How to complete the quest family ties. Conversations in the Skaal village. New source of stalhrim

A hunter from the Skaal Village, Wulf Wild-Blood will piggy you to find his brother Thorkild, who left home many years ago. Wolfe, however, fears that the thirst for power, uncharacteristic for those who believe in the All-Creator, could lead his brother far, in his worst dreams it seems to him that he might be among the werewolf bears on the glacier.

Meeting Thorkild can happen by chance during your walks off the beaten track. He can be found in the following locations:
Northwest of Glacial Cave, off the coast
West of Damphall Mine, by the coast
West of Broken Tusk Mine, by the coast
North of Raven Rock
South of Camp Bujold (Bujold's Retreat)
East of Saering's Watch
South of the Water Stone, off the coast

From the start of the conversation, it becomes clear that Thorkild is insane. After talking a little, he will turn into a bear and attack you. Kill the beast, there will be a letter on the body. Take the letter to Wolfe.

Tell the hunter what happened. In gratitude, he will share with you the wisdom of the Skaals - you will get one point for several martial skills ("Shooting", "Blocking", "Heavy Armor" and "One-handed weapon"), unless, of course, their value has reached a hundred.

If Thorkild doesn't come across to you, he may already be dead. Try walking along the coast. In my case, the meeting took place northwest of the Ice Cave, character ID: RefID 04001c79

There are countless quests. One of the most memorable players, "Skyrim" has several main plot lines tasks for which are long and difficult.

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

General information

The player must arrive at Solstheim Island to receive the quest " Family ties"." Skyrim "is inhabited by Nords, but in this part there is a people who call themselves Skaals. Once upon a time they were Nords, but over the years of isolation the settlers created their own culture and their gods. The island is open only after the installation of the Dragonborn mod. To get there, the player needs to reach at least level 10. After that, two masked cult members will attack him at a random location. After that, Dovahkiin will find a note and receive a new quest.The only way to Solstheim is the ship "Northern Maiden", which is docked near Windhelm.

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

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

Quest "Relationship": walkthrough

Before embarking on a quest, the player should prepare. In remote areas of the island, conditions are rather harsh. A lost traveler will face many dangers. There are many ghosts and trolls in these snows. Both those and others have a large supply of lives and good regeneration. It is extremely difficult to defeat a troll with a weapon, because in one paw he can take half of his health from the player. In confrontation with these monsters, it is best to use fire spells. You can also stock up on cold aversion potions to minimize damage from ghosts.

Battle

Wolf's brother - Thorkild - is not far from the mines.

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

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

Family ties

Greybelly White Reef

We will not be deafer than those! Haab-haaab ... Without your help, the local yahzyk learned, although the habu-habu is from a different world. The sorcerer who lived in a wimpy white pekhshcher accidentally took some of the folk into this world when he wandered around ours. Habu-habu have been around here for a long time, and you didn't know.

* Habu snorts loudly. *
A foreigner, let's confer! You often come to this place, and I watch the tohba, it seems like you can do it too much.
Confer? Do you want to talk about something? Come on, I will listen to you with great pleasure and interest.

* Habu narrowed one pair of eyes. *
With a hunter? Not nahdo with a hunter. The hunter must not lead to the hub-hub. In my people there will be gut-bellies who can compete with the Tohba in power! Well, go to confer.
* Habu leans out of the water and demonstratively slaps himself on the big belly. *
You shrug, what a sorcerous belly? My people are proud of their bellies, big bellies! A foreigner, like the one, spoke to the other about some Sharobryukha. I have heard. Does he live in Faeo? Habu-habu think that it is one of ours. Our relative.
I’m afraid to disappoint you, but Sharobrykh is not at all related to you. It's p ...

* Snorting angrily, the hubu does not let you finish. *
Mechnya is called Graybelly! Not every hub deserves a bad title! A foreigner, you are not stupid! Understand that the belly of the fur and the belly of the Shaver-belly! This is not an accident! Mkhna needs to confer with him. Can you bring his syuhda?
* A sly grin appears on the hubu's face. *
Habu will be given something good to the tehba, the foreigner will be allowed.
The ball is just a fish, he can't even speak! Apparently, until you see with your own eyes, you will not believe me.? Hmm ... I hope the fisherman has a suitable vessel to transport the fish across the mainland safe and sound.

* Habu slides into the salt lake. *
The hub-hub needs to be convinced of the sahmom! A foreigner, bring the Sharobryukha mkhna to confer.
Your goal: Go to the fisherman Nathan and ask him for the Crimson Ball Belly.
Reward: 15,000 experience, 4 4 Starfish 1 piece, Outlandish fruit 10 pieces.

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

Kayar Ridge Fisherman Nathan

You can't find a better fisherman on the mainland - you can see it right away! Tell me, have you heard about Sharobryukh? I need this fish and a vessel of some kind to deliver it to the Misty Islands safe and sound.

And how, I heard about Sharobryukh! But to catch this cunning fish, special skill is needed. Have you tried it yourself?
* The fisherman shakes the last fish out of the net and suddenly freezes. *
Wait, so I can catch the Crimson Ball Belly. A rare fish, besides me and another fisherman from the enemy mainland, no one else managed to lure her into the net, because you need to know the secret. Going? Only then will you bring the bait. 5 Meat beetles are needed. Gluttonous fish! Only when it’s full, it can please the network.
Hand in hand, fisherman. I'll bring the bait, and you will catch me the Crimson Ball-Belly. But how is it to be delivered to the Misty Islands?

* The fisherman scratches his head in thought. *
So this is ... I have a large glass vat. We will pour water there - and calmly carry the fish to the right place.
* The fisherman takes a bucket of fish and prepares to leave. *
Just bring the bait, warrior, and 10 eyes of Scolopendra. Uh ... Didn't tell you about the eyes right away? This is to pay for the vat. The wife will miss it, start swearing ... And I will say that I exchanged him for a good bait! These fish are also well caught on the eyes, the wife has heard about that.
Your goal: By killing Scolopendra, obtain 10 Scolopendra's eyes. Bring them to the fisherman Nathan along with 5 Meat Beetles.

Kayar Ridge Fisherman Nathan

Look! There he is, a Crimson ball-belly! He pouted like a bubble, and look, it will burst! Ha ha! But do not be afraid, warrior, it is he bulging out of the importance of his belly, or maybe out of fear, who will understand this fish. Take it, I'll go and taste it.
Your objective: Bring the Crimson Ball Belly to Graybelly.

Family ties

At the Skaal settlement, speak with Wulf Wildblood. He will say that his brother Thorkild is missing and will ask you to find him. You can meet Thorkild by chance anywhere on the island. Most often it is fashionable to find it:

♦ north of Raven Rock

♦ east of Syringa Outpost

♦ South of Bujold Haven

on the shore

♦ south of the Stone of Water,

♦ northwest of Ice Cave

♦ west of the Stuffy Mine

♦ west of Broken Tusk Mine

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

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

New source of stalhrim

In the Skaal village, you can hear Fanari talking to Deor about the missing local blacksmith. Fanari will only dismiss your questions about the missing, and Deor will tell you that the blacksmith Baldor the Iron Smith disappeared in the middle of the night. Der has speculations that the disappearance of the blacksmith has something to do with his knowledge of the stalhrim. In addition, Baldor will say that he saw two elves dragging something to the southwest at night.

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

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

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

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

Lost legacy

In the Skaal settlement lives the traveler Tharstan, who needs your help in exploring the Tomb of Valok. Go to the tomb, Tarstan will be waiting for you there. You will have a talk with the scientist and together with Tarstan enter the tomb. You immediately come across a rune with the inscription: "The sacrifice will lead you to what you are looking for." In front of you on the floor is a fiery grate, around which there are many dead draugors. Drag the body of one of the draugr onto the grate and turn the lever on the plinth with the sign. And as a result of this, the lamps on the sides will light up.

If you go to the left, then going up the stairs and passing through the tunnel, you will find yourself in a burial place, where there is a door with a chain and a ring at the entrance, and behind it is a sign. In the center is a large luminous column with three smaller ones around. Tharstan reads what is written on the tablet: "Everyone must die, often his own death." On each side of the large pillar, the murder weapon is depicted, which lies nearby. The smaller pillars also depict weapons. From the appropriate place you need to shoot at a large column. If you do everything correctly, the door to the next room will open. After fighting the draugr, take the half of the amethyst claw and read the Word of Power. Here you can also find the half on the body of the draugr. Tarstan will read that the exit is in one of the sarcophagi. Return to the central hall.

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

In the middle of the central hall there is a cage, which can be opened by activating two keyholes with the help of the halves of an amethyst claw. Come into the cage. Tharstan reads the following tablet: "Go ahead, the stop threatens with death." Turn the lever. A path will appear in the air in front of you, along which you need to go without stopping, otherwise it will disappear and you will fall down. If this happens, deal with the monsters and climb the stairs to the starting point. Once you find yourself on the opposite side, the sparkling bridge will freeze and Tharstan will be able to walk across it. Repeat the same three times, moving faster and faster each time.

You will find yourself in front of a round door that can be opened with an amethyst dragon claw. The usual tips on the claw are not visible, because these are only parts of it. Tharstan will inspect the walls, the clues first mention the wind, then the night and the moon, and then fire and scales. Consecutively images: Bird - Wolf - Dragon. You will find yourself in the tomb of the dragon priest Valok - a guard called the Jailer. Floor tiles are fire traps. At the far end of the hall is a wall of the Words of Power. Deal with the priest and take his mask. Tharstan will read the runes on the wall, thank you and reward you with gold.

Conversations in the village of Skaalov

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

Travel to Falkreath Hall of the Dead and speak with Runil, who remembers Moruen's parents well. He will be delighted to put the necklace on the grave of Moruen's mother, Bera. Return to Saltsheim and report this to Moruen. As a token of her gratitude, she will give you a Nordic Carved Helm.

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

General information

The player must arrive at Solstheim Island to receive the quest "Relationships". "Skyrim" is inhabited by Nords, but in this part lives a people who call themselves Skaals. Once upon a time they were Nords, but over the years of isolation, the settlers have created their own culture and their gods. The island is open only after installing the Dragonborn mod. To get there, the player must reach at least the tenth level. After that, two masked cult members will attack him in a random place. They need to be killed. In battle, it is best to use the Shout to knock down opponents, as they do quite significant damage with fire. After that, Dovahkiin will find a note and receive a new quest. The only way to Solstheim is the Northern Maiden. He is on the dock near Windhelm.

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

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

Quest "Relationship": walkthrough

Before embarking on a quest, the player should prepare. In remote areas of the island, conditions are rather harsh. A lost traveler will face many dangers. There are many ghosts and trolls in these snows. Both those and others have a large supply of lives and good regeneration. It is extremely difficult to defeat a troll with a weapon, because in one paw he can take half of his health from the player. In confrontation with these monsters, it is best to use fire spells. You can also stock up on cold aversion potions to minimize damage from ghosts.

Battle

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

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

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