Skyrim related. Dragonborn - Walkthrough

Family ties

White Reef Greybelly

We will not be more deaf than you! Haab-haaab... Without your help, the local language was learned, although Habu-Habu is from another world. The sorcerer, who used to live in a tall white cave, accidentally took some of the people into that world when he wandered through ours. Habu-habu have been hanging around here for a long time, and you didn’t even know it.

*Habu snorts loudly.*
Foreigner, let's confer! You often come to this place, and I watch the technician, I think you can trust the technician.
Confer? Is there something you want to talk about? Come on, I will listen to you with great willingness and interest.

*Habu narrowed one pair of eyes.*
With a huntress? Not found with the hunter. A hunter cannot be led to a habu-habu. Among my people there are bellies who can compete with Tokhba in strength! Well, go ahead and confer.
*Habu leans out of the water and demonstratively slaps his big belly.*
Do you see what a noble belly? My people are proud of their bellies, big bellies! A foreigner like you was talking to someone else about some kind of Ball Belly. I heard. Does he live in Faeo? Habu-habu think that this is one of our people. Our relative.
I'm afraid to disappoint you, but Ballbelly is not your relative at all. This is r...

*Snorting angrily, the habu does not allow you to finish.*
Mechnya is called Greybelly! Not every hub deserves such a title! Foreigner, you are not stupid! It is understood that fur has a belly and Ball-belly has a belly! This is not an accident! Mkhna needs to consult with him. Can you bring him here?
*A sly grin appears on Habu’s face.*
Khabu will be given something good, the stranger will be pleased.
Ballbelly is just a fish, he doesn’t even know how to speak! Apparently, until you see it with your own eyes, you won’t believe me.? Hmm... I hope the fisherman has a suitable vessel to transport the fish across the mainland safe and sound.

*Habu slides into the salt lake.*
Habu-habu needs to make sure for himself! Stranger, bring Mkhne Ballbelly to confer.
Your goal: Go to the fisherman Nathan and ask him for a Crimson Ballbelly.
Reward: 15000 experience, 4 4 Starfish 1 pc., Outlandish fruit 10 pcs..

14:35 The quest has begun for you" quest "Family Ties" . ". Good luck!

Kayar Ridge Fisherman Nathan

You won’t find a better fisherman on the mainland - it’s immediately obvious! Tell me, have you heard about Ball Belly? I need this fish and some kind of vessel to deliver it to the Misty Islands safe and sound.

Why, I’ve heard about Ballbelly! But to catch this cunning fish, special skill is needed. Perhaps you have tried it yourself?
*The fisherman shakes the last fish out of the net and suddenly freezes.*
Wait, so I can catch the Crimson Ballbelly. A rare fish, except for me and one other fisherman from the enemy continent, no one has ever been able to lure it into a net, because you need to know the secret. Is it coming? Just bring some bait then. 5 Meat Bugs needed. Gluttonous fish! Only when he's full can he end up on the net.
Hands down, fisherman. I’ll bring you some bait, and you’ll catch me a Crimson Ballbelly. But how can he be delivered to the Misty Islands?

*The fisherman scratches his head in thought.*
So this is... I have a large glass vat. Pour some water in there and you can calmly carry the fish to where it needs to go.
*The fisherman takes a bucket of fish and gets ready to leave.*
Just bring bait, warrior, and 10 Scolopendra eyes. Eh... I didn’t tell you about the eyes right away? This is in payment for the vat. My wife will miss it and start cursing... And I’ll say that I exchanged it for good bait! These fish are also good to catch with your eyes, my wife heard about it.
Your goal: By killing Scolopendra, get 10 Scolopendra eyes. Bring them to Nathan the Fisherman along with 5 Meat Bugs.

Kayar Ridge Fisherman Nathan

Look! There he is, the crimson ball belly! It’s inflated like a bubble, just before it bursts! Ha ha! Don’t be afraid, warrior, he’s sticking out his belly out of importance, or maybe out of fear, who will understand this fish? Take it, I’ll go and taste the ears.
Your goal: Take the Crimson Ballbelly to the Greybelly.

Family ties

At the Skaal settlement, speak with Wulf Wildblood. He will say that his brother Torkild has disappeared and will ask you to find him. You can meet Torkild randomly anywhere on the island. Most often you can find it:

♦ north of Raven Rock

♦ east of Syringa Outpost

♦ south of Bujold Haven

on the shore

♦ south of the Water Stone,

♦ northwest of the Ice Cave

♦ west of Dushnaya Mine

♦ west of Tusk's Broken Mine

When he meets you, he will turn into a werebear and attack you. You will have no choice but to kill him. Take from him the letter written to Wulf.

Return to the village, tell us about what happened and give Wulf the letter. He will share the wisdom of the Skaal with you, increasing your combat skills: one-handed weapons, shooting, heavy armor and blocking.

New source of Stalhrim

In the Skaal village, you can hear Fanari talking to Deor about the disappearance of the local blacksmith. Fanari will only brush off your questions about the missing person, and Deor will tell you that the blacksmith Baldor the Iron Forge disappeared in the middle of the night. Der has suggestions that the blacksmith's disappearance is somehow connected with his knowledge of Stalhrim. In addition, Baldor will say that he saw two elves dragging something to the southwest at night.

Going in the direction indicated by Deor, you will find yourself in an abandoned inn, which is located southwest of the Skaal village and north of Raven Rock. There are Thalmor soldiers in front of the entrance who will immediately attack you. Take from them the key to the inn and a note that says you want to extract the secrets of working with Stalhrim from the blacksmith. Enter the house and go down to the basement, where you find Baldor tied up. Free him from his bonds, and he will tell you that the Thalmor soldiers are led by Ankarion, who has a map with deposits of Stalhrim.

Now you have to go to the North Pier. The Thalmor will accuse you of trespassing. If you manage to negotiate with them and talk to Ankarion, who is on the deck of the ship, try to convince him to give you the map. You can promise to sell him weapons from Stalhrim. As a last resort, you will have to kill him.

Look at the map taken from the Thalmorians; as a result, a Stalhrim deposit marker will appear on your map. In addition, there is another vein of Stalhrim to the east of the ship, on a small island.

Now return to the Skaal village to the blacksmith. As a token of gratitude, Baldor will allow you to use his forge and forge Stalhrim items.

Lost Legacy

In the Skaal settlement lives the traveler Tharstan, who needs your help in exploring the Tomb of Valok. Go to the tomb, Tarstan will be waiting for you there. Talk to the scientist and enter the tomb with Tarstan. A rune with the inscription immediately catches your eye: “The sacrifice will lead you to what you are looking for.” In front of you on the floor is a fiery pit with a grate, around which there are many dead draugor. Drag the body of one of the draugr onto the grate and turn the lever on the pedestal with the sign. And as a result of this, the lamps on the sides will light up.

If you go left, after going up the stairs and going through the tunnel, you will end up at the burial site, where there is a door with a chain and a ring at the entrance, and behind it a sign. In the center is a large glowing column with three smaller ones around it. Tarstan will read what is written on the tablet: “Everyone must die, often by natural causes.” On each side of the large column is a murder weapon, which lies nearby. There are also images of weapons on the smaller columns. From the appropriate place you need to shoot at the large column. If you do everything correctly, the door to the next room will open. After the battle with the draugr, take half of the amethyst claw and read the Word of Power. Here you can find a half on the draugr's body. Tarstan will read that the exit is in one of the sarcophagi. Return to the central hall.

In the central hall, go up the right stairs and go into the passage. Upon entering the room, Tarstan will read the sign: “Continue the path without stepping on the same place twice.” There are nine plates in this room, so make sure you step on the plate only once. In the next room there is a wall of Words of Power and a draugr, from whom you take the second half of the amethyst claw. Using the exit in one of the sarcophagi, return to the central hall.

In the middle of the central hall there is a cage, which can be opened by activating two keyholes using the halves of an amethyst claw. Come into the cage. Tarstan will read the following sign: “Go forward, stopping means death.” Turn the lever. A path will appear in the air in front of you, which you need to follow without stopping, otherwise it will disappear and you will fall down. If this happens, deal with the monsters and go up the stairs to the starting point. Once you are on the opposite side, the sparkling bridge will freeze and Tharstan will be able to walk across it. Repeat exactly the same three times, moving faster each time.

You will find yourself in front of a round door that can be opened using the Amethyst Dragon Claw. The usual clues are not visible on the claw because they are only parts of it. Tarstan will examine the walls, the clues at the beginning mention the wind, then the night and the moon, and then fire and scales. Therefore, the sequence of images is: Bird - Wolf - Dragon. You will find yourself in the tomb of the dragon priest Valok, a guard nicknamed the Jailer. The tiles on the floor are fire traps. At the far end of the hall is a wall of Words of Power. Deal with the priest and take his mask. Tarstan will read the runes on the wall, thank you and reward you with gold.

Conversations in the Skaal Village

Moruen, who lives in the Skaal village, will tell the story of her family. Her mother met a sailor from Skyrim, and having fallen in love with him, she decided to leave her home and went to Falkreath. There Morwen was born, who, when she grew up and her parents died, moved to the Skaal village. She recently found a necklace in her mother’s belongings, which she asks to take to the keeper of the Hall of the Dead in Falkreath, Runil.

Go to Falkreath's Hall of the Dead and talk to Runil, who remembers Moruen's parents well. He will be happy to place the necklace on the grave of Morwen's mother, Bera. Return to Soltsheim and report this to Morwen. As a token of gratitude, she will give you a Nord Carved Helm.

There are countless quests. One of the most memorable games for players is “Skyrim”, which has several main storylines, the tasks for which are long and complex.

This quest is optional and quite difficult to take. But after completion, the player will receive several useful skills. The mission locations are quite colorful and unusual, which adds a special atmosphere.

General information

The player must arrive on the island of Solstheim to receive the quest "Family Ties". “Skyrim” is inhabited by Nords, but in this part there live a people who call themselves the Skaal. Once upon a time they were Nords, but over the years of isolation the settlers created their own culture and their own gods. The island is only open after installing the Dragonborn mod. To get there, the player must reach at least level ten. After this, he will be attacked at a random location by two masked cult members. They need to be killed. In battle, it is best to use the Scream to knock down opponents, as they deal quite significant damage with fire. After this, Dovahkiin will find the note and receive a new quest. The only way to Solstheim is the ship "Maiden of the North". It stands on a pier not far from Windhelm.

There is a Skaal village on the island. In it you need to find a character named Wulf, he gives the quest “Family Ties”. "Skyrim" is full of various "bugs" and errors. Therefore, if Wulf dies, you will not receive the quest.

During a conversation with the character, the main character learns that he has a brother who disappeared many years ago. Presumably it is located on a glacier. Wulf asks to find him and bring him back.

Quest "Family Ties": walkthrough

Before going on a quest, the player should prepare. In remote areas of the island, conditions are quite harsh. Many dangers await a lost traveler. There are many ghosts and trolls in these snows. Both have a large supply of lives and good regeneration. It is extremely difficult to defeat a troll with a weapon, because in one blow with its paw it can take away half of the player’s health. When confronting these monsters, it is best to use fire spells. You can also stock up on cold resistance potions to minimize damage from ghosts.

Battle

Wulf's brother, Torkild, is located not far from the mines.

His location may change depending on the level of Dovahkiin at which he received the "Family Ties" task. "Skyrim" determines the location randomly, so the player will have to walk around to find Torkild. As it turns out after the meeting, he went crazy and became a werewolf-bear. When talking to him, it doesn't matter which line you choose. In any case, the conversation will end in battle. The best tactic is to kill Thorkild during his transformation. If the player does not have time to do this, then he can turn into a werewolf himself to even out the chances. After Torkild's death, a letter can be found on his body that needs to be delivered to his brother. For this, he will increase the hero’s several important combat skills.

Remember that the "Family Ties" quest is only available if you have Skyrim mods installed.

There are countless quests in the new part of the game "The Old Scrolls". One of the most memorable for players is “Family Ties.” Skyrim has several main storylines, the tasks for which are long and complex. This quest is optional and quite difficult to take. But after completion, the player will receive several useful skills. The mission locations are quite colorful and unusual, which adds a special atmosphere.

General information

The player must arrive on the island of Solstheim to receive the quest "Family Ties". “Skyrim” is inhabited by Nords, but in this part there live a people who call themselves the Skaal. Once upon a time they were Nords, but over the years of isolation the settlers created their own culture and their own gods. The island is only open after installing the Dragonborn mod. To get there, the player must reach at least level ten. After this, he will be attacked at a random location by two masked cult members. They need to be killed. In battle, it is best to use the Scream to knock down opponents, as they deal quite significant damage with fire. After this, Dovahkiin will find the note and receive a new quest. The only way to Solstheim is the ship "Maiden of the North". It stands on a pier not far from Windhelm.

There is a Skaal village on the island. In it you need to find a character named Wulf, he gives the quest “Family Ties”. "Skyrim" is full of various "bugs" and errors. Therefore, if Wulf dies, you will not receive the quest.

During a conversation with the character, the main character learns that he has a brother who disappeared many years ago. Presumably it is located on a glacier. Wulf asks to find him and bring him back.

Quest "Family Ties": walkthrough

Before going on a quest, the player should prepare. In remote areas of the island, conditions are quite harsh. Many dangers await a lost traveler. There are many ghosts and trolls in these snows. Both have a large supply of lives and good regeneration. It is extremely difficult to defeat a troll with a weapon, because in one blow with its paw it can take away half of the player’s health. When confronting these monsters, it is best to use fire spells. You can also stock up on cold resistance potions to minimize damage from ghosts.

Battle

Wulf's brother, Torkild, is located not far from the mines.
His location may change depending on the level of Dovahkiin at which he received the "Family Ties" task. "Skyrim" determines the location randomly, so the player will have to walk around to find Torkild. As it turns out after the meeting, he went crazy and became a werewolf-bear. When talking to him, it doesn't matter which line you choose. In any case, the conversation will end in battle. The best tactic is to kill Thorkild during his transformation. If the player does not have time to do this, then he can turn into a werewolf himself to even out the chances. After Torkild's death, a letter can be found on his body that needs to be delivered to his brother. For this, he will increase the hero’s several important combat skills.

Remember that the "Family Ties" quest is only available if you have Skyrim mods installed.

A hunter from the Skaal Village, Wulf Wild-Blood, asks you to find his brother Torkild, who left home many years ago. Wulf, however, fears that the thirst for power, uncharacteristic of those who believe in the All-Creator, could take his brother far; in his worst dreams, he imagines that he could be among the werebears on the glacier.

A meeting with Torkild can happen by chance, during your walks in the wilderness. He can be found in the following locations:
Northwest of Glacial Cave, off the coast
West of Damphall Mine, offshore
West of the Broken Tusk Mine, off the coast
North of Raven Rock
South of Bujold's Retreat
East of Siring's Outpost (Saering's Watch)
South of the Water Stone, near the shore

From the beginning of the conversation it becomes clear that Torkild is mad. After talking for a while, he will turn into a bear and attack you. Kill the beast, there will be a letter on the body. Take the letter to Wulf.

Tell the hunter what happened. In gratitude, he will share the wisdom of the Skaal with you - you will receive one point each for several military skills (Shooting, Blocking, Heavy Armor and One-Handed Weapon), unless, of course, their value has reached a hundred.

If Torkild doesn't come your way, he may already be dead. Try taking a walk along the shore. In my case, the encounter took place northwest of the Ice Cave, character ID: RefID 04001c79