How to study a cry subordination of will in Skyrim. Passing "Skyrim": "At the top of the apocrifa" - the final quest. Flying on the dragon and the final scratch

Path of Knowledge
Source of taskFreya.
RemunerationMiracle equipment, discharge of skills
PreviousGardening people
Cleansing stones
LocationApocrypha
ComplexityComplex
IdDLC2MQ06.
Learn the last two words of the scream of the submission of the will (use the Dragon Souls R in the shouts menu) and read the "dreams in reality." You will again find yourself in the apokrif. Consistently teleporting the books found from the zone. When you get to the hall with feet for each of the books found, place them in the desired sequence:
  • "Curious areas" (Prying Orbs) on the eye symbol
  • "Cross blades" (Gnashing blades) on the symbol of fangs
  • "Drinking Pinces" (Delving Pinces) on the tick symbol
  • "Boneless Limbs" (Boneless Limbs) on the Symbol
If you did everything correctly, you are a book conductor in the center of the hall will turn into the sixth chapter. The art of combat magic Increasing destruction is immediately at the entrance to the portal on the table.

Run and soon you will see a couple of keepers guarding the wall with the word Creek the embodiment of the dragon. As soon as you learn the word on you will attack the dragon sroatar. Your task to subjugate the dragon your will with the scream "Will Submission". When the dragon is next to you, use the spell, and then press "use" on the dragon. So you can settle the monster.

Fight with Miracoma

The dragon obey and takes the VAC to the Miracy. At the top of the apocrif after a short dialogue with the first dragonborn, you will join him into battle. Miras is a strong rival, but the complexity of the battle is not so much the enemy how much in the bugs and errors of the battle scenario.

If you have no such problems, then your tactic is very simple: Beat the enemy until his health decreases to critical value. Then Mirak will escape in the Black Girl Hermeus Mora, which until time will fill the health of our enemy. However, at one moment it will be bored with Hermus and he himself will finish him with his black tentacle.

When the victory is behind you, you will have a choice of discharge of certain abilities. You will be able to override them re-spent one soul of the dragon. After that reading the book, return to Saltheim, where Freya will be waiting for you.

Bugs

  • A popularly popular bug when Mirak comes out during the battle and gets into black water becoming invulnerable and immovable. You can revive it using the ResetHealth console command. (Press ~ then click Miraak and enter ResetHealth).
  • Solution for PS4: While Mirah chats about the upcoming plans, you need to sit on your dragon and fight air. To secure the goal on Miracy, you need to press a triangle. Damage to apply in a little bit, minimal. Since the dragon also participates in the battle, his damage can too harm, so you need to be careful, you can not move with damage. When the Miracle needs to be recovered, he will suck our dragon, and Dovakin will fall from him. Mirac will restore his health, and we need a cry to tame the next dragon. Just as for the first time, gently beats. He will suck the second dragon, we will fall, he will absorb the soul, will restore, and we tame the third dragon. We act absolutely the same as with the first two. When Mirac will kill the Third Dragon, he will no longer be the stock of dragonflows and we simply beat it to the end.
  • If everything is done correctly Mirak will find and come into battle again.
  • If the problem is repeated, try to boot before you were peeling from the first dragon. Sitting on the dragon Highlight Miracle and with the help of Ctrl, Bate him until he kills the dragon, then with the help of the Will Submission Creek, tame a second dragon and perform the same actions as well as third.
  • If the problem is repeated, try entering into the console setStage DLC2MQ06 500. and then setStage DLC2MQ06 580. Thus, the quest will be completed;
  • Sometimes background moss of battle after fighting with Miracle continues to play without stopping, use the command removemusic dlc2muscombatboss.

Screams of the word power- New character's unique character in the game The_ELDER_SCROLLS_V: _SKyrim

The first mention of TU'U is found in The Elder Scrolls III: Morrowind, In the book "Children of the sky" of an unknown author. There they are called ki-ah.(by analogy with combat tide Akavir Meswordies). The book describes how much of what was embodied in Skyrim (the use of voice in battles, during the storming of cities, to move in space) and some omitted aspects - for example, it is mentioned that it is possible to sharpen weapons by means of voting. From the text, the then "dampness" of the concept of T'umov is visible: for example, it is indicated that the strength of the cry is stored in the Nordian language and can be used after his death cut the language (hence and the initial version of the origin of the name "Languages"). On the other hand, it may be a trivial manifestation of the author's ignorance that wrote the book, which is called "Ponaster". To use Tu'Um people taught Patournaks. All creatures are screaming in different ways.

Being a dragonborn, or Dovakin, you have a congenital ability to absorb the souls of the dragons you killed and talk in their language. Soon after the start of the main quest, the gift of votes will open - the ability to send vital energy to TU'UM, or a cry.

Each cry consists of three words of power. The more words of the scream you say, the more effective, but also the longer you have to restore voice ligaments before you use the gift again.

Words of Power You will learn both during the main quest, and in the wanders, finding the so-called walls of words. Close enough to come to the wall as you learn the word forces. However, in order to take advantage of new knowledge, you need to "unlock" the word, putting the soul of the dead dragon. Yes, it makes sense to periodically visit Argeira, the most talkative and sider, and ask if they did not know anything about the location of the walls.

Game mechanics are as follows: For most of the screams there are three walls containing words that make up one TU'UM. If you do not know a single word cry, then approaching any of the three these walls, you will learn the first word. Returning to the second wall of this triple, learn the second word, to the third - the third word and in perfect we will master this TU'UM.

Using a screamWords of Power

Press the key Z. For the default PC, R2 for PS3 by default, RB for Xbox 360 by default to use a predetermined cry. The longer you hold the key, the more words of the scream you will say and the more powerful scream itself. Each cry can contain from one to three words.


Powerword card

Ruthless power

Unreentialing Force.

You will learn the first word, having visited the windy peak, two others will be taught by the gray-breeding during the fulfillment of the main quest.

Words: Fus (power), RO (equilibrium), Dah (push).

Accruitivity

Become Ethereal

Basic ID EditorID. Name
Accruitivity
00032917 Wordfeim. File
00032918 Wordzii. Zi
00032919 Wordgron. HRRON.

Tu'um reaches emptiness by changing your shape so that you cannot harm, but you also can't apply any damage. Recharge: 20/30/40.

One of the words is located in the location of Vothengerev. We will come there anyway in the quest of the Sedoboroch. One more is in the iron mound. The third word is in the overtance of the Lost Valley of South Roriksted.

P.S. If you run in the carellibility mode, the reserve of strength does not end. Also, if you say this cry and jump from a great height, then you will not die (tested in the Winterhold College).

Words: Feim (disappearance), ZII (soul), GRON (communication).

Harmony Kin.

KYNE'S PEACE.

Basic ID EditorID. Name
Mir Kin
0006029d. Wordkaan. Kin
0006029E. WordDrem. Drem.
0006029F. Wordov. OV

Places: Curgan Fire Fire (next to Aivsteted), Resident Rannweig, Ragnwald.

Words: Kaan (Kin), Dren (World), OV (Trust).

Voice throw

Throw Voice

TU'UM is heard, but the source is unknown, and those who heard begin to look for it. Recharge: 30/15/5.

All three words you will learn by visiting the double-headed peak north of the villages of Vatallians, in the mountains.

P.S. During the use of the scream, funny expressions, such as "Hey, Troll Food!", "Hey, Zokrycia Morde!" (If you do not hear them - turn on subtitles: some races for some reason do not reproduce the sounds of this scream).

Thunderstorm call

Storm Call

Basic ID EditorID. Name
Thunderstorm call
0006029A. Wordstrun Strings
0006029B. Wordbah Ba.
0006029c. Wordqo. Kvo

Creek shakes heaven and awakens the devastating power of Lightning Skyrim. Recharge: 180/240/300.

Calls on a thunderstorm that strikes all objects around the hero (perfect against dragons).

One of the words is located in the Location of Forelli. Another word will learn during the passage of the main quest in the location of Sculdaphne - the Temple. The third word is hidden in the ruins of the high gates of the west of Danstara.

Words: Strun (storm), Bah (zipper), QO (Anger).

PIN-Icon Note: If there is a daederic armor, the zipper will be hit by the owner of the armor. If there is a Dragonfield of the Armor on the companion, the zipper will beat on it (if Drakonius Armor will come on you, then you will not beat).

Note: If you use this cry in the Sovgrada, in the process of passing the quest "DragonCorets", the effect of it will be negative, because the zipper will constantly beat in three Heroes-Nords who will go to the battle with Aldyin with you, forcing them to be written in agony And not letting them fight. Alduine zipper will not damage at all.

Note: It is also not worth using this cry, when there is a tendhery nearby: lightning will be merciless to him.

Dragon

Dragonrend.

Basic ID EditorID. Name
Dragon
00044251 WordJoor. JOR.
00044252 Wordzah Per
00044253 Wordfrul. Fri

All three words you will learn in the course of the main quest.

Words: Joor (mortal), ZAH (limited), FRUL (temporary).

Friendship with beasts

Animal Allegiance

Basic ID EditorID. Name
Friendship with beasts
00060291 Wordraan. Ran.
00060292 Wordmir. Peace
00060293 WordTah TA

Creek about help facing wild creatures, and they come to fight on your side. Recharge: 50/60/70.

The first word is looking for in the ancient. The second word: Available when performing a quest of associates "Last Duty". After passing the Tomb of the Isgramor, the output to the upper plateau of the island will open - the word of power there. The third word is in Angarvund.

Words: Raan (Animal), MIR (dedication), TAH (flock).

Slow time

SLOW TIME.

Basic ID EditorID. Name
Slow time
00048ACA Wordtiid TID
00048ACB. Wordklo CLO
00048Acc. Wordul UL

The cry makes the time to submit to the orders, and all around freezes. Recharge: 30/45/60.

The first word is in the Korvanyund cave, where you will be sent by quest from Imperstians / Brothers Buri. The second word awaits you in a witch nest, west from a dragon bridge. Third - in Labyrinthian (Quest of the College Winterhold on the staff of Magnus).

Words: Tiid (time), Klo (Sand), UL (Eternity).

Call vallest

Call of Valor.

Basic ID EditorID. Name
Call vallest
00051960 Wordhun. Hun.
00051961 Wordkaal. Cal.
00051962 Wordzoor Zor

You will learn this scream after the main quest is fulfilled.

Words: Hun (hero), Kaal (Defender), Zoor (Legend).

Call of the Dragon

Call Dragon.

Basic ID EditorID. Name
Call of the Dragon
00046B89. Wordod. OD
00046B8A. Wordah BUT
00046B8B. WordViing. Wing

Words: OD (Snow), AH (Hunter), Viing (wing).

Fean

DISMAY.

Basic ID EditorID. Name
Fean
0003291A. Wordfaas. FAS.
0003291B. Wordru. RU
0003291C. WordMaar Mar.

And the weak things will be frightened, and rush to run, covered by horror. Recharge: 40/45/50.

Word places: Height Fucking tongue, Old Scale, Shanidor's Labyrinth.

Words: Faas (fear), RU (Escape), Maar (horror).

Ice form

Ice Form

Basic ID EditorID. Name
Ice form
000602A3 Wordiiz. Of
000602A4. Wordslen. Slalen
000602A5. WordNus. NUS

Your Tu'um turns the enemy into a block of ice. Recharge: 60/90/120.

First word you will find in the Frostmir Kurgan, the second you will find on Mount Antor to the south in the mountains from the city of Winterhold. Another word can be found in Saartal.

Words: IIz (ice), SLEN (flesh), Nus (statue).

Frosty breathing

Frost Breath.

Basic ID EditorID. Name
Frosty breathing
0005D16C. Wordfo. FO
0005D16D. Wordkrah Edge
0005D16E. WordDiin. Dean

Your breath is winter, your TU'UM is a buran. Recharge: 30/50/100.

The first word is looking for in the altar born in the sky that in the mountains east of the city of Morphal. The second word is in the cave of Fungutur in the south-east of the city of Solitude. The third word is on a skeletal crest, south of Windhelm.

Words: FO (frost), KRAH (cold), diin (freezing).

Fire breath

Fire Breath.

Inhale the air and exhale the fire - this TU'UM itself flames. Recharge: 30/50/100.

The first word of the scream you will find in ancient Cairne, where you will be sent across the quest of comrades. The second word scream is looking for a split gorge. Another word will teach us partarenks on the sip of the world during the implementation of the main quest.

Words: Yol (fire), toor (flame), shul (sun).

Disarmament

Disarm.

Basic ID EditorID. Name
Disarmament
0005FB95 Wordzun. Zun.
0005FB96 Wordhaal Chalit
0005FB97 WordViik. Vic.

Steel is subject to this cry - you pull the weapon from the hands of the enemy. Recharge: 30/35/40.

The first word you will learn by visiting the peak of ancient, which is in the mountains of the south of the city of Morphal. Another word is in a snowy vest, where we fall across the quest of the thieves guild. The third word is in a silver lair.

Words: Zun (weapon), Haal (hand), Viik (defeat).

Death sentence

Marked for Death.

Basic ID EditorID. Name
Death sentence
00060297 Wordkrii. CR
00060298 WordLun. Lun
00060299 Wordaus. Aus

You will learn the first word by visiting the autumn watchtower in the south from the village of Aivsteted. The second word is screaming in the forgotten cave. The third word you can find in the refuge of the dark fraternity. (If your partner accidentally hit this cry, he will die like your enemies. It does not work on immortal characters, such as the navals and their suite.)

Words: KRII (murder), LUN (sucking), AUS (suffering).

Swipe jerk

Whirlwind Sprint

Tu'uum rust forward, carrying you with yourself with the speed of the vortex. Recharge 20/25/35.

The first word of the scream you will learn from the Castogeneity during the fulfillment of the main quest. Other two words will learn in the focus and in Voloskigge.

Words: WULD (swirl), NaH (rage), Kest (storm).

Note: Sometimes a cry can be duplicated when removing remoteghen in the place where the three stones open lattices. If you run without a rapid jerk even to the last stone, then a single WULD will not reach the end and have to have time to reach the sprint, but in the case of a dubbing, this lack of range disappears.

Clear sky

Clear Skies.

Basic ID EditorID. Name
Clear sky
0003CD31 WordLok. Lok
0003CD32. WordVah V.
0003CD33 Wordkoor Corner

Skyrim himself obeys this TU'U - the fog dissipates and the weather becomes clear. Recharge: 5/10/15.

You will learn this scream in the course of the main quest.

Words: Lok (Sky), Vah (Spring), Koor (Summer).

Whisper Aura

Aura Whisper.

Basic ID EditorID. Name
Whisper Aura
00060294 Wordlaas. Las
00060295 Wordyah Ya
00060296 Wordnir. Nir

Places: Volundud, Top North Wind, Vantum.

Words: Laas (Life), Yah (Search), NIR (Hunter).

Elemental rage

Elemental Fury.

Basic ID EditorID. Name
Elemental rage
0003291D. Wordsu. Su.
0003291E. WordGrah. GR
0003291F. WordDun. Dun.

Tu'um gives your hands speed wind, allowing you to quickly apply guns with weapons. Recharge: 30/40/50.

First word you will learn by visiting the northern bastion screaming wind, north of the city of Falkrith. The second next to the statue of the Meria on Mount Kilkrit. Another word is in the location of the crater Dragon Tooth.

Words: SU (air), GRAH (Battle), DUN (Grace).
Screams Dawnguard

Tearing soul

Soul Tear.

Basic ID EditorID. Name
Tearing soul
xX007CB7. Essence File
xX007CB8. Tear Zi
xX007CB9. Zombie. HRRON.

Allows you to capture the soul of a defeated enemy and resurrect him as a non-love satellite.

Places: Three words by three teaches Durnevir during his call to Tamriel.

Words: RII (Essence), VAAZ (Tear), Zol (Zombies).

Call Durnevira

Summon Durnehviir.

Basic ID EditorID. Name
Call Durnevira
xX0030D4.
xx0030d5
xX0030D6.

Calls from Cairna Dragon-undead souls named Duranevir.

Places: Three words by three teaches Durnevir in Cairne Souls.

Words: DUR (curse), neh (never), VIR (dying).

Such a life

DRAIN VITALITY.

Basic ID EditorID. Name

Saving vital energy

xX008A65. Stamina.
xX008A64. Magicka.
xX008A63. Health

Saws from the enemy magic and vitality.

Places: crypt of gloomy emptiness, forgotten valley, wind arc.

Words: Gaan (endurance), Lah (magic), Haas (health).

Screams DragonBorn.

Combat rage

Analogue of "element rage", but in relation to non-chairs.

It is studied in the course of passing the mission of a scientist in the village of Scalov.

Words: MIR (faithful), VUR (valor), Shaan (inspire).
The embodiment of the Dragon

Calls upon the ghost armor, an increase in armor class. In addition, the damage from hand-to-hand combat, cries are enhanced, the level of protection increases, and with a low level of health, an ancient dragonborn is called to fight on the player's side. This cry can only be used once a day.

Words: MUL (Power), QAH (Armor), DIIV (Snake).

Submission of Will

Allows you to subjugate any creature, from the animal to the dragon. The more words say Dovakin, the longer there will be time to control.

Words: GOL (Earth), HaH (Mind), DOV (dragon).

Cyclone

It causes a small tornado who raises enemies into the sky, and then throws them to the ground, killing or stunning.

Words: Ven (veins), Gaar (GAR), NOS (nose).

Non-chalk shouts

Armageddon

METEOR STORM.

In the game, this cry can only use Aldune. It looks like a thunderstorm call, but instead of lightning on the ground, burning meteorites are falling. Meets at the beginning of the game in Helgen; After reading the ancient scroll on the sip of the world and observing the scene of the expulsion of Aldune into the future; At the end of the main storyline in Sovvgard.

Words: Kest (storm), DOH (rain), kirl (stone).

Opening of the gate

Uses the master Einart to open the gate and give the opportunity to Dovakin to try the new scream.

Words: Bex (open).

Fog Aduyune.

Summon Fog.

In fact, this cry is not crying in the gameplay part. In fact, this is a script. When using this scream, the entire area becomes an impenetrable fog.

Words: Ven (wind), MUL (strong), Riik (storm).

Calling a copy

Summon Spectral Clone

This cry calls a copy of screaming. Sedo-breeds used it in order to train Dovakin during his first visit to a high chrothar.

Also, the developers initially gave Dovakin the same cry (judging by the presence of sound files for each race) and even deciphering the words of this cry (the cry can be obtained using the console), but in the final version of the game, this cry was not added.

Words: FIIIK (mirror), Lo (deceive), SAH (phantom).

The revival of the Dragon

Resurrect Dead Dragon.

By this cry, Aduuin revives his long-fallen fellow, applying this cry on him (first "excavating" the skeleton with ruthless force).

Words: SLEN (flesh), Tiid (time), VO (Life).

Return to Narn

Return to Nirn.

This scream Tsun returns Dovakin from Sovgrad to Tamriel, after the victory over Alduin.

Words: NaHL (Living), Daal (Return), VUS (NIRN).

All shouts of the word strength together

Basic ID EditorID. Name
Accruitivity
00032917 Wordfeim. File
00032918 Wordzii. Zi
00032919 Wordgron. HRRON.
Dragon
00044251 WordJoor. JOR.
00044252 Wordzah Per
00044253 Wordfrul. Fri
Call vallest
00051960 Wordhun. Hun.
00051961 Wordkaal. Cal.
00051962 Wordzoor Zor
Friendship with beasts
00060291 Wordraan. Ran.
00060292 Wordmir. Peace
00060293 WordTah TA
Whisper Aura
00060294 Wordlaas. Las
00060295 Wordyah Ya
00060296 Wordnir. Nir
Death sentence
00060297 Wordkrii. CR
00060298 WordLun. Lun
00060299 Wordaus. Aus
Fire breath
00020E17 Wordyol Yol
00020E18. WordToor TOR
00020E19 Wordshul. Schul
Ruthless power
00013E22. Wordfus. Fus.
00013E23. Wordro. RO
00013E24. Worddah Yes
Swipe jerk
0002F7BB. Wordwuld. Wuld
0002F7BC. Wordnah. On the
0002F7BD. Wordkest. KEST
Fean
0003291A. Wordfaas. FAS.
0003291B. Wordru. RU
0003291C. WordMaar Mar.
Elemental rage
0003291D. Wordsu. Su.
0003291E. WordGrah. GR
0003291F. WordDun. Dun.
Clear sky
0003CD31 WordLok. Lok
0003CD32. WordVah V.
0003CD33 Wordkoor Corner
Call of the Dragon
00046B89. Wordod. OD
00046B8A. Wordah BUT
00046B8B. WordViing. Wing
Slow time
00048ACA Wordtiid TID
00048ACB. Wordklo CLO
00048Acc. Wordul UL
Frosty breathing
0005D16C. Wordfo. FO
0005D16D. Wordkrah Edge
0005D16E. WordDiin. Dean
Disarmament
0005FB95 Wordzun. Zun.
0005FB96 Wordhaal Chalit
0005FB97 WordViik. Vic.
Thunderstorm call
0006029A. Wordstrun Strings
0006029B. Wordbah Ba.
0006029c. Wordqo. Kvo
Mir Kin
0006029d. Wordkaan. Kin
0006029E. WordDrem. Drem.
0006029F. Wordov. OV
Voice throw
000602A0. Wordzul. Zul
000602A1 Wordmey. Mei.
000602A2. Wordgut. Gut
Ice form
000602A3 Wordiiz. Of
000602A4. Wordslen. Slalen
000602A5. WordNus. NUS

Now you know everything you need to meet with Miracle. Unlock the Will Subordination Creek (Bend Will) and read the Black Waking Dreams Book, will postpone you to apocrypha. One more long journey through the heads of the book is to be. As the last time, the activation of glowing balls (scrye) will move to move, and seekers and laurkers will interfere.

Go forward and soon you will get chapter II on the pedestal. Take advantage of it.

Rise along the steps and capture the book "Boneless Limbs" with a pedestal (Boneless Limbs), now you can rise further by the stairs to Chapter III.

The path is becoming more like a labyrinth, move until you reach the book of "immersed claws" (Delving Pinces). Return to the place where the movement began, - the gate has now opened there. Go on, until you see the book "Peeping Spheres" (Prying Orbs). Another gate has been opened, and you can go to Chapter IV.

Go down to the steps and enter the room and then into one of the two corridors. You are waiting for a warm meeting with unexpected seekers. When you kill them, notice that the entrance appeared a new corridor. Complete on it to the next room, climb the steps and take the book "Tobster Blade" (Gnashing Blades). A new path will open. Go along the corridor, then roll left, get to the ball and activate it. Turn back, you will see that the corridor has changed and leads in a room with a reservoir. From there, Lurker will emerge, kill him. Activate another ball, then the second. The gate will open, behind them Chapter V.


You will fall into a huge hall with a column and four pedestals with drawings. Put the collected books on them: "Cleans" on the image of the claw, the "spheres" - on the image of the eye, the "limb" - on the image of the supreet, and the "blades" - on the image of the revealed mouth. When the books are located correctly, approach the book in the center, read the chapter VI.


The path will bring you to an open space, kill the Finder a couple of seekers and go to the word wall where you will learn the word scream "Improbe the Dragon" (Dragon Aspect). As soon as you read it, a dragon named Sarotar (Sahrotaar) will appear. Use the Will Subordination Creek (Bend Will), the dragon will land and offer to attribute you to Mira.


Now you can range the winged lizard and at the same time learn drows on the dragons. Consider, the lesson is given once, remember the control keys. Flow to the platform where several sacraments run and shake with them with the help of the Sarotara. Then the dragon will take you to Miracle, who will expect you surrounded by two reptiles obedient.

Conversations will be short, the battle will begin. An important feature: every time the Mirah seems already close to death, he becomes invulnerable and restores health, absorbing the soul and sacrificing one of the drains: Cruzicrell, reliciting and finally Sarotar. After the third restoration, sacrifice is already some, strengthen the pressure. When the health of the villain decreases, the scene will be Hermeus Mora and himself shared with his former servant. The prince will declare that he is no longer needed by the Mirac, he found another dragonborn (that is - you!). Dying, Mirara wishes you to repeat your destiny. Everything is over. From the Almighty Dragon Priest, who made his owners, was only a skeleton.


After the death of Miracle you will receive 10 Dragon souls plus all those soul dragons, which he stole you. On his remains will find his mask (level), mantle, boots, gloves, sword and staff. The best mask option, which increases the reserve of mana by 70, will get at the level of the hero 60+.

In the center of the platform, on a pedestal, now the black book "Waking Dreams) is now resting. Read it to get the opportunity to change the peppers, the next reading will return you to the salts.

Upon returning to the village of Scalov, Freya will say that the unity of the Earth is now restored, and the tree of wood also freed from the bad. You can now enjoy the blessings of all stones.

Quest "On the top of the apocrif" refers to the main storyline DragonBorn, add-ons to theelderscrollsv: Skyrim. This task is the most latter in the storyline, so the passage of "Skyrim" "on the top of the apocrif can deliver a lot of difficulties. This guide is designed to help players.

Start

So, "on the top of the apocrypha", "Skyrim". The passage of chapter I begins with the fact that your personnel should learn the last word of the strength of the Creek - "subordination of will". To do this, read the book "Awakening Dreams". This will move the hero in the apocrypha - a giant measurement in the form of a library where all knowledge of the universe is stored. There you will navigate the heads of the book by searching and reading.

The first chapter is the shortest. First you will be near the tower, in the very place where Miraca first met for the first time. Do not be lazy to wander around: You will find the table with a shower stone. And a little further behind him there will be a staircase that will lead to the second chapter. Read it.

Bridges and stairs

Moving further by Quest "On the top of the apocrif" ("Skyrim"). Passage of chapter II. Further on the stairs will be the next parapet, where you have to meet with an unfriendly confused seeker. It blocks you the way, and you naturally have to eliminate it. After that, keep moving along the bridge located nearby. You will come to another staircase, for which you also need to go up. Upstairs you are waiting for a meeting with another seeker, be careful. There is also a book "Infinite limbs". If you touch it, the door will open leading to the third chapter.

"Screwable claws"

We continue to pass the "Skyrim" ("on the top of the apocryph"). In the third chapter you will find yourself in the corridor. Lay the door and unlock it, then go ahead to the wall. Turn right away towards the stairs. Raising the stairs, you will fall on the platform where you will wait for two seekers. Here you can find a book with a cute title "Screwable claws". Now look for the door leading to the "Process". Activate this very "process", and the passage to the corridor opens. Get to the end of the corridor and turn right. You will fall into the hall where there will be another "process", which should also be activated. Nearby will be the book "Monitoring spheres", which takes the door to the fourth chapter that you will open the door to the fourth chapter.

Magic corridors

Continuing the passage of Skyrim ("on the top of the apocryph", chapter IV), you need to kill seekers and go down from the balcony down. Below will be the room, and there are two aisles to the corridors. Get to the end of each of them. In the corridors, seekers will be attacked, and the walls to shrink, extremely complicating the task. Then the third corridor opens in the room, in which you will find the book "Rodes Blades".

Take the book and come back to the room with opening passages. There will be a way to a new corridor. The corridor will lead you to literally littered with the books of the room. There will also be a "process". Activate it and return it back. The corridor shifted, so you will not get a room familiar to you with passages, but in a small room with a swimming pool. You can not swim in the pool: hidden will come out of it. Spread with it and activate the process that is located on the left of the locked gate. Right opposite the gate, at the other end of the hall, activate the second process. The gate will open, and you can go to the fifth chapter.

Predes

In "Skyrim 5" ("on the top of the apocrypha"), the passage of the V head continues in the corridor, which leads to a large room. The room has a lot of seekers from which the room needs to be cleaned. Next, go to four posts for books located around a huge column in the center of the room. Arrange the books found earlier:

  • "Ridden blades" put on a pedestal with a fang symbol.
  • "Infinite limbs" for a pedestal with tentacles.
  • "Traveling spheres" for a pedestal with the eye.
  • "Drinking claws", respectively, for a pedestal with a clash.

The central pedestal will appear the sixth chapter of the book.

Flying on the dragon and the final scratch

And now the passage of the game "Skyrim" ("At the top of the apocryph")

In Chapter VI will not have time to fill the Corridor Soldiers. Moreover, you will fly to the dragon.

Leaving the room with the pedestals, you will find yourself on the site surrounded by water. There will be a dragon on you, which can be pacified with the help of the "subordination of will". Then the dragon will suggest to deliver you to the Mirozh.

Finding the Miroz Tower will not be difficult: the guidelines serve dragons, circling around it. The world will tell you your sinister plan. He long ago waited for you to free it from Hermeus Mora. The conversation does not end - the world will be thrown into the attack.

Immediately need to warn: the battle will be extremely severe. Get rid of potions before meeting with the world and do not forget to use screams in battle. Whenever the health level of the world will be close to zero, it will take the soul of one of the soaring dragons and completely recover. Total dragons are three, including what delivered you to the tower. When the sources of the souls are run away, we will defeat the world and for the fourth time. Now he will not be anything else, except to try to hide, but he will stop after the death of the world you will get the souls of those three dragons.

For the passage of Skyrim ("At the top of the apocrif"), you will be awarded worthy: in addition to the shower of dragons, you will get access to special portals in which you can clean or restore the glasses of abilities in the skill tree. For each skill there is a portal. Reading the book "Awakening Dreams" will be at any time to return you to these portals.

How to get a scream "subordination of will" in Skyrim? Please describe in detail. And got the best answer

Answer from Agnes Wenty [Guru]
You will receive it across the quest "Fate Scalov".
Passage:
After Dovakin sees the flourishing Miracle flying on the dragon and seekers will send him back to Saltheim, Freya will speak with him. After a short conversation, she will decide that the hero needs to go to the village of Scalov, to her father - Shaman.
In the village you need to talk with the Magic Barrier with the Magic Barrier by Shaman Storn Mountain Wanderer. He will say that to defeat Miracle, a dragonborn need to learn the word forces that Mirac knows. After that, you need to go to the examination of Sirring and, defeating the dragon and the dragon there, to learn the word strength.
After returning to the village, the rod will say that it's time to use new knowledge and free from the curse the wind stone, the one that showed Frey's hero.
If you use the Creek "Submission of Will" on the stone, the spell will be dispelled and from the pool, which is around him, will appear hostile laurker and will enter the battle with all who will be near the stone at that time.
After victory, you need to return to the row and report on success. On this quest will be considered completed, and a new quest will begin - "The Way of Knowledge".

Answer from Alexey Esakov[newcomer]
In Quest "Fate Scalov".

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