Skyrim Imperial Army (walkthrough). The Elder Scrolls V: Skyrim

There is a low-intensity war going on in Skyrim. The Legion of the Empire wants to increase its influence and force the Nords to respect the laws of the empire, which is often Skyrim, while the Stormcloaks fight for the independence of their lands.

Important: there is no clear good or bad side. Each has both good things and its own “skeletons in the closet”.

How to join the imperial army?

Go to Solitude and find the "Gloomy Castle" building there (which doesn't look like a castle at all), and talk to Legate Rikke there, she will give you the introductory task.


Joining the Legion

Gives: Legate Rikke
The essence of the task: to clear the Ford from bandits.

The task is simple: come to the Ford marked on the map and kill all the bandits there. After which we return to Rikka and say the oath. All that remains is to go to the blacksmith and get imperial armor. Welcome to the Imperial Legion.

Serrated crown

Gives: Legate Rikke
The essence of the task: You need to find the legendary Jagged Crown

Rikke asked us to help her find the Jagged Crown. Our path lies in the ancient burial place of the Nords called Korvanyud:



Having arrived at the right place, we learn that the Storm Brothers are already inside and we will have to fight our way through. Having reached the passage, killing all the Stormcloaks along the way, we will be asked to find a workaround, because... Rikke is sure that there is a trap ahead of us. The bypass is located directly above us, you can get to it using the stairs.

Note: By taking the bypass route, you can drop a jug on enemies, which will ignite the oil under the Stormcloaks' feet, hastening their death. This can be done with an arrow or a spell.

Having killed all the enemies, we go to the next burial level. And almost at the very beginning of the level we will encounter a door, to open which we need a claw; it lies next to the door. Answer to the puzzle:



Next we come to a room with bars. And we are again asked to find a way to open it. You need to climb the stairs and cross to the other side on the platforms. There will be a handle that you need to pull. Once the grate opens, four Draugr will emerge from the coffins.

Note: After climbing the stairs, find the dagger that is lying on the tile, pick up the dagger and a secret passage will open. When going to the chest, be careful; interacting with it will activate a trap.



Note: At the end of the corridor there is a wall with a word of power.

Message for Whiterun

Gives: General Thulius
The essence of the task: You need to take a letter from Thulium to the Earl of Whiterun, and then give the ax to Ulfric.

After we have brought the Jagged Crown, we will be sent to take a message to the Jarl of Whiterun.

Note: If you have not completed the main quest yet, you will first have to go to the dungeon and/or kill the dragon.

The Jarl of Whiterun asks us to take the ax to Ulfric (which means war). Having brought the ax, we learn that Ulfric is going to storm Whiterun, we need to warn the jarl. When we arrive, we find out that the battle has already begun.

Battle of Whiterun

Quentius Scipius sends us to the front line under the command of Legate Rikke. When we approach Rikka, she will give an inspiring speech and send us off to fight. The goal is simply to kill the Stormcloaks. Their number is measured as a percentage, with each rebel corpse this number drops, you need to bring it to zero. Also, an additional task will be to hold positions: first we must defend the barricades, preventing the enemy from breaking through them. If the protective fences are destroyed, the squad will retreat a little, and the goal will be to hold the drawbridge. It is not necessary to do this; the main task is to kill opponents.

Note: If you have a companion, he will remain in the city and will not go into battle with you.

Having killed all opponents, we can go to the city gates and listen to the earl’s speech, or we can immediately go to Tulius. Returning to Tullius, we will receive a good blade and a new title Questor.


Unification of Skyrim

Gives: General Tullius
The essence of the task: Clear the forts and carry out Rikka's orders.

This task combines several others, the common goal of which is the complete reconquest of Skyrim. This quest is connected to the main story quest "Time Without End", during which it is necessary to conduct peace negotiations between the Stormcloaks and the Imperial Legion. Depending on the decision you make, the factions will exchange cities and, accordingly, take control of a new possession. If you have already completed this task, then you need to capture the Reach, and if not, the Rift.

Regain control of White Beach

Gives: General Tullius

Note: If Dawnstar was handed over to the Imperials during the quest "Time Without End", this quest will be skipped.

Thulius will send us to a camp on the White Coast with the Imperials. We are again under the command of Legate Rikke. She wants us to feed misinformation to the Stormcloaks, but to do this we must first find the original. Rebels who have documents most often stay in two taverns, one located in Windhelm, and the other outside the cities. The second option is the best. We go to the tavern and convince the owner to help us.



Note: The easiest way to persuade the innkeeper is to say that the rebels are in danger.

Having learned from the tavern owner the route of the messenger, we can easily track him. All that remains is to pick up the package. Having collected the package, we return to the legate. The order states that Fort Dunstad needs help. The legate will falsify the document, thereby depriving the fort of support and misinforming the Dawnstar commander. Our goal is to take the fake documents to the rebel commander in Dawnstar. Frokmar the Torn Banner will easily believe that we had to change clothes so that the “enemies” would not notice us and will accept the forged orders, thanking us for the delivery. And we should go back to Rikka. She will praise us and give us gold.



Legate Rikke will send us to help a detachment of legionnaires capture Fort Dunstad, which thanks to us was left without the support of the rebel forces. When approaching, the squad will rush forward, beginning an assault on the enemy fort.



Note: It is not necessary to go straight to the marked marker. You can simply approach the fort, then the battle will begin and the legionnaires will appear.

When the battle is over, we must return to Solitude to General Tullius, who will report that capturing the White Coast will give a huge advantage to the Imperial Legion. As a reward for completing the task, the general will give you the title of Prefect and reward you with a random weapon or armor (depending on the character level).

Note: There is a small bug - General Tullius will say that he is promoting us in rank and giving us a blade as a reward. But he himself can give away not a blade at all, but a shield, for example.

Take back control of the Rift

Gives: General Tullius
The essence of the task: Follow Rikka's orders.

Note: If Riften was handed over to the Imperials during the quest "Time Without End", this quest will be skipped.

The next possession that must be returned to the rule of the Empire Rift. The general again sends us under the command of Rikke. Upon arrival, we will be instructed to go to Riften and try to find out how much the ruler of Jarl Anuriel is susceptible to blackmail. Rikka knows that the manager is quite closely connected with the Thieves Guild, and the legion can take advantage of this by threatening the manager with the declassification of not very honest affairs. This is what we will do. We need to take the letter from Anuriel's chest of drawers and then show it to her. This will make her think and she will want to talk to us alone. Anuriel will tell us that a strategically important caravan of rebels with gold and weapons has set off towards Windhelm, and it can turn the tide of the war.

Note: If you have a high Speech skill, you can beg her for gold.

We return to the legate and tell her what we learned. Rikke will send you to find a small group of legionnaires, led by our old friend Hadvar, who have been sent to scout the exact region where the rebel caravan is supposed to pass. Having joined the legionnaires, we must rob the caravan. Having removed the Storm Brothers, we can return to Rikka and get some more gold.

Note: Don't forget to empty the chest that is in the cart.



Upon returning to the imperial camp, the legate will entrust you with the following task: together with a detachment of legionnaires, capture Fort Greenwall, which, due to the capture of the caravan, was left without support and weapons. Having reached the waiting legionnaires, we will move to attack the unsuspecting Stormcloak soldiers. The already familiar principle of capturing a fort awaits us - clearing out enemies.



Regain control of Winterhold

Gives: General Tullius
The essence of the task: Follow Rikka's orders.

Arriving at Rikka, we learn that a detachment of imperials is being held captive by the rebels in Fort Kastav. Our goal is to sneak into the fort, free the prisoners and capture the fort. But first you need to talk to Hadvar, he will tell you about the location of a secret hatch that leads directly to the fort.



Note: If you are spotted, you will have to fight immediately and the sneak infiltration will fail.

Having made our way into the fort, we must free our brothers in arms; this can be done simply by picking up the key on the table or from the Stormcloaks, or opening the locks ourselves. Now that the prisoners have been freed, we can begin to capture the fort.



We will need to kill all the rebels, and when we exit into the courtyard, Hadvar will also join us. After we kill all the enemies, Hadvar will express his gratitude to us.

Note: The prisoners are not required to survive. Sometimes Hadvar and his squad come to the rescue slowly or do not appear at all, this is a bug.

Now we can return to Tullius and receive a new rank Legate, and a reward in the form of weapons or armor.

Take back control of Eastmarch

Gives: General Tullius
The essence of the task: Follow Rikka's orders.

We are again under the command of Legate Rikke, although this is a little strange - after all, we are of the same rank as her, but not the essence. Our task is to clear Fort Amol. Standard battle, nothing complicated.



Then we return to the legate, she sends us to Tullius, the final battle awaits us. We go straight to the gates of the city of Windhelm.

Battle of Windhelm

Gives: Legate Rikke
The essence of the task: Capture Windhel and overthrow Ulfric.

When we arrive, we will hear a speech from Tullius and learn that he himself is leading the assault. Together with a detachment of legionnaires we enter the city through the main gate. We'll be right in the middle of the battle, but this time we'll leave the bulk of the fighting to the soldiers. Our task is to, together with General Tullius and Legate Rikke, make our way to the Royal Palace and find Ulfric Stormcloak there. The main path is blocked, you will have to take a detour. We need to turn left from the fortress gate and go out to the trading area, turning right from the forge and passing between the houses, we will go out to the city cemetery. Next, we must climb the steps to the right, passing the Hall of the Dead, and breaking the next barricade, go to the estate area. Turn right again, and, having passed through the alley, climb the stairs to the left, there will only be one barricade left, then the fortress. Entering the fortress we will see Petrel and Galmar.



Tullius will order Ulfric to surrender, but the rebel leader will refuse this offer and attack. We need to kill Galmar and wound Ulfric. Before his death, the rebel leader will announce his last wish: he will ask to be executed by Dovahkiin. We will be given the choice of killing Ulfric Stormcloak, or giving this opportunity to General Tullius. In any case, the rebel leader will be killed, and the general will thank us for our service and leave his sword. All that remains is to listen to Tullius’s speech.


Where did I put it? Let's listen to NPCs' favorite phrases from Morrowind. And now about the pain, because I’m not Harold, I can’t endure everything like him(

For a long time put it off, because doing something for the discussion of the Joyreactor society, you yourself know, is a very controversial. I’ll touch on the topic of Skyrim. I don’t understand why there is so much excitement about this game? The plot doesn't seem to be particularly strong, the game mechanics don't add anything new, and the characters aren't verbose, unfortunately. But as Dawg said in his “Review of Zhizhu”:

I write this down on my knees and with my eyes downcast in trembling horror.

But damn (or even a thousand scamps!), you will hold back the cons a little, because work on the game took quite a long time, there were a lot of patches and additions, modifications, a fairly large supply of “collective” gray matter and a huge amount of experience in game development. Well, it’s true, because the game Skyrim has an incredible soundtrack. Everyone can agree that Jeremy Soule's OST creates incredible magic. Atmospheres. The play style is quite easy to learn, which is also a plus.

Everything is visual and clear, but GG, despite all the denials and doubts, is slightly inferior in charisma to the Defender of Cyrodiil and the Nerevarine.

But that’s later, and now a screenshot from Morrowind, very This I like the game.

But the game was released in 2002, was it really more diligent then? I believe that this is where the whole point lies. The difference is noticeable in the example of “protective devices” and it becomes clear that shields have been replaced with hatches: dragon, daedric, etc.

Well, yes, it's time for awesome stories) Yes, this is nitpicking. It turned out to be a great game, it’s not for nothing that Skyrim is in the top ten most “played” games in the world (I won’t rank it at my own discretion, I don’t have this right, and everyone has their own top 10). In the game you have the opportunity to forge yourself weapons and armor, this is great, but they don’t break, this is even better) You can buy a house in every city, this also gives some pleasure, because accumulating all sorts of rubbish, neatly laying it out on shelves - what can to be better?! There are cities in Morrowind that are larger in size than in Skyrim, and the square footage of the world in TPP_3 is larger, to say nothing of the city Vivek. But everything in Morrowind is done very well diligently.

In Skyrim there are also almost weightless soul stones, which is also pleasing) Now even the souls of mer and people can be filled with Black stones) Wonderful. Almost all of the animals are from Bloodmoon, although who knows?... It’s a little surprising that literally all weapons and all armor, as well as clothing, have equal capacities for enchantment) Although Artifacts from Princes have almost no permanent magical effect, but armor, on the contrary, has everyone has constants, literally everything, but you already know. And now who will answer me: for whom was such an “oblong”, too inhuman helmet made?

I have options. There are some dates and a couple of strange coincidences. Not long ago I again watched a video about Deathwing and his not very successful adventures. An unusual thought came to me, maybe someone has already voiced it, sorry, but I’m a lazy ass. I didn't check. So, the external feature of his horns seemed strange to me. They are not symmetrical, but in human form there was also an analogy. The Cataclysm expansion was released in 2010, and Skyrim - in 11-11-11, see for yourself:

Although, this does not mean plagiarism or anything like that. That's just how I see it. After all, there is this and it really is Strongly:

And stylish) It’s unlikely that anyone will argue with me specifically about the style in Morrowind, where a lot is “verified under a microscope.” Am I really one I think so?! Why they Tried very hardearlier, and then got lazy or rushed... Elaboration - keyword. Remember this: he did almost nothing in Skyrim, transmitted messages, then with the Scroll he “looked into the past,” learned the cry, but fought shoulder to shoulder with the creators of the cry against Alduin. And as a result, he was unable to absorb his soul, i.e. This most likely was the goal of the firstborn of Akatosh - to postpone the decisive battle until a moment known only to him. The battle took place on one of the “moons” (on the bones of Lorkhan), as some believe. After all, where else could Sovngarde be?!

But there was a story about another dragonborn, many people know him, but his story is more interesting, guild tasks, Great Houses, flora, fauna and Levitation) Yes, I’m talking about the Nerevarine! Although here we are talking about a different manifestation of dragonbornness than that of the Messrs. Skyrim.

From the seventh sign of the eleventh generation,
Neither Hound, nor Guar, nor Seed, nor Harrow,
But Born of the Dragon and marked by a distant star,
Incarnate alien under Red Mountain,
The hand blessed by the stars takes the thrice-cursed sword,
To reap the harvest of an unmourned home.


From seventh sign of eleventh generation,
Neither Hound nor Guar, nor Seed nor Harrow,
But Dragon-born and far-star-marked,
Outlander Incarnate beneath Red Mountain,
Blessed Guest counters seven curses,
Star-blessed hand wields thrice-cursed blade,
To reap the harvest of the unmourned house.

A couple more pictures:

Yes, this is just humor, but the level is very high) A lot of things upset me when playing Skyrim, it is for this reason that I devote more time to Morrowind, although a couple of hours a week is not a lot. There is no Mysticism, and specifically - levitation. There is no Return spell. There is no way to cast something through a ring or anything like that, which is a pity. But there is fast movement and Perks))) Incredible! But the pumping mechanics include such an item as the Legendary skill. Reset everything to 15 and download again) Super.


Although there are no characteristics. At all. Enchanting and Alchemy are good in some ways and worse in others. But the Dovahkiin can’t even collect grass, more than one “flower” doesn’t come out at a time, but after taking the required perk - Two) The Nerevarine never dreamed of such success. In Skyrim, people are notified of news incredibly quickly; before you have time to utter a word to someone, a guard will stop you on the street and tell you everything. Very quickly) I agreed with Tullius and Ulfric about a meeting on Vysoky, and everyone is already in the know.

Then I came to visit the Falmers, and they had dragon armor in their chests) It’s not even funny, Evgeny Vaganych. Yes, maybe it was a bug, but it is a flaw. We missed such an important point in the program code. Quote from Morrowind: How sad. Such a big mouth. And no teeth at all.

It amazes me that such a long-term construction turned out to be far from ideal; everyone hoped that the people who created such a masterpiece, Morrowind, would be able to create a “modern analogue” that would again “break” the mold. But unfortunately it happened Dragon breakdown And The fifth part came out no better than the third.

Do you remember that in Morrowind there is an opportunity to “rescue” the Heart of the World from captivity? Gg even independently deactivates two Nirn Towers: Red Mountain and Akulakhan. Also there you can complete the game’s plot in a few minutes; it seems there aren’t many examples with this option. Yes, there are a lot of Dwemer ruins in Skyrim, a lot of things that you want to look at, but inside the Dwemer settlements there are stone beds and stone chairs. Everything is made of a special red metal, it all looks a little suspicious. Even caricatured. The hero's magic is restored on its own, the constellation sign can be changed. The dragons are not at all strong or invincible, a couple of guards are gone (In Morrowind there was an atmosphere of a “divine” presence, i.e. I’m talking about the incredibly cool city of Vivec, about the Altars, about Ayem, what is the warrior-poet Vivec himself worth?!!! ?!!

In Skyrim, you can’t even call saving the game its own name. You can't close the door with a spell. Eat BUNDLE immortals characters. But all potions weigh 0.5. Some weird math.

And in Morrowind there is Mournhold, the city of light, the city of magic) Well, Acrobatics, propillon marks, Amulet of Shadows, spells to summon Armor, Boethiah's task about the statue, Sanguine's imp, mud crab, etc. This could go on forever.

Thank you for your attention.

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Late evening. Imperial camp in Eastmarch. Commander's tent. A bottle of Cyrodiil wine is placed on a table covered with a map of Skyrim, right on a bold dot, next to which “Windhelm” is written in calligraphy by the cartographer’s hand. And you, an old soldier of the Empire named Cicero (1) Tullius. Tomorrow morning you will lead the soldiers to take the rebellious Windhelm, and now you are hiding from everyone to think about the war alone. About all the wars in which you happened to take part. Including the one that continues to thunder throughout the vastness of Skyrim - strange, fratricidal... wrong. About the one in which tomorrow morning you hope to put an end to it by lifting the head of the instigator of the rebellion on a spear. Although I'm not sure that this will help anymore. In three years, the barely fledgling youth Cicero Tullius climbed up... although what kind of “climbed” - he soared up, receiving promotion after promotion. Well deserved, however - you won victories where others suffered defeat. Or at least survived. Insignificant at first, your achievements attracted the attention of management. You entered the battle of the Red Ring - in those days, from the blood of people and mer, truly painted in many shades of scarlet - while holding the rank of legate. You became a general after its completion, accepting the appointment from the hands of Titus Meade directly on the battlefield. You didn’t know then that at that very moment you had lost yourself. The same as in people... Fingers slide along the smooth leg of a silver goblet of wine, the hand brings it to the mouth, without interrupting the flow of thoughts. Over the years since then, you have thought about this many times, trying to imagine what could have happened if... And time after time you came to the conclusion that “if” simply could not happen. You are a soldier. Like a good soldier, you dreamed of becoming a general... and you became one. But who could have known that it would be easier to be a simple legionnaire? The documents on the table suggest yes. Despite the fact that they were taken out and brought to you by someone who could also be an object of close interest on the part of the Thalmor. capital letters, you've already heard enough. An ability that for some reason he did not use that time. Elves live long. And they also take a long time to grow up. Twenty-five years is a short time for them. Unlike people. Those who fought in the war with the Aldmeri Dominion are still alive. But their sons have already grown up and matured... and some have grandchildren. The Altmer need much more time to give birth and raise new soldiers. And the uprising of the Stormcloak gave them this time, at the same time weakening the Empire. Skyrim, its faithful supporter, the homeland of the best warriors - after the Redguards of Hammerfell - is suffocating in a fratricidal war... What a pity it is that the documents received are not made public. Stubborn, narrow-minded Stormcloaks... They want the ban on worshiping Talos to be lifted, they dream of the independence of Skyrim from the “weak” Empire, which allowed the hated Thalmor into their land. And they don’t understand that it was their beloved leader who opened the way to Skyrim for the Thalmor and no one else. They don't want to understand. Damned rebels... - Why Maven? - an unexpected question knocks you out of your thoughts. asking your own - the one that has been worrying you for several months: - But still, who is Wulf? “The oldest soldier of the Empire,” the legate hides a thin smile behind his goblet.“I’ve already heard that,” you feel irritation rising. - I want to know who he is. - Why do you need this, general? You are silent, not knowing how to explain this need. And the Altmer grins tiredly and bitterly: “You really want to hear a fairy tale about how a long time ago, just before the Oblivion Crisis, one young and naive mer went to kill his ex best friend... ...Septimov dynasty.

“...Lock the door,” you say shortly as the iron-clad doors slam shut behind you. - We don't need surprises. - It's time to end this. Fu-us... - he exhales loudly. You are not even surprised to hear this answer. Probably because you feel something similar.

With all your being you realize that the Altmer does not lie. It was. Everything was. And a coin for good luck, and friendship with the last Septim... You no longer ask about who Wulf is, overtaken by a belated understanding of why the legate has been so stubbornly silent all this time. Martin's distant great-great-grandfather and “the oldest soldier of the Empire” is the one who created it.

1 – there is a version that the prototype of the general was to some extent a real man– Marcus Tullius Cicero, ancient Roman politician and philosopher.
2 - TES-III: Morrowind: Tiber Septim briefly appears in the Phantom Gate under the guise of an elderly legionnaire named Wulf, who gives the protagonist the "Old Man's Lucky Coin". During the conversation, he announces himself that he is “the oldest soldier of the Empire, older than the oldest Emperor.”

Tactics in the Imperial Legion are in charge of Legate Rikke, a middle-aged northerner.

The Imperial Legion is an expeditionary army fighting rebels for the good of Tamriel, which is now under the rule of the Thalmor elves. The credo of the legion is law and order, and General Tullius, not without reason, believes that a separated Skyrim will not benefit either the Empire or itself.

The missions for the legion largely repeat the tasks of the Stormcloaks - only in a “mirror” form. However, there are differences in the plot. We'll briefly describe the "duplicate" jobs and tell you more about the discrepancies.

Joining the Imperial Legion

The leader of the Hragstad bandits is so enthusiastically admiring the map that he has forgotten about everything in the world.

You can receive the task to join the ranks of the legionnaires at the very beginning, if you select the legionnaire Hadvar when escaping from Helgen. At the exit from the cave, he will invite the hero to go to General Tullius and enroll in the army. If you did not receive this quest or chose the rebel Ralof when fleeing, just go up to any legionnaire you meet (they often roam the roads accompanying prisoners) and take it.

General Tullius lives in the Dark Castle in Solitude. When you enter the legion headquarters, the general will argue with Legate Rikke. Since communication with Tullius under Helgen was, frankly speaking, short, he will immediately send us to the legate, and she will offer test. We need to clear the Hragstad fortress from bandits so that the legion can establish an outpost there.

This task is much more difficult than the Stormcloak entrance test. There was only one monster, albeit a strong one, but here there was a whole fort with a dozen bandits. Some roam outside, some in the courtyard, some on the castle walls, one on the tower, and the rest in the main and prison rooms of the fortress. There are no special puzzles here. All enemies are indicated by arrows on the compass, so you won’t be in danger of missing the “last sectoid”.

Return to the Gloomy Castle, listen to the conversation about the Jagged Crown - Legate Rikke persuades the general to send troops (including the “auxiliary”, that is, us) to capture the crown. After the conversation, Rikke will rejoice at our successes and send us to Tullius to take the oath. Taking a solemn oath will mean failing the quest to join the Stormcloaks, if you have one.

Serrated crown

“And here is your Panama hat!” - Legate Rikke hits the next Storm Brother with his shield. A real Valkyrie!

This quest mirrors what the Stormcloaks give you if you choose the rebel path. In the ancient cairn of Korvanjund, the Jagged Crown was found - an important symbol of the supreme power of Skyrim, and now the first to enter the dungeon were no longer legionnaires, but rebels. General Tullius does not understand why the crown is needed, but Legate Rikke convinced him that it was impossible to give such a valuable thing to Ulfric.

Before you go to Korvanjund, take a legionnaire’s set from the blacksmith Beirand - light armor, heavy or medium (it’s also light, but with a heavy shield).

The place we need on the map is north of Whiterun and east of the Lorey farm. A group of legionnaires stands in a small forest near the cairn and listens to Rikke’s instructions. After the conversation, the whole gang will move to the burial ground, where the Storm Brothers will meet us.

You don't have to fight at all - Legate Rikke is indestructible, and the accompanying fighters are reborn. But there is nothing wrong with helping your own people. Several soldiers are on duty outside, the rest are hiding inside and are not waiting for us yet. When Rikke announces an ambush, go up one level and bring down burning lamps on the rebels standing with their feet in the oil.

At the secret door, pick up the ebony claw and use the wolf-butterfly-dragon combination. In the hall with the coffins, go up to the upper level and, by turning the lever, help Rikka and the legionnaires get rid of the draugr. After this, all that remains is to remove the crown from the draugr, who is sitting on the throne in a relaxed position. To do this, you need to kill him and a couple of his assistants from the sarcophagi on the sides.

Take the crown, the word of Power - and return to Tullius.

Message for Whiterun

You can also give the crown to Ulfric - then you will go over to his side. This is the last opportunity to change faction.

This task is also “mirror”, but this time it is not Ulfric who asks us to take the ax to the Earl of Whiterun, but on the contrary - the Earl of Whiterun asks us to take his ax to Ulfric (and gets just as irritated if we ask: “Why the ax?”). True, first, on the instructions of Tullius, you need to come with a message from the legion to the Dragon's Reach and listen to how the jarl consults with his entourage.

FOR YOUR INFORMATION: The quest will not be completed until the plot task “Dragon in the Sky” is completed - the jarl will simply refuse to accept the message.

Then we run with the ax to Ulfric, and after that the differences begin: we do not take Whiterun, but defend it. The council of war in the room above the throne room is held in the company of the imperial legate. He accepts the task “Message for Whiterun” from us and gives the following - “Battle of Whiterun”.

Battle of Whiterun

Hadvar can easily see the speck in his neighbor's eye, but in his own he doesn't even notice the arrow.

Flames are pouring down from the sky onto Whiterun - the city is being bombarded by catapults. Legate Rikke is waiting outside the gate. When she sees us, she will make a speech to a handful of warriors who are about to fight another handful of warriors.

The battle of Whiterun follows the usual template, which was already described in the passage for the Stormcloaks: there are weak fighters on both sides, they are reborn, and dead enemies are noted on the percentage counter. When it reaches zero, we win. The only difference is that here we have a couple of side objectives: protecting the barricades at the gate and protecting the drawbridge if the barricades fall.

Keeping even a bridge or a gate intact is a difficult task, since there are many enemies and they can demolish the flimsy “goats” in a couple of blows or shots. You can break through to the stables where the Stormcloaks are reborn and try to distract them. Or you can take advantage of a bug.

One way or another, you do not have to complete side quests, or even participate in the battle. When it's over, check in with the jarl (he will come out of the gate to make a speech) and return to Tullius, who will give us the title of quaestor.

FOR YOUR INFORMATION: the remaining quests are collected under the name "Unification of Skyrim".

Disinformation

“Is the Storm Brotherhood fleeing?” - “Everyone is running!”

Our new mission is to regain control of the White Beach.

In the White Bank camp, the hero will be met by Rikke and given another “mirror” task. Like the Stormcloaks, you need to track down and kill the courier. To do this, check out the Night Gate tavern or the Windhelm establishment Hearth and Candle. The bartender will tell you where to look for the courier - for money, for threats or persuasion. After this, an arrow will appear on the map indicating our goal.

Kill the courier, take the documents and deliver to Rikka.

The second part of the task is to take the documents to Dawnstar, a commander named Frokmar Torn Banner. After a normal conversation (“why not in the form?” - “so that the enemy doesn’t guess!”), the task will be completed. Return to Legate Rikka.

Battle of Dunstad Fort

The most peaceful place in Dunstad is the Awkward Sabertooth Tavern. Above the fireplace is the saber tooth itself.

To finally recapture the region from the Stormcloaks, you need to storm Fort Dunstad. This is not a quest, but a battle - the enemies here are weak, constantly reborn, and the percentage counter shows how much more hacking and stabbing is left before victory.

After the battle, Tullius will promote the hero to prefect and send him to the Rift.

War booty

The target is a sentry. A volley of two arrows should take him down.

Rikke will give out another “mirror” task - with blackmail.

Our goal is Anuriel, the ruler of the Jarl of Riften. She is doing business with the Thieves Guild, and the incriminating note will be found in the chest of drawers in her office. Wave a note in front of Anuriel's face, and she will lead you into the office and tell you about the cart with valuable cargo. The carriage travels from Riften to Windhelm - it travels slowly and is poorly guarded. The information is very useful.

FOR YOUR INFORMATION: Return to Rikka and she will send you to meet the scouts located north of Riften, at Shor's watchtower. The scouts are led by Hadvar. As in a similar task of the Storm Brothers, the cart broke down, and we have two options: attack the guards ourselves or with the help of scouts (they will help with fire). The scouts can be persuaded to wait until nightfall, but there is no point in doing so. The sentry wanders along a high rock - if you accept the help of Hadvar's group, they will “take down” him with their bows. The cart is guarded by several Stormcloak fighters. If you don’t want to fight, you can run in circles from them until the immortal Hadvar finishes off the last one. Don't forget to empty the chest on the cart. Talk to Hadvar and return to the legate.

if you have completed

Fort Greenwall has strong walls and a small courtyard.

The Battle of Fort Greenwall is another typical battle. The fort is located north of Riften. When ours win and the enemy counter is reset, return to Tullius. He will say that the legion is already on Ulfric’s doorstep, and the decisive battle is coming soon. And we are going to Winterhold, to a secret camp.

Fort Kastav - saving comrades

They shined torches everywhere, searched everywhere, but no weapons were found.

The legate will give a new situation: captured legionnaires are languishing in Fort Kastav. Hadvar's sabotage group has taken refuge in the hills below the fort, and she will be happy to send us forward to save the legionnaires.

Unlike the “mirror” task for the Stormcloaks, here you won’t have to look for a secret entrance for long. The hatch is right under the wall. There are several sentries inside the fortress. You can steal the key from them, but this will not bring much benefit, so it is better to free the prisoners by removing the keys from their bodies. The prisoners will return the armor, but weapons are tight, so they will have to help in battle - they won’t fight much with their fists.

Find Hadvar in or near the fortress, give him a report and return to Tullius, who will promote the hero to legate and give him heavy Daedric armor.

Battle of Amol Fort

Quite unexpectedly, Fort Amol, along with legionnaires, was attacked by an ancient dragon. They finished him off only in the morning.

Our next stop is a camp in Eastmarch, from where the hero will be sent to battle for Fort Amol. This is a classic “percentage” battle - the last one in the plot. After him, Legate Rikke will immediately send him to Windhelm, where the final act of the drama about the struggle between the “reds” and the “blues” is about to take place.

Battle of Windhelm

"We meet again, my old enemy!"

Fire charges from Ulfric's catapults are flying from the city, but General Tullius and his soldiers are already standing in the “dead zone” at the very gates. After a short speech, the group will enter the city.

The main task is not to destroy the enemies, but to go through the entire city and get to the royal palace as quickly as possible, where the Earl of Windhelm is holed up. The main passage to the palace is blocked with barricades (this time - real ones, which cannot be penetrated by either a sword or an arrow), so we will have to immediately turn left, go down to the cemetery, go through the narrow streets under figurines of ravens, turn right under the high walls and thus ending up at the entrance to the palace. Enemies will respawn on our way, so if you are not confident in your abilities, stick to the main group of legionnaires.

There is no need to do anything inside anymore. If you want, help Tullius and Rikka deal with Ulfric and his faithful dog Galmar. The final choice is to deliver the final blow to the defeated jarl or give the honor to the general.

In any case, the war has been won, and all we have left is to destroy individual groups of Stormcloaks hiding in the hills if we wish!





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