Where is delvins stash of glass arrows
Register Don't have an account? Timely Offer. Edit source History Talk 0. Do you like this video? Play Sound. This book was taken from The Elder Scrolls series of video games or from websites created and owned by Bethesda Softworks , the copyright of which is held by Bethesda Softworks. All trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks, the inclusion of which implies no affiliation with The Elder Scrolls Wiki. With such a large city, you will experience the hardware power of the PS4 after the game without being interrupted by the usual loading scenes.
Besides, what makes players feel the inFamous: Second Son graphics quality is reaching the most next-gen level, is the dynamic light effect shown in the game. The lighting in inFamous: Second Son is very realistic, clearly expressed by the bright rays of sunlight in the morning or softening when sunset comes.
You can even feel the meager rays of sunlight creeping between buildings. Even when night falls, players can feel the vibrant city atmosphere night due to the Neon Lights.
All show a potential graphic power that future next-gen games bring. Because no matter what you choose, the results after that do not have a clear distinction, when you still have to fight with the same boss in the game or come to the same conclusions. If you want the selective sequences to be as intense and thrilling as Heavy Rain, you might quickly be disappointed in inFamous: Second Son. Besides, another minus point of inFamous: Second Son lies in the sidequests in the game when most of them are very boring and repetitive.
Another limitation of them is that the display is too clear on the map, making those who want to finish working hard to the destination, not paying attention to the surrounding details, discovering Street becomes less interesting!
You must be logged in to post a comment. Leave a Comment Cancel Reply You must be logged in to post a comment. There are a total of 20 different Main Quests in three acts. Each quest leads directly into the next, as shown in the following table:. Note This quest is optional and can be completed at any point after Alduins Bane, even after the Main Quest is over.
This quest occurs only if the Civil War still rages across Skyrim. See its description for more details. Consult the section marked Other Factions: Quests for more information. The clattering of hooves against cobblestone and the sway of the prison cart wakes you. Ralof, a Stormcloak rebel, wastes no time in talking to you. Youre joined on this condemned wagon by a horse rustler named Lokir who hails from a town called Rorikstead and a large, imposing man who is bound and gagged. After Lokir addresses the man without proper respect, Ralof tells him to watch his tongue: hes speaking to Ulfric Stormcloak, the true High King of Skyrim and leader of the Stormcloak Rebellion against the Empire!
The convoy continues toward the gates of Helgen, a fortified hamlet in Falkreath Hold. Ralof looks around the settlement, remembering his youthful indiscretions.
You pass a boy named Haming, who wants to watch the soldiers parading in his town. His father quickly herds him back indoors. The wagon stops. This is the end of the line. The prisoners disembark, and their names are recorded. Lokir attempts to flee but is cut down by Imperial archers. An Imperial Soldier named Hadvar beckons you forward and asks for your name. At this point, you should create the precise character you wish to adventure as. You need only choose your characters race, gender, and distinguishing features from the size of your nose to the scars on your face.
The only choice that affects your adventure is your race, as each race has specific strengths and powers. Consult the Training section of this guide for more insight. For the purposes of this guide, a Male Nord named Dovahkiin was created. Hadvar turns to his superior and asks her what to do with you, as youre not on the list of captured rebels.
The Imperial Captain tells Hadvar to ignore the list; youre going to the block. You step forward, where General Tullius has a rather one-sided discussion with Ulfric Stormcloak, interrupted only by a strange guttural sound in the distance. A Priestess of Arkay attempts to bless the rebels before theyre put to death, mentioning the Eight Divines Thalmor law prohibits the worship of the Nordic god Talos, Tiber Septim; this infuriates the Stormcloaks.
After the headsman swings his axe, the first rebel is beheaded, and youre summoned to the block just as another bellow echoes through the mountains. Resting your head on the block, the headsman raises his axe Amid the chaos, Ralof yells for you to follow him.
Oblige him as youre still bound, and dashing about in a panic doesnt further your cause. Follow Ralof as he reconvenes with Ulfric Stormcloak inside the Keep and beckons you to follow him up the steps.
As you reach the Keeps second landing, a section of exterior wall comes crashing down, and the black dragon roasts the area with fire before flying out of view. Ralof tells you to leap across to the ruins of the towns inn. Jump across, landing in the upstairs area, then head down to ground level. The streets are filled with fire, wreckage, and panicked citizens. Hadvar is removing the boy Haming from danger, before recommending you follow him to relative safety.
Shadow Hadvar as you both weave through the ruins of Helgen, briefly pausing to watch hapless Imperial forces trying to bring down the dragon.
You cant help or search corpses, as your hands are still tied. Eventually, Hadvar brings you to the main Keep, where you both run into Ralof. After a short but tense standoff, they run to separate doors of the Keep and shout for you to head inside with them. Objective: Enter the Keep with Hadvar or Ralof. This quest splits into two parallel paths at this point.
The general route out of Helgen through the Keep is the same, but your allies and enemies will be different. The person you join with here affects who you journey with in the next quest and sets you up with an alliance for the Civil War Quests to come. However, you can still switch sides after this quest, so it doesnt matter who you escape with. Objective: Escape Helgen. Follow Hadvar into Helgens Keep, where he removes your bindings and recommends you search the barracks for any weapons and items you can find.
Step over to the Wardens Chest, which has what you need. Objective: Find some equipment Items Gained: Imperial Light Armor Iron Sword Imperial Light Boots Helgen Keep Key After searching the room theres a weapon on the weapon rack by the wall and more items in one of the other chests , Hadvar opens the wooden grating, allowing you to continue down a corridor to a second pull chain and grating. Equip your new weapons and armor, and then slaughter the Stormcloak Soldiers in the room beyond.
When they are both dead, you can ransack their bodies for items and different equipment. Unlock the gate to the west and proceed. Path B: Rendezvous with Ralof. Follow Ralof into Helgens Keep, where he encounters the remains of his comrade, Gunjar. After wishing him a quick journey to Sovngarde, he cuts your bonds and instructs you to take Gunjars gear. Equip your new weapons and armor, and then slaughter the Imperial Captain and Soldier.
When they are both dead, you can ransack their corpses for items and different equipment. Youll find the Helgen Keep Key on the Captains body. Items Gained: Helgen Keep Key. Character Development: During either Path A or Path B, you should be learning all of the following: How to loot corpses, learning what to take and leave behind and seeing which items give you the best stat increases. The small triangle next to items in your inventory signifies that they are better than the ones you currently have equipped.
How to equip weapons and armor, as well as any spells or powers you may have because of your race. What it feels like to wield a weapon, a spell, a weapon and shield, or two weapons. Or, take the two-handed weapon one of your enemies was carrying and use it. These help to increase different skills, which you can start doing right now!
How to ready and sheathe your weapon s , perform regular and power attacks, and block either with a weapon or a shield. You can set your Favorites to a combination of weapons and powers that you enjoy, and then a second set to switch between. You can switch between first- and third-person views to see which you prefer. Merged Path: Helgen Escape Follow your ally through the gate and down the steps.
The dragon causes the roof to collapse, forcing you left and into a storage room. Two enemies of the opposing faction are in this chamber. Bring them both down, helping your ally as much or as little as you wish. He recommends you look around the room for potions; youll need them! Objective: Optional Search the barrel for potions You can search for whatever you wish.
However, simply look in the barrel indicated, collect the potions, and meet up again with your ally. Items Gained: Potions. Head back out into the main corridor on the other side of the roof collapse , and follow your friend down into the torture chamber.
The Torturer and his assistant both Imperials are fighting Stormcloaks in here. After the commotion is over, grab the items from the knapsack on the table, read or take the Book of the Dragonborn, and steal a dagger and any other weapons from the chamber. Your ally notices that one of the torturers cages houses the corpse of a mage and suggests you pry open the lock. Youre given lockpicks for this purpose. Open the lock Novice , and take the mages clothing and your first Spell Tome.
Then head out of the chamber. Tip Character Development: At this point, you should be: Swapping, dropping, and equipping weapons that you find interesting. Opening the two other cells to further improve your Lockpicking skill. Reading both books and learning the Sparks spell from the Tome. Now equip this spell in one of your hands if you want to try it out.
Donning the mages Novice Hood and Robes if their enchantment suits you better than your previous outfit. Wind your way past the prison cells and down the steps, and be ready to combat enemies in the two-level lower dungeon. You can leave your ally to soak up most of the damage or wade in yourself. There are some particular methods of tackling the foes in here: The terrain is narrow, meaning movement is restricted.
So watch your step, as well as the foes armed with bows. Quickly take down a foe and grab a bow and some arrows. Use those on the enemy, ideally from range and the upper level. If you have a fire-based spell because of your race , you can set fire to the pool of oil on the opposite side, burning some foes. Or you can use Sparks and weaken enemies with electrical damage from a distance. Follow your ally out of the lower dungeon to a bridge that he lowers using the lever or you can do this if youre impatient.
After crossing the bridge, a giant slab of stone crushes the structure, stopping you from backtracking. However, you can drop through the wreckage and follow the path down the rushing subterranean stream. Follow the flow of water past a skeleton take its coin purse and down into a cobweb-filled cave. It is here that youre set upon by around six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish them; this is the best way to battle them.
Leave your ally to attack his own arachnids, or team up and make quick work of them. After crossing a small natural bridge, your ally crouches and indicates the presence of a bear just ahead. He suggests two ways to get past her: sneaking so as not to disturb her, or hitting her with an arrow from the bow he gives you.
The choice is yours. You can: Crouch which means youre sneaking and quietly head left southeast down the cave into a tunnel, avoiding the bear complet ely. Equip the bow you may wish to have already set up a melee weapon or weapon and spell in your Favorites to quickly swap to , fire up to three shots before she reaches you, and then finish her off with your allys help. Use the weapons or spells you prefer to take down the bear. You may want to invoke your racial power in this fight, if it helps.
Wood Elves, in particular, can use Command Animal to simply turn the bear into an ally and walk right by. Or simply sprint past the bear and down the tunnel as quickly as possible. Quest Conclusion After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the far end.
This is the way out! Main Quest: Before the Storm begins immediately. You emerge into the bright light of Falkreath Hold, north of the still-shouldering ruin of Helgen. You and your companion watch as the dragon responsible for disrupting your execution flies away to the north. This is Hadvar. You will follow him if you befriended this Imperial soldier while escaping Helgen. This is Ralof.
You will follow him if you befriended this Stormcloak operative while escaping Helgen. Speak to him so the objective updates. At this point, you can: Follow him down the hillside, which is advisable if you want to complete this quest.
Head off alone, ignoring him: To continue this quest, simply meet up with Hadvars or Ralofs contact in Riverwood, or journey to Whiterun and speak to the Jarl there. In fact, if you decide to begin the long and bloody routing of the faction you oppose, consult the Civil War Quests elsewhere in this guide. Such variations are flagged throughout the Main Quest. If applicable, they give you ample time to side with your Faction if you wish.
Follow your friend down the hillside. He points out the ominous ruins on the rivers opposite side: Bleak Falls Barrow. Continue to the edge of the White River, which flows from Lake Ilinalta to the west. Your friend is talking about the current situation regarding your chosen Faction when a couple of wolves interrupt him. Join in the attack, or watch your friend defeat them. Then follow the path along the riverbank and into Riverwood, which is on the edge of Whiterun Hold.
Either before or after you reach Riverwood, be sure to inspect the Guardian Stones and perhaps fight off a few bandits inside Embershard Mine. You can also spot salmon leaping the rapids, try the bow and shoot a rabbit or two, and pick any wildflowers or other ingredients growing nearby. Consult the guides Atlas Chapter to see every nearby location, and what each contains. Compass: Nearby Primary Locations are black on your compass. After you discover them, they change to white.
Once you clear them, this is flagged on your world map. Remember that cleared doesnt mean ransacked; you can leave the treasures inside a dungeon, and your map will still mark it as cleared. Enter Riverwood, where Hadvar beckons you to meet his uncle. Head to the blacksmiths, where Uncle Alvor is hammering away in his forge.
He seems confused and troubled by his nephews appearance and is convinced to head inside his house to talk. Sigrid Alvors wife will prepare some vittles; it looks like you could use some sustenance.
Head inside Alvor and Sigrids House. Hadvar tells of his assignment to General Tulliuss guard and the dragon attack in Helgen. Alvor accuses Hadvar of being drunk, saying the dragons were wiped out long ago. Hadvar finishes the story, telling Alvor that he owes his life to you. Hadvar wishes to leave for Solitude, but you both need food and a place to stay. Alvor offers you a gift, while his daughter Dorthe watches silently. You can take any or all of the items offered. Then Alvor turns to you: Riverwood needs your help.
Jarl Balgruuf of Whiterun needs to know if theres a dragon on the loose, as Riverwood is defenseless against it. Soldiers must be sent here. Your Quest Objective updates, along with your map, and you can ask Alvor, Sigrid, or anyone else further questions before you leave.
Items Gained: Gift. Enter Riverood, where Ralof walks around the left northern side of the Blacksmiths to meet his sister.
Sven and his mother, Hilde, can be heard arguing about the dragon she saw. Ralof shouts a greeting to his sister Gerdur, who is delighted to see him. She seems concerned, especially after learning that Ulfric Stormcloak had been captured. She is convinced to move to a quieter area away from eavesdroppers. She yells for her husband, Hod.
It was as if they knew the Stormcloaks were there. After narrowly escaping the headsmans block, and after a mistrial for Ulfric, a dragon appeared over Helgen and inadvertently saved them!
Now you both need food and a place to say. Gerdur offers you a key to her home, and a gift. Then she tells you that Riverwood is defenseless, and Jarl Balgruuf of Whiterun needs to know if theres a dragon on the loose. While Ralof and his relatives head back to Gerdurs home, you can follow them or set off. Your Quest Objective updates, along with your map. You may also ask Gerdur, Hod, or anyone else further questions before you leave.
Although you may choose one gift, it is advisable to take everything: The items you dont need you can sell at the Riverwood Trader across the thoroughfare.
At the very least, take the Potions of Minor Healing; they are most useful. Talk Is Cheap: You are encouraged to speak to any of the townsfolk. Some have problems or tasks you can solve known as Favors. Some offer a background to this realm. A few may embroil you in local politics. Others wont even give you the time of day. All of these conversations are optional.
Sleep Is Cheaper: You are fortunate that your friends relatives have a place in Riverwood that you can return to. Sleep in a bed to refresh you, until you find other accommodation.
Fast-Travel back to Riverwood to relieve your fatigue, aches, and pains. Crafting Makes You Money: Alvor has a forge and other blacksmithing tools. Quest Objectives: The Quest menu lists the active quests and the related objectives, and it keeps track of miscellaneous objectives, or more minor tasks you can optionally try.
To prevent confusion, use the Toggle Active feature in the Quest menu, and select only the quests youre interested in. Also, you can click over to the Objectives submenu and use the Show on Map feature so you know exactly where youre going. Intersecting Quest: These are quests that take place in the main location youre currently in or will be visiting.
We list them in this guide so you dont have to backtrack much. The optimal route is to cross the bridge as you exit Riverwood, follow the path with the waterfall rapids to your right east , and begin a hill descent. You may have a World Encounter on the way down. Take the left west path at the two bridges, on the opposite side of the stream to Chillfurrow Farm, and pass the Honningbrew Meadery.
You may hear the sounds of combat coming from the outskirts of Pelagia Farm; a giant has lumbered into this area, and a group of fighters called The Companions is fighting it. Make your way past the Whiterun Stables and then up the hill, over the drawbridge, and to the main Whiterun gate. As you approach, a guard stops you; the city is closed with the news of the dragons spreading faster than you can travel.
You can: Tell the guard that Riverwood calls for the Jarls aid. This is the optimal plan, and only available with this quest active. Persuade Or you can tell the guard you have news from Helgen about the dragon attack. Bribe Or bribe the guard with a portion of your collected gold. Intimidate Or order the guard to stand aside. Once youre inside the walls of Whiterun, there is much to do and see. Dont worry about roaming this city, entering buildings, and interacting with the locals. But once you decide to complete this quest, head north, up to the hilltop that the city sits on, past the Gildergreen Tree part of the Kynareth Temple , and the Shrine to Talos.
Climb the stone steps to discover Dragonsreach, home of the Jarl. Walk toward the huge central fire on either side of the banquet tables. The inhabitants of Dragonsreach are a little on edge. As you step forward, you are met by Irileth, Jarl Balgruufs Housecarl.
Explain to her that youre here to see the Jarl; you can be as forthright or secretive with the information, depending on how annoyed you wish Irileth to be.
After a stare-down, the Jarl requests your presence. Speak to him about the dragon that destroyed Helgen. Begin to tell the Jarl your tale; your responses result in the same course of action assuming you dont go mad and launch into an attack inside Dragonsreach : If you mention Alvor, Jarl Balgruuf notes that hes a reliable, solid fellow and not prone to flights of fancy.
If you mention Gerdur, Jarl Balgruuf says that shes a pillar of the community and not prone to flights of fancy. This gives more credence to your story. You can give the Jarl as many personal details as you wish in the course of his questioning and your story. After a discussion in which Irileth wisely asks for troops to be sent to Riverwood immediately, Proventus Avenicci the Jarls steward warns that the Jarl of Falkreath may see this as provocation. The Jarl of Whiterun and his court can be attacked but not killed.
It is unwise to shed their blood, as youre likely to be overwhelmed. If you employ violence, accidental or otherwise, return here after three 3 or more days to recommence talks. After Avenicci slinks off to tend to other duties, Jarl Balgruuf thanks you for your initiative and gives you a small token of his esteem, based on whichever Armor Skill Light or Heavy is higher. Items Gained: Leveled Armor. At the end of your conversation with Jarl Balgruuf the Greater, he asks you to consult with his court wizard, Farengar Secret-Fire.
Follow the Jarl into Farengars study, where the Jarl introduces you. Farengar has a job for you almost immediately: to delve into a dangerous ruin in search of an ancient stone tablet. Ask for further information, and Farengar explains youre to look for something called a Dragonstone, a tablet said to contain a map of the dragon burial sites across Skyrim. Farengar believes the stone is interred in the main chamber of Bleak Falls Barrow, and he has reliable sources that have confirmed as much.
Before you leave, you can speak to Farengar about a variety of topics to gain a deeper understanding of his role in the Jarls court. If youve already explored Bleak Falls Barrow and found the Dragonstone, you can simply inform Farengar and hand it over, shortening this quest considerably. Skip to the Quest Conclusion section for your next actions.
Traveling Options: At this point, you have three possible options to reach Riverwood, which is the closest place to Bleak Falls Barrow that youve already visited.
You can: Trek there on foot. This takes longer, but you receive more experience from any encounters along the way. Head down to the Whiterun Stables and purchase a horse.
This is faster, and occurs in real time, but horses are pricey. Or bring up your world map and Fast-Travel back to Riverwood. The last option avoids combat but also any encounters. Taking a carriage from Whiterun Stables is not an option, as these trips only take you to Hold Capitals.
You actually begin this quest, too, once you enter the Barrow. For more information, consult the Side Quest: The Golden Claw section later in this guide; begin at the Riverwood Trader and speak to the proprietors, Lucan and his sister Camilla Valerius. Head up the mountain path north of Riverwood, passing the Riverwood Folly where bandits roam.
At the summit, the Nord tomb appears through the blizzard. Expect more bandit activity in this area. Locate the arched carved door leading into Bleak Falls Temple. Inside the first chamber, you hear two bandits around a campfire talking about a Dark Elf heading farther into the Barrow. End their conversation swiftly before venturing down the stairs. Pass through the spiderwebs and the burial urns, and around the dead Skeever.
Engage another bandit on your way to a ceremonial entrance room. A portcullis blocks your path, and the lever nearby is currently inactive. In the alcoves to the left are a trio of three-sided pillars. Approach the first; they can be activated.
Each side has a different animal carving: the Hawk, Whale, and Snake. The carved Nord heads above the portcullis and the fallen middle one hold the answer in their maws. Sneak If youre remaining unseen as you move through this Barrow, you can follow the third bandit into the ceremonial entrance room and activate the lever on the ground. He succumbs to the dart trap immediately.
Descend the spiral steps beyond, battling a few Skeevers on your way down. As the thick spider silk begins to cover the walls, you hear a voice up ahead and to your left. Cut through the doorway covered in webbing, and enter the lair of a Giant Frostbite Spider. Attack the arachnid before venturing toward the trussed-up Dark Elfone of the bandits from the raiding party you slaughtered previously. He quickly tells you he knows how it fits into the door in the Hall of Stories.
The bandit is babbling. But he needs cutting down first. Oblige him. After a couple of weapon swipes or magical blasts , Arvels sticky prison gives way. He immediately flees, laughing that he wont be sharing his treasure with the likes of you. This is correct, but thats due to his imminent departure from this realm. This can be by your handsa quick arrow or two in the back or other ranged attackor by the denizens that lurk deeper in this crypt.
It isnt wise to rush after Arvel; youll soon catch up with him, and it is better to be prepared rather than rush headlong into an unknown chamber. Follow Arvel, passing through the crypt entrance and down into the catacombs.
The Swift soon meets the dead, as Arvel falls under a flurry of Draugr attacks. The Nord undead now turn their attention to you. Battle them back or run north toward the open spiked gate and pressure plate. Keep to the extreme left, and you can activate the swinging gate trap without being hit. Use it as a skewering device against the Draugr; then search Arvel.
Among his belongings are the Golden Claw and the Dark Elfs journal. Read it for more clues on this Barrows secret. Items Gained: Golden Claw Arvels Journal Continue downward, battling Draugr and searching corpses, both resting and animated, as you go. At the swinging blades, sprint forward the moment the closest blade swings past you.
Brandish your weaponry but dont be overzealous with fire in the passageway with puddles; this is actually oil leaking from a hanging lamp, and the corridor erupts if flames touch the ground. Use this as a trap against your bony foes. Eventually, you climb steps into a tall chamber with a waterfall, and another Draugr. The Barrows secret lies past a portcullis above the rushing stream. Locate the chain next to the portcullis and activate it before splashing down the stream and into a larger cavern with an opening at the far end.
Head to a natural bridge below the waterfall, or stand atop the waterfall and fire down on the enemy below this is either a Draugr or a Frost Troll. By the bridge, optionally scavenge on the curved path below. Then follow the path into the illuminated entrance to Bleak Falls Sanctum. Open the Sanctum doors, and weave your way to a bladed corridor. Coax the Draugr beyond into this trap before dashing through it, into the Great Chamber.
Expect attacks from Draugr bowmen on the bridge above and melee strikes from the ground. Remember you can drop oil lamps and burn these foes as you head over the bridge and to the Iron Door leading into the long Hall of Stories and to a Nordic Puzzle Door. Puzzle Solution: The door consists of three rings that rotate when you activate them. Each of them has three animals plated into the structure, and you unlock the central keyhole by using the Golden Claw itself.
This puzzle is inaccessible without it. The puzzle solution is actually on the palm of the Golden Claw; rotate it in your inventory to see the three circular petroglyph carvings on the Claws palm. Move the rings so the Bear, Moth, and Owl appear on the outer, middle, and inner rings, respectively.
Then insert the Golden Claw into the keyhole. This reveals the Barrows secret at last: a ceremonial burial grotto with waterfalls surrounding the long-forgotten chamber. Move to the carved stone center, and check the chest and scavenge what you need; then inspect the Word Wall, where youre granted a Word of Power!
However, this stirs a toughened Draugr from his rest, and you must defend yourself from this final Barrow guardian. After the fight, inspect the corpse of the Draugr; he is carrying the Dragonstone you seek! Grab this before taking the staircase on the chambers left side, activating the handle to raise a secret stone slab door out in an upper Barrow alcove, and then exit out into Skyrim.
The Golden Claw: Remember you still have it! He rewards you with a large sum of gold the amount you receive depends on your level. Shouts are made up of Words of Power, and the one youve absorbed from the Word Wall may be your first.
If you open the Magic Menu, youll see that you cant use or equip it until youve absorbed a Dragon Soul from a dragon youve killed. Be patientthat will happen soon enough. Equipping for Adventure: At this point, it is worth learning how to strengthen your resolve, spend your gold, or barter your unwanted equipment. You can: Visit Riverwood and purchase or barter at the Riverwood Trader. Locate Alvor the Blacksmith for all your smithing needs. Visit Whiterun and peruse the market area, which has various stalls, shops, and a Blacksmith.
Farengar Secret-Fire also has a handy Enchanting Workbench and sells spells. Return to Dragonsreach the quickest way is to Fast-Travel directly to it , and immediately consult with Farengar. If this is the second time youve visited him, he is joined in his study by a mysterious hooded figure named Delphinepossibly the reliable source he referred to earlier. He is talking about the cross-referencing of texts that mention dragons. Finally, Farengar turns to you, impressed that you didnt die in the Barrow.
As you hand over the Dragonstone, he says that youre a cut above the usual brutes the Jarl sends his way. Speak to the Jarl for your reward, which occurs during the initial conversations of the next quest. If you already had the Dragonstone prior to this quest and visited Farengar only once, Delphine isnt here.
Dont worryyoull meet her soon enough! As you finish your conversation about the Dragonstone with Farengar, Irileth interrupts you with some troubling news: A dragon has been sighted nearby! Farengar seems positively giddy, while Irileth seems unsure if they could stop an attack on Whiterun. Locate the Jarl, who is questioning the Whiterun Guard who reported seeing the beast. Jarl Balgruuf orders Irileth to bolster the Western Watchtower with more men, a plan Irileth is already undertaking.
Then the Jarl turns to you, seeking your help once again. Your experience at Helgen means youre most experienced in dealing with dragons. As a token of his esteem, hes instructed Avenicci that youre permitted to purchase property in Whiterun. Assuming youre alive and have enough gold!
Note Property Purchasing: Locate Avenicci hes usually within the walls of Dragonsreach, and within whispering distance of the Jarl , ideally after you return from your dragon slaying. A house is quite expensive5, gold piecesso be sure to have enough funds. Consult the Thane Tasks for further information. Weaponry Purchasing: At this point, consider purchasing additional supplies, especially Healing potions if you arent using Healing spells , and utilizing your Favorites to set up both long- and melee-range offense.
As the Jarl prevents Farengar from viewing the dragon, exit Dragonsreach. If you stride through Whiterun with Irileth, she gathers some Whiterun Guards and explains the situation. Or you can leave Whiterun. Follow the stone path that winds between the tundra plains, heading for the lone tower in the middle distance.
0コメント