Biographies Characteristics Analysis

Skyrim where to find the cry of a clear sky. The Elder Scrolls V: Skyrim Walkthrough

Gives a task: None

Terrain: Helgen

Reward: Is absent

The game starts and you wake up in a moving wagon next to Ulfric Stormcloak(Jarl Windhelm), Ralof(nord) and a thief. You are going to be taken to Helgen to execution. According to the plot of the game, you were captured when you were trying to cross the border. Now you are facing the death penalty. The wagon arrives in the city and when you get out of it, the game will prompt you to choose the appearance of your character. After creating the look you like, you will be prompted to come up with a name for your character. Now it's time for the execution. Priestess Arkeya will try to read parting words before the execution, but she is stopped. The Nord is called first, one of Stormcloaks (Stormcloaks), After you.

But when you are close to death, suddenly something black will appear in the sky. What is it? It's a dragon Alduin. Although this is not the best prospect - a fight with a dragon, but at least you are now free. running for Ralof to the tower. We go up and jump to the roof, through the opening formed by the dragon. We make our way further and stumble upon an Imperial soldier who orders to follow him if you want to survive. We follow him and get to the exit from the city. But at the exit we will meet again Ralof And before us there is a choice - with whom to go. With Ralof, now a refugee from the Imperials, or with an Imperial who previously put you in shackles. You decide. Regardless of the choice, you will need to go through a series of dungeons and learn some tricks that await you in the future in the game. Also, if you choose Ralof, then you will fight with the soldiers of the imperials, if you follow the general Tullius- expect an attack Stormcloaks. Eventually you will get out Helgena and its caves, and subsequently you will find yourself in a spacious clearing. Now, depending on who you chose, you need to either head to Alvor, the blacksmith from Riverwood or to Sigrid, sister Ralof. After talking with them, the task will end.

Gives a task: Ralof or Hadvar

Terrain: Riverwood, Whiterun

Reward: Gifts from Hadvar or Ralof

After you have spoken to Gerdur, sister Ralof and the owner of the sawmill, or Alvor, a blacksmith from the same city, you will need to go to Whiterun. You will have to get there on your own two feet. You may also meet members along the way. Guild Companions and if you help them defeat the giant, then they will offer you a place in their guild. One way or another - our path leads us to the jarl whiterun. However, before entering the city, a guard will stop you. According to him, the entrance to the city is closed due to the increased frequency of dragon attacks, and now no one is allowed into the city - only for official reasons. We explain to the guard what the matter is and that the city is in danger and the path to the city is open to us.

Now we go to the Jarl's palace - the Dragon Limit. To do this, you need to go through two levels of the city. When you enter the palace, you will be met by Jarl's housecarl, Airilet who needs to be told about what happened in Helgene and of course the dragon. She will immediately direct you to the jarl. Now you need to talk to him. After the conversation, the jarl decides that you need to send help to riverwood and the task will be completed.

Gives a task: Farengar

Terrain: windy peak

Reward: Is absent

After completing the previous task, Jarl whiterun will offer you to go with him to the local magician - Farengar. According to the magician, he is the only one like this in whiterun. Since we talked about the dragon, then Farengar will tell us about a certain dragon stone. This stone can be found in the temple at the top of the mountain - windy peak. Head there. Along the way, you will meet bandits - defeating them will not be a problem. Come inside. Make your way through the corpses of bandits left by you (who were still alive before your arrival), avoid traps and solve riddles.


Snake, Snake and Fish - this is the solution to the riddle of the first door

When you solve the first riddle, you will encounter Draugr for the first time. These are the ancient Nords who were buried in the bowels of the mountains. Skyrim. Kill them and move on. Sooner or later, you will come across a room entangled in cobwebs and a voice calling for your help. As you get closer, a huge wounded spider will jump down on top of you, which you will need to kill in order to continue on your way.

You are saving a dark elf, and he is trying to escape from you?! You chase him down and kill him. pick up golden claw required to complete the task "Golden Claw". We move on. We come across a door with strange symbols. Open the menu and look at the order of the pictures and turn the mechanisms on the door (if you don’t get it, then do it from top to bottom - a bear, a dragonfly and an owl). When finished, put the claw on the door (in the special slot). Move on.

Inside, you'll see a large burial chamber and the first (if you're only following the story quest) wall of dragons, with the words of power written on it. When you get closer to the treasure near the wall, a high-level draugr will rise from the grave. Kill him, because it is from him that you can take the dragon stone, which is so needed Farengar. We take the stone and return to it. Mission completed.

Gives a task: Jarl Balgruuf

Terrain: western tower

Reward: Whiterun Ax, Lydia

After you return the stone Farengar, in dragon limit will come Airilet and report that the guards saw the dragon. We follow her and learn that a dragon attacked the western tower. Jarl of Whiterun wants you to go to the western tower and find out more about the essence of dragons. Airilet will go with the jarl's soldiers there - you will need to meet with her. When you get there, the jarl's housecarl will offer to search the ruins for survivors. There will be only one survivor - he will tell you that a dragon flew to the tower and ate two of his partners.

Suddenly there is a roar. The survivor says that the dragon is returning in search of new food. The battle with your first dragon begins. I recommend using long-range attacks (either magic or arrows), as the dragon flies around and when it lands close it becomes dangerous (it can eat the character). When you defeat him, the dragon's soul will be consumed by you. You will be able to learn the first dragon cry that you learned in the previous quest. Use it on guard to show that you are Dovakin. When you're done, return to the Jarl. For completing the task you will receive Ax of Winterhold and your own Huscarl Lydia, which will faithfully serve you.

Gives a task: Jarl Balgruuf

Terrain: Ivarstead, High Hrothgar

Reward: Shouts: Ro and Woold

Jarl Balgruuf say he heard the call Greybeards(that cry you heard when you returned to Whiterun) - they called Dovakin. You have no choice but to confess that you are the dragonborn. The jarl will tell you to go to Throat of the world, where they live Greybeards so that you can study the screams and find out your future fate.

In order to get there, you need to go to a small settlement called Ivarstead, which is located east of the highest mountain Skyrim. The jarl will mark this settlement on your map. When you get there, you will see a bridge that leads to the first of the seven thousand steps that will take you to Greybeard. Climbing up, beware of local wildlife. You should not be afraid of wolves, but the troll is a rather dangerous opponent. When you pass the pilgrimage, you will find yourself at the dwelling Greybeards. The first thing they will do is teach you a new syllable of an already known cry.

To demonstrate your abilities, hold down the shout key (default Z) to shout out all the words and the power of the shout was more powerful. Later, they will create three ghostly opponents, on which they will also need to use this shout. After that, they will decide that it is time for you to learn a new shout - Swift Charge. Follow their instructions and the task will be completed.

Gives a task: Arngeir

Terrain: Ustegrev

Reward: Is absent

When you are trained by Greybeards, Arngeir will send you to your first test - you need to get the horn Jurgen Windcaller who is in his tomb Ustengrav. The tomb itself is located in the swamps Hjaalmarch. The entrance to the tomb is guarded by a small detachment of bandits - kill them and climb inside. Make your way through it, but do not fly forward - in this tomb there is another wall with a new dragon cry.

A little further there will be three stones in the floor. If you approach one of them, then one of the three doors opens. This is where the newly learned dragon cry comes in handy. You need to slowly accelerate, and when you reach the third stone, scream! If you make your way through, and there is a companion with you, then he will pass through the doors without any problems - they now simply do not close.

Make your way further and approach the tomb. There will be no horn on the pedestal, but there will be a note from " friend ” (you have already received one before returning to Whiterun after the first fight with the dragon). This " friend ” offers to meet him at the Sleeping Giant tavern, which is located in Riverwood. In order not to be mistaken, friend ” asks you to ask for a room in the attic.

Go to riverwood and refer to Dolphin behind the number. It turns out that there is no such room in the tavern and in return she will offer another one, however, when you find yourself inside the ordered room, Delphine will come up to you and give you the horn. A parallel task will start Blade in the dark". Upon completion of that task, you can return juergen's hornGreybeard. When you bring the horn, the elders will perform an initiation ceremony for you. Everyone will scream at you Greybeards, and you just need to stand and take the hit. At the end of the task, you can also contact Arngueiro for deciphering what was said Greybeards.

Gives a task: mysterious note

Terrain: Keen Grove

Reward: Is absent

Dolphin will ask you to follow her to the tavern " sleeping giant» during the task « Horn of Jurgen". She will take you to a secret room in her bedroom, which is inside a closet. Inside, she will be able to talk to you in a calm atmosphere. She will tell you that she is in the old order - Blades and will tell that her society has been looking for a very long time dragonborn capable of completely killing dragons. She will offer to go with her to one of the dragon's graves and try to study it, and if possible, prevent the dragon's rebirth. According to her, this burial is located in grove kin. Even if she does not fully trust you yet, she hopes that you still Dovakin. AT grove kin you need to get to the tavern, where you will learn from a local resident that a black dragon flies in the grove. Go along with Dolphin to the burial and you will notice how Alduin summons another from the grave with Thu'uma. However, most of the words are in the dragon language, so these words are unknown to us and our hero. However, the dragons notice us, Alduin flies away, and we remain in the hands Saloknira. Dolphin and you must defeat the dragon. After the fight is over Dolphin will see you absorb the soul of the dragon and answer all your questions and head back to riverwood.

Gives a task: Dolphin

Terrain: Solitude

Reward: Is absent

After fighting the dragon Dolphin will tell you what is most likely behind this Thalmor. You will need to deal with this by climbing into the estate Thalmor messenger and try to find out something about it there. To do this, you need to receive an invitation to a meeting of the Thalmor. This will help us Malborn living in Solitude. We head there, and there we find a tavern called " Laughing rat».

When you get there, pass Malborn items that you would like to bring inside. The rest you will need to pay later Dolphin so the choice is yours. After talking with Malborn, head to Katla farm located near the stables Solitude to Dolphin. Talk to her, put on fancy clothes and boots and talk to Dolphin when you're ready. Then you will sit on the wagon and go to the envoy for a reception.

When you arrive, give the invitation to the sorceress at the entrance. Inside Elenwen will come to meet you. It's better to change the subject by saying: So you are Elenwen? I've been told a lot about you!" After that Malborn will distract her and you can safely go to the reception. To distract everyone, talk to Razelan, give him a drink (if you do not have it, then ask for it from Malborn) and rather run with Malborn out the door. Head for your things to the pantry through the kitchen. Take the things that you passed earlier in the tavern. Now you have the opportunity to perform miracles of stealth or smash everyone there. You decide. Whatever the case, make your way through the elves and head to messenger's personal home.

In addition to completing the task, you can make good money there. On the second floor in her private chambers there is an unusual stone. Inside her house, go to her office and search the chest. Inside you will find a dragon report and two dossiers. One on Dolphin, second on Ulrika Petrel. The key will help you get into the torture room, where you will find a dossier on Esberna, a certain person whom the Thalmor are hunting.

The prisoner will tell us Etienne Rarnis and the contents of the chest. And then suddenly the Thalmor appear with Malborn. They threaten to kill him. We save him and kill the guards. We make our way further into the hatch (the key can be found with the guards who came) and get out. Now it's time to return things. Head to riverwood. Talk with Dolphin. She will guide you to Riften. Take things from the chest in her room. This is where the quest ends.

Gives a task: Dolphin

Terrain: Riften, Rat Hole

Reward: Is absent

Delphine will offer you to find Esberna. According to the assumptions of the Thalmor, which you learned from the book, it is located in Riften. She thinks that Brynjolf can help you in this matter. You can find it in Riften- at night in the tavern, and during the day in the marketplace. When you find him, he will offer you to complete one business - the quest " chance meeting". When you complete it, you can return to the main task.

Brynjolf will say that rat hole is right below you. We go down and along the pier approach the door. There you will need to fight first with the thieves, and later, after you pass by " Rampant Flask, meet the Thalmor. Making our way to Esbernu. It is behind a sealed wall. We tell him the phrase that she told us Dolphin(and in general, at the very beginning of the conversation, mention that you are from her) and he will let us in. We speak with Esburn. Mission completed.

The task gives: Dolphin

Terrain: Sky Haven Temple

Reward: Is absent

After talking with Esburn, heading towards Dolphin with him. When you get there, go down to the basement again Dolphins. There Esbern take out a book and start reading. After he tells you about everything, head to Sky Haven Temple where you can find Alduin's wall. When you get there, there will be three plinths in front of the bridge that needs to be lowered, surrounded by Akaviri symbols. It is necessary to put three pedestals with a sign Dovakin(according to Esberna) facing you and the bridge will lower.

In the next room up the stairs you will find a floor covered with buttons. You should follow the sign symbolizing Dovakin. It is better to walk and look at the floor. Then, almost at the very end, you will need to pull the ring to Esbern and Dolphin were able to move forward with you. Note: your companions don't care about those buttons. They step on them and nothing happens to them. Don't think the same will happen to you.

After that, you will find yourself in a large hall with an Akaviri head. Spill your blood on the platform and enter the Sky Haven Temple. There inside you will find Alduin's wall, which we saw in the first teaser. Esbern tell us what these Akaviri records mean. When he finishes, the quest will be completed.

The task gives: Delphine and Esbern

Terrain: Throat of the world

Reward: Is absent

Esbern tell what Alduin was defeated by a certain cry. Dolphin invites you to go to Greybeard and find out the details. After talking with Arngeir, go along with the rest grey-bearded to the gate that leads to to Parthurnax, their head. To get to it, you need to learn a new shout " Clear sky". He will teach you Arngeir. Get closer to the gate and shout a new shout (hold the shout button until the hero says three words of shout in full).

Make your way up while yelling this scream from time to time. When you get there, do not rush to attack the dragon that has flown to you. He wants to talk to you - after all, this is Paarthurnax. He will ask you to greet him like everyone else dova (dragons, if in Russian) - will give you the opportunity to learn a new cry. Use this shout against him. Talk to him. The task will be completed.

The task gives: Paarthurnax

Terrain: Alftand, Black Limit

Reward: Is absent

After talking with the elder Greybeards, dragon Paarthurnax, head to Esbernu or Arngueiro. Try to find out from them a little about the mysterious cry " dragon slayer" and about ancient scroll. Talk to them and they will tell you what ancient scroll worth looking into Colleges of Winterhold. Head there. If you have not been there before, then to go inside, you need to use the spell " magic light» on the floor, not far from the sorceress. If you don't have this spell, you can purchase it from her. We go inside. There you need to find Ugara gro-Shuba, main in Arcanium. After talking to him about the Elder Scrolls, follow him. He will bring you two books. Read them. The quest will start Beyond the ordinary". When you get to the tower on the quest Mzark and pick up ancient scroll, the task will be completed.

What is the "mind" and "with what it is eaten"?

Dragon Shouts (also known as the Voice or Thu'um) are phrases or words in the dragon language used to release potential energy (similar to magic). Dragons have the natural ability to use Shouts, but among humans, few have it. As a Dragonborn, your character can use Shouts just as freely as Dragons. You can learn up to 20 Shouts, each consisting of 3 Words of Power.

To learn Dragon Shout, the following conditions must be met:---

1. Find the Wall of Power.

Wall with the Word in Windy Peak.

2. Read the Word of Power on the Wall. Words of Power are separate runes that are displayed on the Wall.

Near the Wall with the Word. Magical energy comes from the right Word.

3. Kill the Dragon and consume its soul.

Dovakin absorbs the dragon's soul in Windhelm.

4. After killing the Dragon, use its soul to open the Word of Power(For those who are especially dull - R (English layout)).
5. Learn a new Shout. At first, you can learn the weakest version of the Shout. To unlock other, stronger variants of this Shout, you will need to learn two more Words of Power and consume two Dragon Souls.

Following the main storyline, Dovahkiin learns about 15 different Words of Power from other characters in the storyline, after which these words will be opened. The first word of the Unrelenting Force Shout will be revealed immediately after Milmurnir's death (Automatically apply the soul on an unrevealed Unrelenting Force Shout). To unlock the rest of the Shout Words, you will need to absorb 44 more Dragon Souls.

This is what Scream looks like in real life (Enjoy viewing!):

Finding Dragon Shouts

1. Some Words of Power can only be learned at certain points in the main storyline, while others require access to locations unlocked by completing various faction quests (Thieves Guild, College of Winterhold, Companions, etc.). But most of the Words are available for study at any time.

2. When you Shout in a city, inhabited dungeon, or camp settlement, a messenger may run up to you and deliver "Letter from a friend". Each such letter will open a side quest that will help you find the Walls of Words. New letters can only be obtained after completing the previous quest related to the letter. The courier can find you anywhere in Skyrim and will deliver letters until all the Words of Power have been learned by your character.

3. After completing the quest "Horn of Jurgen Windcaller", you can ask Arngeir if the Greybeards know the location of the Words of Power, and he will direct you to the Wall of Words, marking it on the map. Arngeir's pointers and courier letters can be used in combination with each other. Arngeir will no longer indicate where the Walls are after you learn all the available Words of Power.

Dovakin's initiation after completing the quest "Horn of Jurgen Windcaller".

Inaccessible Dragon Shouts

In addition to the Shouts that the player can learn, there are several used by NPCs and Dragons:

1. Alduin has a Creek known as "Dragon Storm Call". It is similar to the Thunder Call, but causes a meteor storm instead of a lightning storm, and the sky turns red instead of gray. Clear Sky can stop it.
2. Alduin also has a Shout called "Cry of Resurrection", which resurrects dead Dragons. The soul of the dragon will restore his body. The words of power for this Shout are Slen, Teed, and Vo. Notably, the player can learn the Words "Teed" and "Slen" for use in other Shouts.
3. Soul trap mist, which Alduin created in Sovngarde, is not technically a Shout, but a script. He appears where Alduin hides and feeds on captured souls. The words of Power for him are “Ven”, “Mule”, “Rick”, which are translated as “wind”, “strong” and “storm”.
4. The Shout that Tsun uses to send the player from Sovngarde back to Nirn is another unavailable Shout. His Words: “Nal”, “Dal”, “Vus”, which in translation means “to live”, “to return”, “Nirn”.
5. Shouts used by Dragons are modified versions of the Shouts used by the player and NPCs.
6. There is a Shout that the Greybeards use to create incorporeal dummies that you can practice your Shouts on. His words are “Fik”, “Lo”, “Sa”, which means “mirror”, “deceive”, “phantom”. This is another Shout that is not available to you. However, it can be opened with the "psb" console command. This Shout appears to have been originally created for the player to use as it is voiced for all races.
7. While studying "Rapid dash", one of the Greybeards (Borri) will open the gate with Shout "Bex". It is also not available for the player to explore.

Locations of the Walls of the Words of Power in Skyrim. Part 1

This section will describe the location of all Word Walls in Skyrim (Solstheim does not count):

1."Ruthless Force"
(Repels and disorients the enemy. Cooldown - 15,20,45)
Where to look: First in location "Wind Peak"(opened by killing the dragon Milmurnir under Whiterun), the second and third from Greybeards.

2."Swift Rush"
(Cover the distance in seconds. Cooldown - 20,25,35)
Where to look: First in the story quest, at the Greybeards. Second - "rest", third - "Volskigge".

3."Death Sentence"
(Decreases enemy stamina. Cooldown - 20,30,40)
Where to look: First - "Autumn Watchtower" Second - "Forgotten Cave", third - "Dark Brotherhood Sanctuary"(only after joining TB).

4."Thunder Call"
(Thunderbolts (outdoors only, not indoors) hit your enemies, the weather changes to Storm. Cooldown - 300,480,600)
Where to look: First - "Forelhost". Second - "Ruins of the High Gate", third - "Skuldafn"(only for the story quest).

5."Time Slowdown"
(Slows down time. Cooldown - 30,45,60)
Where to look: First - "Korvanjund". Second - "Labyrinthian"(according to the College of Winterhold quest), the third - "Witch's Nest".

6."Call of Valor"
(Heroes of Sovngarde come to the rescue. Cooldown - 180,180,180)
It will become available after completing the last quest of the storyline.

7."Call of the Dragon"
(Summons Odahviing to help you. Cooldown - 5,5,300)
Receipt - from Esbern. Needed to complete the quest from the storyline. Becomes freely available after completing the storyline.

8."Dragonbreaker"
(Makes the dragon land on the ground. Prevents it from flying for the duration of the shout. Cooldown - 10,12,15)
Becomes available through the storyline.

9."Clear sky"
(Dispels fog. Cooldown - 5,10,15)
Available only on the central quest - at the Greybeards.

10."Frost Breath"
(Freezes and slows the enemy. Cooldown - 30,50,100)
Where to look: First "Folguntur". Second - "Altar of the Skyborn", third - "Skeleton Comb".

11."Ice Form"
(Turns an enemy into a block of ice, unable to move or attack. Cooldown - 60,90,120)
Where to look: First - "Saartal"(according to the College of Winterhold quest). Second - "Mount Antor", third - "Frostworld".

12."Elemental Fury"
(Temporarily increases attack speed (useful if dual-wielding weapons). Cooldown - 30,40,50)
Where to look: First - "Dragon Tooth Crater".Second - "North Bastion Screaming Wind", third - "Statue of Meridia"(to the left of her).

13."Fire Breath"
(Fire damage.Cooldown 30,50,100)
Where to look: First - "The Throat of the World", at Paarthurnax, in the storyline. Second - "The Divided Gorge", third - "Ancient Cairn"(According to the Companions quest).

14."Animal Friendship"
(Beasts come to your aid. Cooldown - 50,60,70)
Where to look: First - "Angarwund". Second - "Ysgramor's Tomb", third - "The Move of the Ancients".

15."Disarmament"
(You snatch the weapon from the hands of the enemy. Cooldown - 30,35,40)
Where to look: First - "Peak of the Ancients". Second - "Silver Lair", third - "Snow Veil Shrine"(Only for the Thieves Guild quest).

16."Kin's World"
(Animals lose interest in Dovakin. They do not attack him, but they do not run away either. Cooldown - 40,50,60)
Where to look: First - "Resident Rannveig". Second - "Ragnvald", third - "Mound Funeral Fire"(at Ivarstead).

17."Voice Throw"
(A scream to distract attention. Dovakin whispers words, the enemies hear them as "words of insult" and look for the source from which these words came. Cooldown - 30,15,5).
Where to look: All three words in "Two-Headed Peak"(Careful. In addition to the dragon, there is a dragon priest there!).

18."Aura Whisper"
(Dovakin whispers words and he begins to feel all the living souls around. Cooldown - 30,40,50)
Where to look: First - "Top North Wind". Second - "Valtum", third - "Volundrud"(according to the Dark Brotherhood quest).

screams

Shouts are special phrases in the dragon language that contain powerful magic. Press Z to use the preselected Shout. The longer you hold the key, the more Shout words you speak and the more powerful the Shout itself. Only one talent or one shout can be noted at a time.

You learn the Draconic words that make up Shouts by searching the world for the Word Wall. But just learning them is not enough - you still have to put a dragon soul into it, and only then it will become available to you. You absorb the souls of dragons by killing them.

A small video tutorial on shouts:



Map with the location of all the walls of screams (comments will be added to some places later):

Table of shouts and their properties (gradually filled, if you have something to add - write in the comments.


The name of the scream

Levels

The words

Meaning

Action

Application

Resurrection
innovation

juggernaut

A shockwave that knocks back and stuns enemies

Direction

You will learn the first word in the cry at the end of the Windy Peak quest, the greybeards will teach you the other two, in the quest Way of the Voice. All along the main storyline.

Rapid dash

Takes you a fixed distance forward

Direction

The greybeards will teach you the first word, in the task The Way of the Voice, the other two you will learn in the Dead Men's Respite and in Volskygge.

fire breath

Throws out a wave of fire in the direction indicated.

Direction

Throat of the World (quest "The Throat of the World", main plot)
- ** Ancient Cairn, Ancient Crypt (quest "Test of Valor", Companions line)
- Divided Gorge

frosty breath

Throws a wave of cold in the indicated direction

Direction

Harmony Kin (Kyne's Peace)

Calms (does not attack) hostile creatures and calms (does not flee) beasts

Direction

Abode Rannveig
- * Funeral Fire, Depths (Quest of the Innkeeper from Ivarstead)
- Ragnvald, Temple

Causes enemies who cannot see you to be alert (a simple replacement for this shout is to shoot somewhere with a bow)

Direction

Double Headed Spire (all 3 Power Words)

ice form

Turns an enemy into a block of ice

Direction

Mount Antor
- ** Saarthal (quest "In the Depths of Saarthal", the line of the College of Mages, quest "Forbidden Legend")
- Frostmere, Frostmere Depths (The Pale Lady quest)

Disarmament

Knocks weapons out of enemy hands

Direction

Defeat

Peak of the Ancients
- Silver Lair
- ** Snow Veil (quest "Speak with Silence", Thieves Guild line)


* The passage to the Word of Power is closed by a Nordic secret door (dragon claw is often in the same location)
** Passage to the word of power is possible only during the specified quest.

There are 20 shouts in total in the game.

Dragon cries (Voice or Tu "mind) are words of power in the dragon language used to reveal a powerful magical effect. Dragons have always been able to Shout, this skill is inseparable from their nature, The cry for a dragon is as natural as breathing and speech. Well concerns people ... In ancient times, the goddess Kynareth granted them the ability to speak the language of dragons, but most take many years to learn the simplest Scream. Only the Dragonborn have the great gift of the Voice - the ability to direct life energy into That "mind, or Scream. The speech of dragons is in their blood, it is given to them without much effort. Your character is a Dragonborn - a warrior with the soul of a dragon in a mortal body, although at first this is not known to anyone. The ability to use Shouts will become available upon completion of the quest "Dragon in the sky" (Dragon Rising), after absorbing the soul of the first killed dragon.

To open a new Shout or improve an already known one, you should approach the Wall of Words and find out the Word of Power, then spend the absorbed dragon soul to unlock the word (R button), and if there is no available dragon soul, you will have to kill some dragon and absorb his soul. All Shouts are made up of three Words, and each time you master a new Word, your Shout becomes more powerful: unlocking the first word from a Shout unlocks a weaker version of it, the second and third increases the intensity, duration, and so on.

In order to Shout, you must press the Z button (by default). A simple press of the Shout button produces a weak version of it, a short hold will result in a medium version, and a long hold will cause the strongest Shout. After Shouting, there must be some "recharge" time before you can Shout again (watch out for the compass outlines turning from blue to white).

A total of 20 Screams can be learned. As you progress through the main quest, you will learn 15 words from various Shouts (dragon souls are not required to unlock them). You will need 44 Dragon Souls to unlock all other available Words of Power. Some Words can only be learned in certain places when completing the main quest and completing quests for various factions (see the tables below), while most are open for learning at any time (the order does not matter). To facilitate the search for Word Walls, there are two ways to obtain information about their location:

1. It is worth shouting more often in cities, settlements, camps and dungeons, then expect a messenger with a "Letter from a friend" containing a hint about a place with another Word Wall. Messengers will continue to bring such letters until all currently available Words of Power have been found. However, please note that you will not receive a new "Letter from a Friend" until you complete the quest associated with the previous letter received.

2. After completing The Horn of Jurgen Windcaller quest, you can also ask Arngeir of the Path of the Voice masters, the Greybeards, if they know anything about places of power, and he will mark them on the map. Once you have learned all the currently available Words of Power, Arngeir will stop giving you leads.

Unrelenting Force

Location of the Word Walls: The first word you learn at the Windy Peak (Bleak Falls Barrow), it is automatically unlocked after killing the dragon Mirmulnir (Mirmulnir) in the main quest, the second and third will be taught to you by the Greybeards in the process of completing the main quest.

Become Ethereal

Tu "mind reaches the Void, changing your form so that neither you can harm anyone, nor anyone can harm you.

Location of the Walls of Words: Ustengrav (Ustengrav), where you will have to look during the main quest, Ironbind Barrow and Lost Valley Redoubt.

Throw Voice

Tu "mind is heard, but its source is unknown, and those who hear begin to look for it.

Word Wall Locations: All three words can be found at Shearpoint.

Storm Call

The scream shakes the skies and awakens the destructive power of Skyrim's lightning.

The location of the walls of words: Skuldafn - Temple (Skuldafn Temple), where you will have to look during the main quest, Forelhost (Forelhost), High Gate Ruins.

Dragonslayer (Dragonrend)

Location of the Word Walls: Throat of the World, during the main quest.

Animal Allegiance

A cry for help to wild creatures and they come to fight by your side.

Location of the Walls of Words: Ancient's Ascent, Angarvunde and Ysgramor's Tomb.

Slow Time

The scream makes time obey the order, and everything around freezes.

Location of the Walls of Words: Labyrinthian, where you will need to visit the College of Winterhold quest, the Witch's Nest (Hag's End) and Korvanjund, where you will get on the quest for the Imperials or for the Storm Brothers.

Call of Valor

The location of the Walls of words: Sovngarde (Sovngarde), in the course of the main quest.

Call Dragon
Fright (Dismay)

And the weak of this mind will be afraid, and will rush to run, seized with horror.

Word Wall locations: Lost Tongue Overlook, Shalidor's Maze, and Dead Crone Rock.

Ice Form

Your that "mind turns the enemy into a block of ice.

The location of the Walls of words: Saarthal (Saarthal), where you will need to visit the College of Winterhold quest, Frostmere Crypt and Mount Anthor.

Kyne's Peace (Kyne's Peace)

Word Wall locations: Shroud Hearth Barrow, Ragnvald and Rannveig's Fast.

Frost Breath

Your breath is winter, your that "mind" is a snowstorm.

Word Wall Locations: Bonestrewn Crest, Skyborn Altar, and Folgunthur.

Fire Breath

Inhale the air and exhale the fire - this tu "mind is the flame itself.

The location of the Walls of words: Throat of the World, in the course of the main quest, Ancient Cairn (Dustman's Cairn), where you will need to visit the Companions quest, and Sunderstone Gorge.

Disarmament

Steel is subject to this cry - you snatch weapons from the hands of the enemy.

Location of the Word Walls: Snow Veil Sanctum, where you will need to visit on the Thieves Guild quest, Eldersblood Peak and Silverdrift Lair.

Death Sentence (Marked for Death)

Word Wall locations: Dark Brotherhood Sanctuary, Forsaken Cave, and Autumn Watch Tower.

Whirlwind Sprint

Tu "mind rushes forward, taking you with it at the speed of a whirlwind.

Location of the Walls of Words: The Greybeards will teach you the first word in the process of completing the main quest, you will learn the rest in the Dead Men's Respite and Volskygge.

Clear Sky (Clear Sky)

Skyrim itself obeys this that "mind - the fog clears and the weather becomes clear.

Location of the Word Walls: High Hrothgar, during the main quest.

Aura Whisper

Word Wall Locations: Northwind Summit, Valthume, and Volunruud.

Elemental Fury

Tu "mind gives your hands the speed of the wind, allowing you to strike weapons faster.

Word Wall locations: Shriekwind Bastion, Dragontooth Crater, and northeast of Statue to Meridia.


Alduin's Wall

We need to escort Esbern to Delphine. To do this, we give him time to collect his notes and hit the road. On the spot we all go down to the same Dolphin's basement and listen to the old man. He offers to consider Alduin's Wall, which supposedly will help us find out the weak points of the dragon and defeat him. We are waiting for the Delphine and go to the wall, which is located in the Temple of Heavenly Harbor. If you don’t want to go with Delphine, you can immediately meet her with Esbern on the spot. We enter the temple, destroy the outcasts and exit to the raised bridge. To lower it, you need to deploy three columns so that they have the same sign, as on the far right. When the signs match, the bridge will lower. We pass through it and exit into the room with pressure plates. You can only step on the slabs with the sign that were on the previous three columns. Following only on them, we get to the chain and pull it. Now the trap is not terrible, you can safely walk on any plate, and besides, the bridge will fall just ahead. We go forward and go to the entrance directly to the Temple of Heavenly Harbor itself. To open the passage, we stand on the seal and spill our blood on it. The path is open, we go into the temple. Esbern, after examining Alduin's wall, reports that the dragon can only be defeated with a special Shout, which, unfortunately, we do not know. But the Greybeards probably know about this, you need to go to them. Throat of the world

We return to High Hrothgar and find Arngeir. Unfortunately, he does not know the Shout we need, but Paarthurnax, the leader of the Greybeards, knows him, and it would be a great honor to meet him. But since we will be a stranger to him, we need to learn some Shout, thanks to which we will have the honor of seeing the leader. We follow Arngeir and study the Clear Sky Shout. Thanks to him, we will be able to climb to the very top of the mountain, where Paarthurnax is located. To do this, simply aim at the ice whirlwind and use Clear Sky on it. Climbing the mountain, we meet Paarthurnax, who, in fact, is a dragon. Getting down to business right away would not be a very nice act, therefore, first you need to greet each other. We study the Shout "Fire Breath", which gives us Paarthurnax, and use it on the dragon. After that, he is ready to listen to us completely. We tell him that we want to learn the Dragonfight Shout. But for our troubles, he does not know this Cry, however, the Ancient Scroll will help us with this. We need to discuss this with Esbern or Arngeir.

ancient knowledge

The closest thing to get to Arngeir, so we go to him. He advises us to ask about this scroll at the College of Winterhold, so we'll have to head there. Having reached the College, we are met by Faralda, who says that it is not so easy to get to the magicians. We explain to her that we want to go there just like that, but she will ask to offer something in return for the College. We tell her that we are Dovakin, and by using Shout at her, we prove it. The path to the magicians is open, we follow the Hall of the Elements, from where we go to the Arcaneum. There we find an orc named Urag gro-Shuv. We ask him about the scroll, and so that he becomes much more friendly with us, we tell him that we are Dovakin. The orc will agree to help us with information to find the scroll. We give him a little time, after which he will put two books on the table. We read them and tell Uraga that the book "Reflections" is completely unreadable. He says that it was written by a certain scientist named Septimius Segonius. Surely he can help us find the scroll. We head to his lair, which is located on a small island, among huge ice floes floating in the sea. This mad scientist is ready to help us only if we make some notes for him. We leave for Alftand and penetrate into the ice caves. Following them, we leave in some metallurgical shop. Destroying the Dwemer spiders and spheres, we follow the corridors, rise to the second floor and exit to the door leading to the Animatorium. We pass between the walls and exit to an inclined rise, on which three small devices are visible that launch deadly traps. We step over them and go further to the closed grate, behind which you can see the lever. We pull for it, after which the grate will fall. Now you need to go down to the very bottom of the cave, moving both along a spiral staircase, as well as through the rooms inhabited by the Falmer. Going down, we go into the Alftand Cathedral. We jump over the mechanisms for launching traps on the floor and go out into the large hall. The path further is blocked by a grate, which can be lowered only by turning the lever, which is located a little higher behind. We pass forward, destroy the Dremora Centurion and activate the mechanism that will open the way to the Black Limit. Once in it and admiring the huge mushrooms, we follow the Mzarka tower. Having risen to the panels, we insert an empty dictionary into the dictionary stand and press four buttons in turn from right to left. True, in order for the third button to appear, you will have to indulge in the first two right ones. We pick up the Elder Scroll and go back to Skyrim.

If after all this you say that this is not one of the most beautiful games, I will bite you!

Curse of Alduin

We have the Ancient Scroll, now we need to read it at the time gap in the Throat of the World. We stand at the place of the gap, which can be detected by the curved air, go to the interface, in the "books" section, take the scroll and read it. We have traveled back in time when Alduin was banished to our present time. Having seen and learned the Shout "Dragonbreaker" from the heroes of the Nords, we return to our time and prepare for the battle with Alduin. With the help of the "Dragonbreaker" we studied, we knock Alduin out of the sky and begin to attack with all kinds of weapons or magic that we have. Also, Paarthurnax will help us with this. But no matter how hard we try, destroying the dragon, alas, will not work. It soars into the sky and hides on the horizon.

Fallen

We need to find where he is hiding. We learn from Paarthurnax that the palace of the Jarl of Whiterun was once a dungeon for dragons. You can catch any dragon and lock it in a dungeon so that it will give out where Alduin is hiding. But, first you need to get permission from the Jarl of Whiterun, for this kind of activity. We go to him in the Dragon Reach and ask for help. He will agree to help only on the condition that the civil war between the Imperials and the Stormcloaks will end in peace. Arngeir can help us with this, to which we are heading. Now it remains only to report this meeting to Ulfric Stormcloak and General Tullius. To begin with, we go to the Stormcloaks, whose jarl is located in Windhelm. In the royal hall we find Ulfric and tell him that the Greybeards are calling him to a truce. He will not agree to take part in this until he is convinced that Tullius himself will not come there. But we do not like to run back and forth, so we tell him that if Tullius does not come to the truce, then he will show himself on the weak side. After some thought, Ulfric agrees, and we go to Solitude to the Imperials. We explain to Tullius the importance of this truce, and as an incentive we say that Ulfric himself will also come to the meeting, which he cannot refuse. Now we return to High Hrothgar to Arngeir. The meeting is ready, but Delphine and Esbern also come to it. Nothing to do but take them with you. We follow the Greybeards into the hall and sit down in a chair. They will negotiate without our help, just occasionally we support either the words of Ulfric or Tullius, depending on who we are more inclined to. As a result, the meeting ends with a truce, and Esbern gives us a scroll that gives Odahviing's Calling Cry. It's time to go to Whiterun and prepare a trap for this dragon. We give a signal to Balgruuf that we are ready to start, and we follow him into the gallery, where a trap has already been prepared. We go out onto the balcony, select the Shout to summon the dragon, hold the Shout key and release it so that our voice is stronger and the dragon can hear us. When he arrives, we attack him and gradually lure him into the hall, where the trap will work. After talking with Odaving, he will agree to help us.

No, seriously! Where else can you see such beauty?!

House of the World Eater

You need to get to Skuldafn, but you can only get there by air. We ask the Whiterun guard to release the dragon, after which we climb onto Odahviing and fly to the habitat of all dragons. Arriving at the place, we begin to move forward to the portal leading to Sovngarde. Making our way through the crowds of draugrs and dragons, we get to the temple. Having cleared its hall from half-dead mummies, we leave into a room with three columns and a lever. As in previous times, you need to rotate the columns so that when using the lever, open the left gate, because. the right leads nowhere, except to the chest. To open the lattice we need, we expose the columns with the following signs: eagle - snake - eagle. This must be done from the side of the lever, because. if you look at the middle column from the other side, then the sign will bifurcate there. We follow further along the corridors inhabited by spiders, and we leave already in another room, but all with the same columns. Now with their help we need to lower the bridge. The first column is located directly in front of the entrance to this room, the other two are on either side of the lever, which is at the top. On the lower column we set the sign of a snake, on the right - an eagle, on the left - a fish. We pull the lever and follow the bridge deeper and deeper into the temple. Climb the stairs, turn right into a narrow passage and exit to the bridge. On it we pass into a room with a spiral staircase. We go upstairs, where we encounter a closed grate. We destroy the draugrs and go into the room behind, where we find the lever from the grate. We pass further and exit to the round door, near which there is Draugr the Lord. We destroy it and take away the diamond claw from it. Now you need to open the door. We expose the following signs from top to bottom: wolf - moth - dragon. We turn the diamond claw and the path is open. We study the new Shout and leave the temple. Having gone out into the light, we turn left, from where we exit to a ladder leading directly to the portal to Sovngarde. Without stopping for a second, we immediately jump the portal, without getting into a skirmish with the local dragons.

sovngarde

We are from Sovngarde, the city of souls. We go down the stairs and meet a Stormcloak soldier. According to him, Alduin is hiding in this fog, and in order to defeat him, you need to go to the Hall of Valor and unite with other heroes. We head to the place where Tsun blocks the way for us at the entrance to the hall. Despite the fact that we are Dovakin, he will not want to let us through until we prove to him that we are a strong opponent. We prescribe him the first number so that he regrets that he started all this at all. On the bones of the dragon we cross the abyss and go into the Hall of Valor. After talking with Ysgramor, we approach the three Nordic heroes that we saw when we moved into the past with the help of the Elder Scroll. Having united with them, we act on Alduin. Dragonslayer

Together with the heroes we go outside and follow them. With the help of the “Clear Sky” Shout, we help the heroes get rid of the fog, but it will turn out like this from the third time. When the fog clears, Alduin himself will fly to us. Using the "Dragonboy", we force him to land, and begin to attack. When Alduin is defeated, we approach Tsun, who will return us back to Skyrim, and also teach the Nord Hero Summon Cry.

This concludes the main story, and we can move on to other unfinished business, and I'm sure there are many more.