak with Wujeeta and give her a healing potion to start a sidequest. Make sure you speak with her after and ask her where she gets her skooma - this is important. Cross the bridge and enter the Bee and Barb and speak with Talen-Jei to start another quest.

Also make sure to speak with Louis to accept a quest from him. If Bolli's there, grab a quest from him as well, otherwise do it when we find him later on just remember it. Go into the Black-Briar Meadery and chat with Romlyn to starta misc quest.

Go out the back door and down to the fishery on the dock and find From-Deepest-Fathoms to, you guessed it, start a quest! Head back into the city and down to the Scorched Hammer, the smithy, and talk with him to start yet another misc quest. At the marketplace, you might also run into Brynjolf, which will initiate a quest.

Do this quest, especially if you want to become a member of the Thieves Guild which you do, we're completionists here, remember? He'll give you another quest after starting this one, so grab that, and head over to the Temple of Mara and speak with Dinya to start one more misc quest. NOTE:You can also buy an amulet of mara here, which will allow you to get married. The choice is yours, basically, but it seems that two popular choices are Camilla from Riverwood and Ysolde from Winterun as they don't serve any other purpose and, apparently, are quite hot.

Regardless, I won't mention it again since it's purely optional to do and there are so many choices for marriage. Also visit the Hall of the dead and talk with Alessandria for one more quest. Head up to the keep and go left before entering to speak with Harrald for yet another misc quest - this one should be doable relatively fast though.

Go inside and speak with Wylandria for another quest, then talk with Jarl Laila herself about skooma. Back outside, head into the jail you may have to sneak around the guard and talk with Sibbi Black-Briar to start one more misc quest as if we didn't have enough to do.

Also make sure to speak with him about Frost to progress that quest. Questing Interlude 1 We're all done gathering up quests from Riften. Now, at this point our journal is pretty full of all sorts of things.

Companions quest, Daedric quests, sidequests and lots of miscellaneous. We've also reached a point where we should be pretty strong I was level 26 at this point and reasonably well-geared and stocked with what we need. We've also discovered quite a few places, so let's at the very least clear out the quests we can clear out without going to new places, shall we?

Talk to Svana for your reward. So let's handle these fast. First, head to Ivarstead. First, go to the Fellstar Farm, talk with Falstread and, inside, grab Wylandria's spoon. Then head to the inn to deliver the keg to Wilhelm. Handle the love triangle as you see fit.

Also make sure to speak with the bard there, Lynly is actually Svini, the girl Sibbi wanted us to find. Handle this as you please. Now head to the hall of the dead in Whiterun and deliver the dagger.

Then head to your home, or whereever you stash stuff you might need later on to gather whatever you have of the following items: 1 gold ore, 3 flawless amethysts, 2 flawless sapphires, 1 mammoth tusk, 20 deathbell, 20 nirnroot, 20 nightshade and 10 fire salts. If you're missing some, remember it for later - doesn't matter too much when you hand these quests in as there are no follow-ups.

Since we're so busy handling quests, let's do a fast detour to Falkreath to finish up a loose end. In Falkreath, head to the jail and speak with Sinding. Accept his quest and take the cursed ring of Hircine, then head out to the wild and kill the white stag to speak with Hircine.

Go straight for Bloated Man's Grotto. Now, there are three ways to complete this quest. First help Sinding and get the ring, then head back inside and kill Sinding for the hide. Obviously, as the lootwhore I am, I go for option number 3. Now, back to Riften, hand in whatever quests you can, then mark "Taking care of business" as your active quest.

Yup, it's time to become a member of the thieves guild! There'll be a few enemies along the way to the Ragged Flagon, but nothing you shouldn't be able to handle by now. Head on inside and speak with Brynjolf to get your primary initiation quest, getting some coin from three shopkeepers.

Handle it, then return, and you are now officially a full member of the Skyrim Thieves Guild. Remember to take down the drawbridge so the Ratway is a bit faster to get through in the future. You'll get your next mission right away, but make sure you talk to everyone in the Rugged Flagon first.

Delvin will provide you some backstory as well as a random job. Speak with Galathil to finally get rid of the face sculptor misc quest you've most likely had since Riverwood. Speak with Vex to figure out what these unusual gems are all about as well as getting another sidejob. Also speak with Tonilia to get your Thieves Guild armor. Head into the training area in the cistern to locate a second set of these. Note that you will need one full set of Thieves Guild Armor to finish this chain.

I suggest to take it to your house and leave one set there, and do NOT modify it. The second set you can do with as you please. Now, the Thieves Guild is a bit unique in that the radiant sidejobs you get from Vex and Delvin are actually very important in the big picture.

You need to do five of these jobs in each of these four cities: Markarth, Solitude, Whiterun and Windhelm. The best way to do that is to save just after accepting the quest, but before it shows which city you are to go to. That way you can reload so you get the city you want. I'm not going to care too much about these just yet, as we have lots of time to do them. Just keep them in mind, and keep a tally on how many you have done in each city. Once you reach five in a given city, you will get a unique job that will cement the guild's position in that city.

I will cover those unique jobs at the last possible time to do them. Don't waste your time with those unless you really want to. They serve no larger purpose as such. Autumnshade Clearing Fast travel to Merryfair Farm, then head west.

Just before finding the clearing you'll find a small hunter's camp. Continue west to the clearing proper and take out the wildlife there. Faldar's Tooth Another bandit fort. EMBED for wordpress.

Want more? Advanced embedding details, examples, and help! Topics chest , skill , quest , quests , dragon , skyrim , potions , ore , gear , loose , skill book , loose gear , thieves guild , civil war , dark brotherhood , skyrim appendices , quest conclusion , dork brotherhood , alchemy lab , bestiary quests Collection strategyguides Language English. There are no reviews yet. This process requires an inventory with items to duplicate and a companion to work with. Note that having more than five of an item you want to duplicate makes the process more efficient.

Note also that items, especially ingots of silver or gold, will occasionally disappear. Lets assume you have purchased Breezehome and have Lydia as a companion. Have her follow you outside and have her wait in a discrete location, preferably near the city gate.

Lets now assume you have fifteen Amethysts or fifteen Grand Soul Gems in your inventory. Drop say ten of them, dropping them one at a time near Lydia. Interact with her, telling her "I need you to do something. She will say "Okay, got it" as she grabs the designated items one at a time.

Leave her waiting and exit Whiterun and then immediately renter and get to Lydia. Note that the items Lydia picked up-at least most of them-will be lying on the ground, even though she picked them up earlier. Take them. This is the point where the items on the ground may come up a few short. Now tell Lydia that "I need to trade some things with you. This is a bit tedious but it can massively facilitate your ability to, for example, craft valuable gems and ingots into jewelry.

You can also duplicate Soul Gems, allowing the enchanting of the jewelry or of gear. This process can accelerate the leveling of both Smithing and Enchanting and can raise huge amounts of gold and facilitate the enchantment of weapons and gear.

Shouts are found through gameplay or exploration although several like Unrelenting Force and Whirlwind Sprint are given during gameplay. Each Shout has three Words that require a dragon's soul to unlock and once used they have a recharge time requirement. Unlocking a Shout is not a requirement but is a choice. These can be extremely useful and at least the initial Word for each can be found rather early in the game.

Placing favored Shouts in "Favorites" makes them more useful. Following are the location of a Word of the aforementioned five Shouts.

Ice Form : The Shout briefly freezes an opponent in ice. Fire Breath : The Shout projects highly damaging flames. Frost Breath : The Shout damages and slows down your opponent. Slow Time : The Shout does as advertised-it slows time.

Powers are selectable perks that provide a temporary boost. Most powers can be only used once per day while others like Sun Flare , acquired on Solstein , can be reacquired at the standing stone where it was first activated. Active Effects shows all the effects that are active on your gear, from the perk of a stone Lord Stone , etc.

Perks on gear, like archery or magic resistance, will also display. Any disease you contract will also display in red. Frequently checking for an active disease is highly recommended.

This can prevent you from becoming a vampire or prevent a drag on your health or the limitation of a skill. Standing Stones provide a percentage boost to a set of skills or a perk of some kind. Unless you have acquired the Aetherial Crown by completing the mission Lost to the Ages and are wearing it, only one Standing Stone can be active at a time. In addition to the Guardian Stones , the following Stones are the most useful of the remaining Standing Stones.

The Lover Stone is located on a mountainside due east of Markarth. This provides a very lucrative boost to your defensive capabilities. This remote Stone provides the user with additional units of carry weight. It also makes your armor weightless and eliminates any movement penalty.

You can obtain an Elven Bow anytime after entering Whiterun -you'll just need to pick the expert level lock on the display case in the cellar of the Companion's headquarters in Jorrvaskr. Otherwise you''ll require a Smithing level of 30 and the somewhat rare refined moonstone to craft one. A sneak attack yields 2X damage. To initiate a sneak attack, crouch and remain undetected as you attack your target. This can be increased to 3X with the skill Deadly Aim in the Sneak skill tree.

Always check treasure chests for triggers that activate a booby trap. Defeating the trigger isn't necessary. You can usually stand aside or open the chest and back off to avoid damage.

Note also that most traps aren't fatal but some like spiked gates are best given a wide berth. Many locations-dungeons, caves, ancient ruins-are dark and maze-like. Use Clairvoyance to find your way out. Note that you'll need to have a mission selected to lay a path to the exit. This spell can be found in Embershard Mine very early in the campaign as detailed in the main mission Before The Storm. Be aware that the carriages at most major cities, including Whiterun , can transport you to other major towns for a small stipend.

These carriages are available as soon as you reach the outskirts of Whiterun. Disenchant any enchanted items at the Arcane Enchanter in Dragonsreach , unless you are wearing or using that item. You need to disenchant only one item with say Archery to have that perk available for any gear you want to enchant with archery. Sell or wear any other enchanted archery items. Summoning creatures like familiars, undead or Atronachs is a good way to both attack an enemy and to distract them while you remain incognito.

Be aware that high-level Draugr oftentimes use powerful Shouts. When you hear the chanting of a Word Wall, learn a Word of the Shout. Don't automatically unlock a Shout. Some may not suit your style of play. Don't over-level non-combat skills early in the game or your opponents will level-up and you'll be weak against them. Note the location of the Shrine of Talos in Whiterun , and whenever you have an impairment, visible in the Active Effects , use it rather than expending a potion to cure the malady.

Make the purchase of Breezehome and its bedroom furnishings an early game goal. This will cost 5, gold septims but will provide storage space, a bed to obtain the Well-Rested bonus and you'll get Lydia as your Housecarl. She is a very effective companion. Don't hoard gear but don't sell useful items like Soul Gems , precious stones and ores.

Use the numerous merchants to sell extraneous gear. Don't keep numerous low-weight ingredients, potions, books and Soul Gems in your inventory-they can add up quickly-carry only what you need. Be aware that merchants restock every 48 hours-you can forward time to facilitate this. Note that dragonbone and scales are only useful late in the game and they can be sold to generate gold.

This can raise needed funds early in the game to purchase Breezehome or a piece of gear with an elusive enchantment. Jarl Balgruuf's steward Proventus will offer bounties. One will take you to Halted Stream Camp , which is located due north of Whiterun.

You can go there with or without acquiring Proventus' quest to find the Spell Tome: Transmute. This extremely useful spell can change iron ore into silver and gold ores. Its acquisition is key to crafting jewelry, raising Alteration and Smithing and, potentially, Enchanting. This spell allows the caster to briefly see the location of the living even through walls. This can be highly beneficial, especially to a stealth character.

This spell isn't generally available until Alteration reaches level 50, but when your combat skills are sufficient, probably at level 10, making a trip to the fort at Treva's Watch can yield the spell. Speak to stewards, innkeepers and bartenders, asking about side jobs and rumors to activate quests.



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