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Skyrim War Loot Walkthrough Imperial Legion - Civil War. Fort Neigrad - the rescue of comrades

At the very beginning of the game, we meet with representatives of the Imperial Legion "Skyrim". They are taking our hero with other rebels to execution. We manage to escape, and here we have a choice: to go with the man from the Legion or to entrust our lives to the Stormcloaks. Both of these factions are at odds with the fact that the Imperials banned the worship of Talos (the former emperor ascended to heaven). The Nords, however, refused to reject him, and openly fight the legion.

It is worth noting that no matter who we go with, in the future you can make a choice and join either the Skyrim Imperial Legion or the Stormcloaks.

You should know a few rules for completing legion missions. If you do not follow them, then bugs may appear in the game - quests will no longer be closed (after completion), or the characters will not give them.

Our hero must kill the first dragon (near the tower in Whiterun) and find out that he is Dragonborn. If this is not done, then you will not be able to take the ax transfer quest.

Equipment of members of a faction can be obtained after joining it. Or you can install a mod on the armor of the Imperial Legion "Skyrim". For example, one of them adds an Imperial robe that is similar in its performance to an Orc.

When capturing forts and defending large cities, you need to carefully brandish your weapon, otherwise you can hurt your comrades-in-arms. They will not like it, and they will start attacking our hero (they will be mistaken for the enemy). They'll have to start the quest all over again - nothing else will stop them. Also, do not take companions with you (assistants, horses, etc.) - comrades in arms can attack them.

The items that Tullius or Ulfric (leaders of the opposing sides) will give us depends on our level. The higher it is, the better the item we get.

Do not rush to go through the quests of the Imperial Legion in Skyrim, because after the hostilities, some buildings will be destroyed. Also, you will not be able to take additional quests from Ulfric, Tullius and related characters.

The level of enemies and the reward received depends on the pumping of Dovahkiin, so the description may differ slightly from reality.

What is this legion, and how to join it

The Imperial Legion is a faction in which all the forces of the Great Empire - Tamriel are united. She is at enmity with the Stormcloaks, who do not want to obey the laws. The Legion's headquarters are located in Solitude. The commanders-in-chief are General Tullius, the legates Rikke and Cesennius.

The emperor sent Tullius to Skyrim so that he would at any cost reduce the influence of Ulfric on the Nords (they are too independent). If we want to support the Empire, we can complete several tasks and also become a legate.

To join the Skyrim Imperial Legion, we go to Solitude. We find there and talk to the general. We tell him how well we dealt with the dragon. After that, he will offer us to join the faction and talk about it with the legate Rikke. From him we will receive a task - to free the Khrakstad fort from the bandits (10 people and the leader). After the victory, a new garrison will be formed here.

We inform Rikka that everything has been done, and he will send us to the general to take the oath. Once we accept her, the mission to join the Stormcloaks will be canceled. Now we will be offered to approach the blacksmith Beirand, who will give out equipment and armor of the Imperial Legion of Skyrim (light, medium or heavy). The work in the guild is not over yet, the hero will be given several more fairly voluminous tasks.

Rank system

Depending on the powers and role performed, each member of the faction has its own rank:

  1. General. Commands legions (one or more) and is appointed by the Emperor himself;
  2. Legate. Leads a separate detachment, fortress or fort. The general appoints to this post those who were previously a tribune or centurion;
  3. Tribune. This is the name of a high-ranking professional military man who is capable of commanding a cohort;
  4. Centurion is another rank in the Skyrim Imperial Legion. A veteran soldier or quaestor is promoted to this rank. The centuria acts under his command;
  5. Quaestor. Junior officer, commander of a group of legionnaires (10 people);
  6. Legionary. This name is given to an ordinary soldier who underwent military training in one of the legion's camps;
  7. Recruit is the title of fighters who begin training.

When completing missions, we often have to face the commander of the legion - General Tullius, and the leader of the Stormcloaks - Ulfric Stormcloak.

Behind the jagged crown

After joining the Imperial Legion of Skyrim, our character will have to go through the first task - to find the jagged crown. We will search for her in the ruins of Corvanyund, along with several soldiers. The location is located at a decent distance (for those who have just started playing), so it will take a long time to get to it. On the way, there are giants, whom it is better not to face without normal pumping.

Near Korvanyund we will meet Khadwar, Rikke's legate and other warriors. Let's talk with them, let us know about our readiness and go to the ruins. About 10 warriors will run with us, so you can just stand and watch them fight. We must be careful: if we hit anyone with our weapon, they will all start fighting against us.

So, we run to a narrow corridor, where Rikke (the legate of the Imperial Legion in Skyrim) will offer us to find another way (he is afraid of an enemy ambush). We go upstairs, to the left and find the bridge. At the same time below, the comrades will fight the Stormcloaks. We go further until we find ourselves at the entrance to the halls of Corvanyund. Defeat several enemies and try to open the door with three circles depicting animals. The claw will help to find the right combination (we carefully examine it in the inventory). We expose the animals, insert the claw and move on.

In the next room, we open the door by turning the lever and go upstairs. We pass through the bridge, find the lever and click on it. Be prepared to be attacked by draugrs immediately afterwards. In the last room we see a strong draugr (commander-in-chief) with a crown on his head. We kill him and we get the artifact we need - a jagged crown. It remains to take it to General Tullius.

We work as a messenger - we go to Whiterun

The next quest when playing for the Imperial Legion in Skyrim is to send a message to the Jarl of Whiterun. In any way we can get to the palace and talk to him. The Jarl decides that it is time to decide the fate of Ulfric Stormcloak, and will give us an ax. If the enemy returns it, then the challenge is accepted.

You can find Ulfric in the Palace of the Kings in Windhelm. In a conversation with him, it turns out that he wants to return the ax to the Jarl. We return and see that a large number of Stormcloaks are attacking Whiterun. We are sent to protect the city, so we leave for Quentin Sirius and prepare for the upcoming battle. It is important to know that the quest cannot be completed unless the dragon threatening the city is killed.

Defending Whiterun

We leave for the battlefield and speak with the legate Rikke. We leave the Dragon's Reach and see explosions, flying bombs, destruction. This will not harm our hero and nearby buildings, so we move on. We have to help the Skyrim Imperial Legion repel the Stormcloak attack.

First, we will defend the barricades from numerous enemies. If you can't resist, then the next place of protection will be the bridge. If rivals penetrate the barricades, this will not affect the final reward and the outcome of the quest. On the game screen, you can see a scale that displays the number of enemies as a percentage. When the indicator reaches zero, the Stormcloaks will stop attacking.

As soon as they take flight, you can go to General Tullius (he will be waiting near the entrance to Whiterun). A large number of warriors and a good pumping Dovahkiin will make the quest easy enough. To diversify and complicate the task a little, you can install mods for the Imperial Legion in Skyrim. They are able to change not only the appearance of buildings, but also add more powerful warriors and magicians to both camps.

Capturing the White Coast

After we have fought off the enemies, we proceed to free the lands from them. To capture the White Coast we will be given two quests: "Disinformation" and "Battle for Fort Dunstad". In general, the seizure of several forts, located in different possessions, is to be seized.

To begin with, we go to the secret camp on the White Coast and talk with the legate Rikke. He will give us the task to intercept the courier who is transporting the documents of the rebel commander. He will constantly move, so you need to intercept him. The courier's location is visible on the map, so finding him is easy. A great option is to watch him in the "Night Gate" tavern and pick up the item we need while he sleeps. You can also close the door to his room and quietly kill him.

We return to the camp, get fake documents and give them to the Commander of the Stormcloaks in Dawnstar. Here you can cheat - put on the clothes of the rebels. With well-pumped eloquence, they will easily believe that we are just disguising (suitable for any armor).

After that, the Skyrim Imperial Legion needs to clear Fort Dunstad. We go there and meet our soldiers, who will help to complete the task faster. Be careful, there are a lot of archers here. Enemies will constantly appear until their number drops to zero.

Capturing the Rift

We find another camp of the Imperials, located to the west of Riften. There Rikke will be waiting for us, who will give two quests: "War Booty" and "Battle for Fort Greenwall". The first task involves the search for incriminating evidence on Anuriel, who serves for the Jarl Riften. We go to the place we need, find her room and steal the letter from the table (near the bed). The easiest way to complete the mission is at night with well-trained stealth.

When we get the dirt, we talk about it with Anuriel. For our silence, she will share secret information about the whereabouts of the caravan with weapons and gold. If our eloquence is well pumped, we can be persuaded to give the gold to us. We inform Rikka this and run to intercept the caravan. Imperial soldiers, sitting in ambush, will be waiting for us on the spot. We speak with Hadvar and proceed to the attack. We return to the camp and proceed to the next task - the battle for Fort Greenwall.

Here, too, the soldiers of the legion will help us, so there will be no problems with completing the quest. We storm the fort until the enemy counter is reset. After that, we go to the general, who will give us a new rank in the Imperial Legion "Skyrim" - Tribune. He will also tell you that very soon there will be a decisive battle with Ulfric Stormcloak.

Capture Winterhold and Eastmarch

The next task is to rescue the comrades from Fort Kastav. We need to sneak there, free the prisoners and open the gate to capture the location. You can get to Kastav unnoticed through a secret hatch, which Hadvar will tell about. You have to wander around the perimeter a bit to see it (very well camouflaged). If you enter it too noisy, the stealth mission will fail. As a result, you will have to fight the rebels alone.

The key that lies on the table or in the pockets of one of the enemies will help to free the fellows. We get out into the courtyard, open the gates and win the victory with ease. We return to Tullius and receive the title of Legate. You should be aware that a bug often appears in this place - comrades do not enter the courtyard of the fort and do not help to capture it. Because of this, the quest will not be able to end and it will have to be replayed

In Eastmarch we have to clear out Fort Amol. There is nothing difficult in this battle, and enemies are also counted in percentage. As soon as we destroy everyone, we go to Rikka and prepare for the last and most serious attack. We will fight Ulfric Stormcloak and his guards in Windhelm.

It is better to save before the battle, because there are often "bugs". Special mods for the Imperial Legion "Skyrim" will help to eliminate some problems with the game. They can also be used to change armor, weapons and other parameters of both sides.

Onward to Windhelm

And so, our decisive battle with the Stormcloaks has begun. The main task is to break through a large number of enemies and get to the jarl's palace. Ulfric Stormcloak is a rebel leader and apprentice to the Greybeards. Although the Empire considers him an enemy, he appears to be a completely honest and normal person. The Imperials dislike his struggle for the independence of the inhabitants of Skyrim and for the abolition of the terms of the White Gold Concordat. This harasses the representatives of the Aldmeri Dominion and Dunmer.

So, we move to the city gates of Windhelm, we listen to the general and go into the city. It is better not to wait for anyone here, not to help anyone, but to go towards the palace. The main passage is lined with barricades, so you have to look for a workaround. We turn left, go towards the cemetery, and along the narrow streets we reach the desired place. Enemies will periodically appear in front of us, with which our soldiers will help to cope (if necessary).

As soon as our hero enters the palace, Tullius and Rikke will be nearby. Then they will approach Ulfric and start talking to him. The enemy reports that he refuses to surrender. All that remains is to kill him. If you wish, you can ask General Tullius to do this. It doesn't matter who kills him, we still get the reward.

The war is over, now all that remains is to destroy single groups of Stormcloaks (marked on the maps with a bear paw). So, in the game world, we are waiting for two opposing sides, each of which promotes its ideas. To support the huge Empire, it is worth joining the Skyrim Imperial Legion. If you like the independence of the Nords and their worldview, then the Stormcloaks should be preferred.

The Stormcloaks of Skyrim are a rebel opposition group opposing the Empire's Imperial control over the northern province. Among their ranks are the most daring and fearless Nords, who obey the main leader named Ulfric Stormcloak. The group controls most of the eastern territories and sits in Windhelm.

Neither side of the conflict is objectively right, so the player decides who to choose - Stormcloaks or the Empire. "Skyrim" offers to go through two completely different chains of story quests (depending on who Dovahkiin joins), the outcome of which will determine the further fate of the northern province.

How to join the Stormcloaks

This quest is a mirror image of the introductory quest to the Imperial Legion, but this time the hero must speak to one of the rebels.

If at the beginning of the passage of Skyrim, in Helgen, the player chooses Ralof's company and leaves the caves with him, then the first entry about the quest will appear in his journal. Otherwise, you will have to look for the rebels yourself.

After that, you can move towards Windhelm, where Ulfric Petrel himself is sitting. Let's pay attention to his armor: unfortunately, we will not be able to get the same, but later we will have the opportunity to get the Stormcloak officer armor of Skyrim. We speak with Ulfric, and then we go to the next room, where we will be introduced to our faithful companion - Galmar.

Admission to the ranks

Galmar will load Dovahkiin with the first task, the completion of which should show one simple thing - whether the hero is worthy to join the Stormcloaks. We leave for the island, which is located not far from Windhelm, to kill a couple of ice ghosts.

As soon as the task is completed, we return to the city and find Galmar. We swear an oath of allegiance and become one of the Stormcloaks of Skyrim. Armor and other distinctive features of this faction will become available only after completing some quests.

Jagged crown

Next, we will be asked to find the Jagged Crown - an amazing artifact with which Ulfric can secure his position. We open the map and follow to the indicated mark. Arriving at the place, we find a squad of Imperials, who are also hunting for the crown.

Galmar meets us inside the ruins, so it will be easier to fight the legionnaires. In the third room we will be asked to go around the top and check the level for safety. We go to the right and we pass in the direction of the next hall. There a bunch of opponents awaits us there, with whom we can quickly deal with - we use an oil puddle and a bowl of fire for this. Soon the rest of the Brothers will join us, and together with them we will reach the Hall of Stories. We select the key-claw and open the locked door with it (the symbol of the wolf, the symbol of the insect, the symbol of the dragon).

We follow further, go upstairs and find a lever behind the bridge - it opens the next door. We fight off the draugrs and, finally, we reach the Jagged Crown. She rests on the head of a rather strong opponent, so you will have to deal with him too. At the end of the quest, we will have the opportunity to go over to the other side and take the crown to the Imperials, that is, we will continue to participate in the war, but against the rebels. By the way, getting the Brothers' armor in this situation will be much easier, since it can be removed from killed opponents. Another way - special mods for the Stormcloaks of Skyrim.

Message to Whiterun

Having dealt with one task, we get a new one. This time we must go to Whiterun to present the jarl of the city with a special ax. If the jarl accepts him, then this gesture will mean union with the Stormcloaks of Skyrim, if he does not accept, there will be war.

We deliver the ax to its destination and appear before Balgruf and his advisers. After a short meeting, the Jarl will give up the ax, so we will only have to return with this news back to Ulfric.

Battle of Whiterun

After the quest appears in our journal, we leave for Whiterun. There, on the outskirts, we will find Galmar and a whole army of Nords. The attack itself will begin after a short but gripping speech from Councilor Ulfric.

We run along with the Storm Brothers army towards the city walls, break through the barricades and get to the lever that will lower the main bridge. We penetrate the city and begin to fight the legionnaires. The main task of the quest is to reach the Dragon's Reach (palace) and to kill, therefore, you will have to fight off numerous defenders. By the way, during the battle for Whiterun, the hero will not be able to interact with the locals and go inside houses, shops and taverns.

In Dragon's Reach, in addition to the jarl, we will face his advisor and the usual garrison, who will try to fight back. You don't have to kill them all - we just hit the jarl until he stops the battle himself.

Congratulations, we managed to conquer Whiterun and earn more recognition from Ulfric Stormcloak. As a reward, the hero gets a promotion, a unique cannon and, of course, a new task.

Liberation of Skyrim: Capture of Falkreath

The Liberation of the Northern Province is a special operation in which the Stormcloaks capture several forts. By the way, it is at this moment in the plot that the player can reach the mission "Endless Time" and try on two conflicting sides.

The first region we will recapture after Whiterun is Falkreath. We leave for the rebel camp indicated on the map and meet Galmar there. He will inform us that the legionnaires captured a group of Stormcloaks, and then placed them in Fort Neigrad. We will organize a rescue operation together with our old acquaintance Ralof, who will offer us two options for attack: a direct attack on the forehead or inconspicuous penetration into the fortress.

In any case, further battle will take place side by side with the freed hostages. We deal with the opponents in the central building of the fort, talk to Ralof and return to Windhelm, where a well-deserved reward awaits us.

Walkthrough Skyrim: Capturing the Reach

The next task can only be completed by blackmail and theft. We must get evidence that Rerik worships the god Talos, which is forbidden in modern Skyrim.

We make our way into the palace and go towards the personal chambers of the assistant jarl (they are located on the right side of the throne). One of the chests contains an amulet of Talos - we grab it and go to the central hall to talk to Rerik. The jarl will be very scared and agree to cooperate, telling about the imperial caravan. A little later we will go to capture it together with Galmar and Ralof.

We receive a new decree from Ulfric - we need to take control of the Sangard fortress. In the process of capturing, we will be forced to suppress the imperial soldiers until the percentage of their strength drops to zero.

Disinformer

After the documents are corrected, we go to Morthal and deliver the message under the guise of a messenger.

Battle of Solitude

After several successful captures of the fortresses, we will receive the order to capture Solitude. We leave for the gathering place and listen to Ulfric's parting speech. The road to will be teeming with imperials, so we boldly run forward and deal with everyone who is fighting on the side of the opponents. The main thing is to get into the courtyard, since the way up ends in a dead end. The final confrontation awaits us in the castle. After a small battle, we have a choice: kill the general ourselves or grant honor to Ulfric.

By the way, if we played for the side of the Imperials, then after killing Ulfric (mirrored quest) Dovahkiin could get that very heavy armor of the Stormcloaks of Skyrim. In the finale of "Battle of Solitude," we are awarded the sword of vampiric suction.

Joining the Imperial Legion

To join the ranks of the Imperial Legion, you must receive the corresponding task. If at the very beginning of the game you escaped from the burning Helgen together with the legionnaire Hadvar, then when you leave the cave he will advise you to join the imperial troops. Also, this quest can be taken from many other legionnaires located in various imperial camps throughout Skyrim, as well as from imperial officers in cities that are under the control of the legion.

When you receive information about the Civil War and the Imperial Legion, the task "Join the Imperial Legion" will appear in your diary. You need to go to Solitude and talk to General Tullius.

Note:

If you join the Stormcloaks, the quest to join the Imperial Legion will be considered a failed one. However, the final decision to join the ranks of one side or the other will be made by you at the end of the mission "Jagged Crown".

General Tullius can be found in the central chamber of Castle Grim in Solitude. You will catch him and Legate Rikke discussing the current situation during the Civil War. After you announce to the general your desire to join the ranks of the legionnaires, he will send you to discuss this issue with the legate Rikke. In turn, the legate will show a desire to test your combat abilities, instructing you to clear the Hragstad fort from the bandits who have settled there. Fort Hragstad is located northwest of Solitude, on the coast of the Sea of ​​Ghosts. Your goal will be to destroy all the bandits in the fort, both outside and inside. This is quite easy to do, since each bandit is marked on your compass with a separate marker.

Jagged crown

With an oath of allegiance to the Imperial Legion, you are tasked with meeting Legate Rikka near the Nordic ruins of Corvanyund. Your goal is to find the Jagged Crown, an old Nordic symbol of power. Rikke convinced Tullius that the crown should never fall into the hands of Ulfric, and the soldiers of the Imperial Legion must reach the crown first.

Message to Whiterun

Having received the crown from your hands, General Tullius thank you for the successfully completed task and will give the following assignment. You need to go to Dragonsreach and give the Jarl of Whiterun a secret message from Tullius: the general informs Balgruf that Ulfric has gathered enough troops to capture Whiterun.

Note:

The Jarl will refuse to accept a letter from you if the mission in the main plot of the game "Dragon in the Sky" is active. In this case, in order to continue, you will need to first complete it, and only then continue to carry out the general's order.

After handing over the letter to the Jarl, you listen to his meeting with those close to him, at the end of which Balgruf asks you to fulfill the assignment - to take the ax on his behalf to Ulfric Petrel. This is an ancient Nordic custom: if Ulfric accepts the ax, then there is peace, if not, the battle cannot be avoided.

Battle of Whiterun

Quentius Scipius sends you to the front line under the command of the legate Rikke. On the way from Dragon's Reach to the city gates, you will see how the guards disperse the townspeople to their homes, and Whiterun himself is fired at by shells from catapults.

Legate Rikke, along with a squad of city defenders, awaits you near the outer city walls. As you approach, she will give an inspiring speech and send you along with other legionnaires to fight the invaders. Your goal is to destroy the attacking Stormcloaks soldiers. Their number is measured as a percentage, and you must kill the rebels until their number drops to zero. The soldiers themselves periodically revive in the form of new parties of attackers as you destroy them. Similar "percentage battles" will occur more than once during the Civil War campaign.

Unification of Skyrim

This quest unites several others, the common goal of which is the complete and gradual conquest of Skyrim, possession after possession. This part of the Civil War campaign is directly related to the quest of the main storyline "Endless Time", during which you need to conduct peace negotiations between the Stormcloaks and the Imperial Legion. Depending on your decision, the factions will exchange cities and, accordingly, take control of a new possession.

Thus, based on the results of the exchange, you will have to capture one or another area of ​​Skyrim. For example, if you have not yet completed the main plot of the game or have not reached the peace negotiations, then Markarth and the entire Reach are under the control of the Imperial Legion, and the Stormcloaks, in turn, control Riften and the entire possession of the Rift. In this case, if you are fighting on the side of the Imperial Legion, your goal will be to capture the Rift. If the exchange took place, then instead of the Rift, you will have to capture the Reach.

V take back control White Coast

Note:

If during the quest "Endless Time" Dawnstar was transferred to the Imperials, then this quest will be skipped.

Disinformation

General Tullius will inform you that it is foolish to use you as an ordinary soldier, and will send under the command of the legate Rikke to the secret camp of the Imperials on the White Coast for a special assignment. The legate will share with you her plan: she wants to plant fake orders for the Stormcloak commander in Dawnstar, but first you need to get real ones.

V take back control By the rift

Note:

If during the quest "Endless Time" Riften was transferred to the Imperials, then this quest will be skipped.

War booty

The next possession to be returned to the rule of the Empire is the Rift. The General sends you back under the command of Legate Rikke to the Imperial camp in the Rift. Upon arrival, you will be instructed to go to Riften and try to find out how much the ruler of the Jarl Anuriel gives in to blackmail. Rikka knows that the Altmer is quite closely associated with the Thieves Guild, and the legion can take advantage of this, threatening the lord with declassifying her dark deeds.

Your target is the Mistvale Fortress of Riften. Just behind the central hall, on the right, is Anuriel's room. You need to find a compromising letter to intimidate the Altmer with it. The letter is located in the dresser, and it is not difficult to find it, as it is indicated by a marker on your compass. The only difficulty can be delivered by the guards who will follow you and inform you that you cannot be in this part of the fortress. The easiest way is to quickly run past them and pick up the letter.

After you have the letter, you should show it to Anuriel. Such evidence will quickly scare the steward, and she will want to talk to you in private. Follow her into the room and demand information about the rebels in exchange for silence. Agreeing to your terms, Anuriel will inform you that a strategically important caravan of rebels with gold and weapons has set off in the direction of Windhelm. He moves very slowly, and is guarded by a small squad of Stormcloaks. Also, if you use persuasion in conversation with the steward, she will give you a small advance in the form of gold.

Returning to the legate, you will tell about the information obtained. Rikke will send you to find a small group of legionnaires, led by Khadwar, who have been sent on reconnaissance just to the region where the rebel caravan is supposed to pass. Your task is obvious: you must attack the rebels and rob the caravan.

The cart with gold and weapons stopped near the settlement of Stone Shor. She is guarded by a small group of soldiers, and several more rebels are on patrol nearby. After reaching Hadvar and explaining the problem to him, you will have a choice: offer Hadvar to wait until dark and quietly remove the sentries with the help of bows, or go ahead ahead. In any case, it will not be so difficult to kill the Stormcloaks squad, since there are not many opponents, and Khadvar cannot be killed in this mission.

Having captured the wagon, you can profit from the contents of the chest standing on it, after which you need to return to the legate Rikka.

Battle of Fort Greenwall

Upon returning to the imperial camp, the legate will assign you the next task - together with a detachment of legionnaires, capture Fort Greenwall, which, in connection with the capture of the caravan, was left without support and weapons.

Fort Greenwall is located south of the Shore Stone settlement. Once you reach the legionnaires waiting for you, you will move to attack the unsuspecting Stormcloak soldiers. The already familiar principle of capturing a fort awaits you: you must clear it of opponents until the counter showing their number shows "0%".

V take back control Winterhold

Fort Kastav - the rescue of comrades

Legate Rikke awaits you at the Imperial camp southeast of Dawnstar. She will inform you that a detachment of your fellow Legion members is being held captive by the rebels at Fort Castav. Your goal is to catch the enemy by surprise and free the prisoners of war, and then capture the enemy fort.

You will meet a small group of legionnaires led by Khadwar near the fort. Your old acquaintance will offer you to sneak into the fort unnoticed, as he knows where the secret entrance to the prison premises of the fort is. The hatch leading to your comrades is right under the wall, opposite which Khadvar shared his plans with you. It will not be difficult to find it, as it will be marked with a marker on your compass. Nevertheless, you need to move carefully, because if you are noticed, secret penetration to the prisoners will fail, and you will have to take the fort by storm with little support from Hadvar's squad.

Going down through the hatch into the prison, you will find yourself in a small room, through which you will exit into the large hall. To your left is a staircase leading to the second floor, where the guards are stationed. If you go forward, then you go out to five prison cells in which your fellow legion is sitting. Your goal is to free the legionnaires by opening the door. You can kill the guards and take the keys to the cameras from the corpse of one of them, or pick the locks yourself, since their difficulty does not exceed the level of "beginner" and "adept".

Note:

The freed legionnaires will quickly change into the armor taken from them, but not all of them will find or pick up weapons from the corpses of the guards. In this regard, in the future they can pounce on armed opponents with fists, which will lead to their quick death. However, keeping them alive is not at all necessary to successfully complete the mission.

Now your task was to capture the enemy fort. The exit from the prison to the courtyard is on the second floor, where the guards were stationed. The liberated soldiers of the Legion will follow you, and when the battle begins, Hadvar's squad will come to your aid. Unlike previous Conquests, Stormcloak soldiers do not respawn in Castava and their number is limited. Each enemy is marked with a marker, so it will be quite easy to clear the fort from the rebels.

Stormcloaks - Skyrim walkthrough. While the Empire wants to have total control over Skyrim, and constantly sends its troops to the province, there are those who oppose it - the Stormcloaks. The most brave and daring Nords gather under their banners to defend the independence of Skyrim.

The player has the right to side with either the Imperial Army or the Stormcloaks. There are no unambiguously “bad” and “good” here. Each side has its own truth and its own "skeletons in the closet."

How to join the Stormcloaks?

For an introduction, head to Windhelm, the Royal Palace, and find Galmar Stonefist there. He is recruiting new recruits, and tell him if you want to join. Galmar will say that new fighters are always needed, but you need to prove that you are worth something.

Joining the Stormcloaks

You need to pass a small test - go to the Serpent Stone (it will be marked on the map), and kill the ice spirit near it. Comes, we kill, we return, we take the oath, we get the clothes of the rebels - it's done. Welcome to Stormcloaks.

The passage of the next three tasks was sent to us by Mikhail Pletnev

Jagged crown

Gives: Galmar Stonefist
Essence of the quest: You need to find the legendary Jagged Crown

So. Our path lies in the ancient burial of the Nords called Corvanud:

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Galmar says that he will arrive there before us, even if we leave earlier. Okay, let's see. But as he did not boast, he arrived at the place later than me, albeit only five seconds. Not the point. The soldier reports to him that the Imperials have settled near the entrance to the burial. And that they were very warm there by their fires, and the Brothers were frozen. Disorder. We must convince the Imperials to leave. Desirable forever and by lethal methods. And now the last imperial dies by your hand and the path to the ruins is free. We go in and find six more Imperials. They, too, are not destined to survive today. We pass on, methodically exterminating the Imperials. But suddenly Galmar senses an ambush. "Salage", that is, we are invited to try to go further, and they will come running to the sound of the battle.

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In my opinion, this imperial is mentally retarded. No, well, think for yourself - what person in his right mind would stand on flammable oil under a jug with something burning? Well, he's worse off. Either we throw off with a bow or spell, or we go into close combat. In addition to him, there are 4 more guards in the room. As soon as we attack them - Galmar and company come running. Imperials safely go to hell, and we go to the next level of burial. And almost at the very beginning of the level we will meet a door, to open which you need a claw lying nearby. The puzzle is for children, but here's the answer.

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We pull off the dagger from the button or take it away, and a secret passage opens, which leads to a room with floor traps. Be careful when opening the chest.

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Otherwise, you will be assured of an excess of metal in your body. You do not need to touch the lever, it will only close the door behind you. We take everything we need and go back. Now we need to go to the other side along the catwalks.

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There will be a handle to pull on. As soon as the grate opens, four Draugras will come out of the coffins. We send them to the realm of the dead, where they belong, and move on to the Crypt. “The crown must be here somewhere. Spread out and stare, ”says Galmar. And who is that sitting on the throne? Bah, he has that same Jagged Crown on his head.

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But naturally no one will give it to us good (who would doubt it). The draugram will have to prove that they are wrong, and we need the crown. As soon as the last draugr falls from your (or maybe not your) hand, we take the crown from the commander. Behind the throne, by the way, there is a wall with another word of power. That's it, the Moor has done his job, the Moor can leave. I mean, it's time to take the crown to Ulfric. But do not rush to run back down the corridors. Near the wall with the word of power there is a small wooden ladder, climbing along which we will find a corridor that will lead us to the temple - the first part of the burials. We return to Ulfric and give him the crown. He asks us to give Jarl Whiterun Balgruf ... an ax. Well ... An ax is an ax.

Message to Whiterun

Gives: Ulfric Stormcloak
The essence of the assignment: You need to take the Jarl of Whiterun the ax of Ulfric and wait for an answer.

We go to Whiterun, to the palace.

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If we come there for the first time, then the jarl's tan will block our path. We say that we are from Ulfric, and they let us through. But if this is the first time, we will have to first complete the quest on the main line - find the sign and kill the dragon. Only then will it be possible to receive an answer.

So we got the answer. Balgruf decided to return the ax to Ulfric. Well, that's his choice. We return the ax. Ulfric has decided to go to war against Whiterun, and we, no doubt, will find a place in the front ranks. Our way lies to the Military Camp near Whiterun.

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We come, listen to Galmor's pretentious speech and go into battle. Our task is to lower the suspension bridge. We move to the other side in any way (jump over the moat, climb the platforms, etc.), climb the gate and lower the bridge. Then we enter the city, killing everyone in our path, and we reach the castle. There you can first interrupt the guard, and then take on the Jarl, or you can immediately hit the Jarl on the head. Then there will be a pretentious dialogue in something like this.

Jarl - “You will regret what you did! You are evil! "

Galmar - “Stop talking. Our city! "

And it’s true. The city is ours, and it needs power. And we are sent to Windhelm to report the victory.

Battle of Whiterun

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We just kill the whiterun guards and the Iperians, make our way to the mechanisms and lower the bridge, break into the dragon's limit and overthrow the jarl.

(My opinion: I really liked the current Jarl = (and instead of him now the old fart will be. But I will not support the Empire)

At the end of the mission, you will be sent to the petrel.

Liberation of Skyrim

Gives: Galmar Stonefist
The essence of the assignment: Systematically liberate one fort after another, exterminating all the Imperials in them.

We go to Ulfric and inform us that Whiterun is ours. Now we will be called Ice Veins. And it dawned on Ulfric that if we were given more freedom, there would be more benefit too. But it's too early to rejoice - we are still sent to Falkreath (unobtrusively saying "But I would like you to go to Falkreath") and asked to help Galmar. Well, what can we do, let's go.

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Galmar asks us to free Fort Neugrad. We need to meet with the scouts southwest of this fort.

Note: If Galmar does not have the line "Waiting for orders" or something similar - run around or come from another point on foot.

We meet and talk with one of the scouts - an old acquaintance of Ralof. He says we need to sneak through the caves under the lake to the fort's prison and free the prisoners. Then we run out into the courtyard and the scouts will help us deal with the remaining imperials. If you say that we do not know how to sneak, the answer will follow “I believe in you. But if there are problems, run out into the yard and we will help. ”Okay, we go to the lake and, after diving, we swim to the passage. For those who do not know how to sneak - everything is simple. We run into the courtyard, we beat the Imperials, the scouts come running to help, and we free the prisoners. For the secretive characters, too, nothing complicated - went into the prison, found the prisoners, killed the guard sitting next to him, took the key, opened the cells and went out into the courtyard. Now you need to kill all the Imperials in the yard. There are not many of them - 4-5 bodies. And then you need to go directly to the fort itself and kill the Imperials there - there are already about a dozen of them. But six are sleeping in one room, so you can secretly kill three or four, and kill the rest in close combat. When we kill all the Imperials, you need to talk to Ralof - he will express his gratitude to us and ask us to tell Ulfric about "our" successes. Let's go and tell. Now we will be asked to "Free the Reach".

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War Booty

Gives: Ulfric Stormcloak
The essence of the assignment: You need to find material for blackmailing Rerik - the manager of Markart.

We go to Markarth, to the Podkamennaya fortress. We need Roerik's room. The entrance is patrolled by a guard. You can wait for it to pass and sneak in, or you can drink a potion of invisibility. Decide. One way or another, we take from the chest of drawers the Talos amulet belonging to Rerik. We go with him to Rerik, he will call us to his room. He will tell us about a wagon train with silver and weapons that can turn the tide of the war. You can also ask for something for yourself if your eloquence is good. Now with this information we go to Galmar. And he will ask us to go along with the scouts and rob the caravan. I have wanted to do this for a long time and now, I got a chance. We go and meet again Ralof. He says the cart is broken and they camp nearby. Several options for action - you are acting alone; Rals and co kill the guards, and we continue; with the whole crowd we rush into the camp and kill everyone we see. Regardless of the option of action, we kill the Imperials and go again to Galmar, to the Camp Limit.

Battle of Sangard

Gives: Galmar Stonefist
The essence of the task: To recapture Fort Sangard

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Everything is simple here - we go to the fort and beat it off. We need to kill about 30-40 Imperials. Just kill, with the help of the Stormcloaks.

Note: on weak machines at this moment the game can lag terribly up to the state of the slideshow.

We kill all the Imperials and return to Ulfric.

Disinformation

Gives: Galmar Stone Fist Quest essence: Forge the documents of the Imperials.

We need to forge documents, but to create a forgery we need the original. And we have to get it. We go to the tavern "Dragon Bridge"

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We speak with the hostess and ask about the imperial messengers. Information can be pulled in three ways: persuade, bribe, and intimidate.

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One way or another, having obtained information, we go to the mark on the map. Just in case - four out of four times killed him near a broken wagon on the road leading south of the tavern. We find, kill and take away documents. We attribute them to Galmar, he immediately gives us a fake (works promptly) and says to take it to Morthal, to the Legate Taurin Duliy. We go to visit.

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You can find him in many places - he walks throughout the village. If the GG is dressed "out of shape", then Duliy is a little indignant, but we will tactfully dismiss him, saying that this is more invisible to the enemies. We return the document and that's it, we again brought the Brothers' victory closer.

Battle of Snowhawk

Gives: Galmar Stonefist
The essence of the task: To clear the fort from the presence of the Imperials.

Another mission to clean up the fort.

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You can go directly to him. We arrive at the place, and with a brave cry “Come one by one Imperial muzzles! I will kill everyone - I will remain alone! " we rush into battle. And so, when the last enemy fell by your hand (or maybe not by yours, or maybe not by your hand), we go to Ulfric Stormcloak, for another bun in the form of leather armor, full of Stormcloak officer's armor (the same as and Galmar), and a new title - Stormblade. And, of course, a new task. This time it will be Solitude.

Liberation of Solitude

Gives: Ulfric Stormcloak
The essence of the task: Knock the Imperials out of Solitude.

We go to the Haafingar Camp, to Galmar.

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He gives us another quest to clean up the fort, this time - Fort Hragstad.

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We go to him and arrange a global genocide for the Imperials. Then we return back to Galmar, to Haafingard. There (perhaps after running around a bit and suffering) we get an order to help in the attack on Solitude. We go to him, near the gate we meet a dozen soldiers, led by Ulfric, making a pretentious speech.

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We are waiting for its end and we enter Solitude. We break through to the gloomy castle, killing all the Imperials on the way. Difficulties may arise in the beginning, as the roads can be confused. If you go up the slope almost at the very beginning, you will stumble upon a grate that cannot be opened in any way. You need not go up to it, but go further. There will be a passage to the courtyard.

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We pass through the courtyard and enter the castle. This is followed by a pretentious skirmish between Ulfric and Galmar on the one hand and Legate Rikki on the other. The legate takes out a weapon and tries to attack us, together with General Tullius .. No, well, no mind, no imagination. Two for three, while two of us own the Voice. We punish both. Next, we will have a choice - to kill the General ourselves, or let Ulfric kill him. The day will not change. Well, and the finale - Ulfric's pretentious speech to the soldiers.

Ulfric, Jarl of Windhelm, sits on the throne under the blue bear flag.

In Skyrim, a conflict rages between the Imperial legions of General Tullius and the separatists under the command of Ulfric Stormcloak. The player gets to know both those and others from the very first minutes in Skyrim - the legionnaires want to execute him, and the Stormcloaks want to escape with him. Soon after the dragon arrives at the scene, the player has the first choice: with whom to leave the settlement - with the rebel Ralof or the imperial soldier Hadvar. After escaping, Ralof will offer us to join the Stormcloaks, and Khadvar - to join the Imperial Legion. If you have other plans, take the quest from any soldier of the faction we need.

FOR YOUR INFORMATION: Stormcloaks in the game are marked in blue (both flags and capes), and legionnaires in red. In the dark, the differences are erased, so it's better to fight in the daylight.

For whom to fight, you choose. Both armies have good reasons to think they are right, but there are dark, unattractive sides as well. You can generally postpone the civil war for later - they won't start without you.

THIS BAGS: there is another important reason to delay joining the army as late as possible. The war and the associated transitions of cities from hand to hand cause numerous plot bugs - both in side quests, and in "guild" ones, and even in the main plot. Not a single quest chain causes as many plugs and quests hanging to the point of impassability as this one.

We first describe the Stormcloaks storyline missions. Then we'll talk about what awaits future legionnaires.

Brothers of the Storm

Signing up to the Stormcloaks

Serpent Stone. From here you can see the College of Mages of Winterhold.

To join the ranks of the fighters for the freedom and independence of Skyrim, travel to the frosty Windhelm, which is in the east of the province, and enter under the arches of the royal palace. You will witness a furious dispute - Jarl Windhelm Ulfric and his huscarl Galmar Stonefist discuss the demonstrative neutrality of Whiterun.

Ulfric does not recognize the hero at first, but then remembers the "Helgen incident". If you were with Ralof, tell me about it. The finally calmed Jarl will send us to Galmar for an introductory assignment, and he will offer to go far to the northeast to kill an ice ghost flying around the Serpent Stone on one of the islands to the east of the College of Winterhold. For a hero of the first levels, this can be difficult, so if you are not confident in your abilities, stock up on potions of healing, protection from cold and fire spells.

FOR YOUR INFORMATION: the Serpent stone is almost useless. It gives the ability to paralyze the enemy once a day for five seconds.

Jagged crown

"Hey guys, I found the crown!"

Returning to the royal palace, you will hear a new dispute - about a certain crown, which can confirm Ulfric's right to the throne, if obtained.

Galmar will be surprised to see us alive, but, there is nothing to do, he will take our oath to the Stormcloaks.

The oath marks a new stage in the hero's life - from now on he serves the Stormcloaks and will fight for them. The quest "Joining the Legion" will fail. Nevertheless, playing a little later will give you another chance to switch sides - but only one.

FOR YOUR INFORMATION: before you take an oath, you can go to the Imperial Legion and complete their introductory assignment at the same time.

It's time to try yourself in battle - to go with the Stormcloaks to the ancient cairn of Corvanyund, where the old king Borgas rests. It is north of Whiterun and east of Lorey's farm. You can go for the crown on your own, but the scriptwriters have saved up a trip with a group of Stormcloaks, among which there will be Ralof, already familiar to us from the opening scenes.

The Imperials have already infiltrated the cairn, so they will have to take it by storm. Several soldiers are on duty outside, the rest are inside. If you're not feeling confident, stick with the rest of the Stormcloaks.

The squad will be led by Galmar Stonefist himself. In front of the corridor, which is dangerous for an ambush, he will offer the hero to find a workaround. This path runs on a higher level. Pay attention to the oil lamps and spilled oil - this is a good way to eliminate one or two legionnaires quickly and safely. The rest of the separatists will come running to the noise and arrange a battle.

After a couple of turns, the group will begin to stumble upon traces of battles between legionnaires and draugrs. But that certainly won't stop the brave Nords. The Imperials, exploring the cairn, did not get further than a secret door, next to which lies a key - an ebony claw. Open the door with the wolf-butterfly-dragon combination. Behind it is a large hall with tombs eloquently standing along the perimeter. Galmar will send us to look for the lever that opens the door at the end of the hall. It is located directly opposite the door on the level above, next to the candle and the chest. Of course, this lever also opens the coffins in which the evil draugrs sit.

But the most interesting scene will be in the crypt. We know that the draugr (King Borgas) sitting on the throne is pretending. But Ralof does not know and carelessly approaches him with the words: "Here is the crown!" What will begin after this - you can easily imagine.

After fighting three classic draugr bosses (a lot of health, use shouts), do not forget to pick up the crown and soak the word of Strength from the wall at the end of the hall - time dilation.

FOR YOUR INFORMATION: if you take the crown not to Ulfric, but to General Tullius, you can defect to the legion. This is your last chance to switch sides in the story.

Message to Whiterun

Jarl Windhelm, brave and stern Ulfric, is unhappy with the latest imperial maneuvers. He decided to finally clarify the position of Whiterun and orders to deliver a message to Jarl Balgruf - the battle ax of Ulfric.

Travel to Whiterun and at Dragonsreach Castle, hand over the ax to its intended purpose. After talking with the advisers, Balgruf will decide to refuse Ulfric, return the ax and finally go over to Tullius's side.

Battle of Whiterun

Catapults strike the stables to deprive Whiterun of strategic mares.

After a short consultation with Galmar, Jarl Ulfric will give the order to storm the rebellious city. He sends us to the camp, which the Stormcloaks are already setting up near Whiterun (while the city itself will disappear from the map, so that there is no temptation to instantly move there).

FOR YOUR INFORMATION: at this point, the "old Whiterun" will become inaccessible to you until the end of the quest.

All storms of cities are generally similar to each other. The city is emptying, shops and houses are closed - sometimes with ordinary locks, and sometimes with “a key is needed”. We, with a small horde of soldiers, led by the leader, storm the walls, break small "barricades" to get to the palace.

Trying to destroy all the defenders is useless - they are reborn, so it is better to be distracted by them as little as possible. If you don't feel confident, stick with your friends. But you can act alone.

Our first task is to break the barricades and, bypassing the drawbridge from the rear, along the wall, lower it. The legionnaires are retreating to the city, and we need to go there too. Breaking barricades and fighting with the city's defenders (or running away from them), get to the Dragon's Reach, where Jarl Balgruf the Elder himself in battle armor will meet us. He is our main goal. As soon as his health is destroyed, the battle will end and we will witness a scene in which Vignar Graymane takes over the position of Jarl.

Return to Ulfric and receive an honorary title as a reward. Jarl Windhelm will hint that now we ourselves can catch the legionnaires where we want, but will send them to a secret camp near Falkreath.

Fort Neigrad - the rescue of comrades

These brave men will beat anyone for me - maybe even two.

Galmar is waiting for us in a secret camp. After a short conversation, he will give the order: to free the captive Stormcloaks who are languishing in Fort Neigrad.

FOR YOUR INFORMATION: at this point, the hero will receive the quest "Liberation of Skyrim", which will hang in the journal until the Stormcloaks take Solitude. All quests described below are "included" in it. Due to the flaw in the interface, you will have to manually set a marker for all these quests each time.

Ralof is in charge of the operation. Find him and report: he will offer to sneak into the dungeon through the secret entrance, which is in the lake behind the castle. It is not difficult to do this - the sight and hearing of the legionnaires guarding Neigrad have been screwed on by the developers so that even those who are not trained to sneak can handle it. In any case, even if we are caught by the sentries and the battle starts on the street, the task will not fail - you just have to storm the fortress "head-on".

To find the secret entrance, go around the fortress along the rocks on the right and dive into the lake. Find a sunken boat. Next to her is a cave. That's where we need it. There, the Stormcloaks languish in the dungeon. They loudly hint to us that the guard has the key. It can be stolen, but easier to remove from the body. Free the soldiers, and they, taking the armor from the chest, will be ready to help us in clearing the courtyard of the fortress.

FOR YOUR INFORMATION: however, most of them will only have fists with their weapons, so you will most likely have to do all the work.

All that remains is to enter the fortress and, in company with Ralof, destroy all the legionnaires. Quest marks above the head of each enemy will save us from the problem of the "last sectoid". Having done the deed and thereby freeing Falkreath from the influence of the legion, return to Ulfric with a report.

Ulfric will again give the hero a sonorous nickname and allow him to purchase a house in Windhelm.

War booty

It is possible and necessary to rob silver caravans! The valuable metal will be useful to us ourselves.

Galmar will meet us again in the Reach camp. He will lay out his plan to us: blackmail. The jarl of the city of Markarth has a manager named Rerik. He secretly worships Talos, which is prohibited by the White Gold Concordat. By presenting evidence to Rerik, we may be able to ensure that he will go towards the Stormcloaks.

FOR YOUR INFORMATION: You will not receive this quest if the Endless Time storyline quest (negotiations in High Hrothgar) is completed.

The required piece of evidence is Talos' amulet from the chest of drawers in Rerik's room. It is closed with a simple lock - the main thing is to make sure that the guards do not wander around. Present the amulet to Rerik, return to his room with him and offer to help the Stormcloaks. Rerik will hand over a caravan with silver and weak guards. If you push extra, he will give the hero a portion of the money personally.

What to do with the caravan? Of course, we will rob! Galmar will send us to the scouts on the road - they are led by Ralof. He will confirm that the caravan is here and it just broke down. The plan: first remove the sentries, and then take a position higher up the slope. Then our task is to call "fire on ourselves" so that the scouts would fire at the guards of the caravan from bows. The plan is strange, and the developers understood it - that's why they left the opportunity to answer: "Uh, no, I'm better myself, and you are sitting here."

If we do agree with Ralof, the operation will begin. The scouts will remove the sentry on the rock on their own, and we will break into the camp. When all the legionnaires have fallen, the load of silver will be in our hands.

ADVICE: the load will literally be in our hands if we break open the chest on the cart.

Report to Ralof and then Galmar. There is no need to return to Windhelm this time - Galmar will issue a new quest on the spot.

Battle of Fort Sangard

In such battles, you can just stand on the sidelines and smoke. Unless it will take more time.

The task is very simple - to fight, exterminating enemies, until the counter of "percent of the fortress defenders" is reduced to zero. Technically, this is not even a full-fledged quest, but an element of Radiant Story - similar tasks are issued on the side of the Imperial Legion.

The defenders of Sangard are very weak - just so that they can be destroyed in batches. Due to the limitations of the game engine, new warriors appear literally "out of thin air", and the bodies of the dead disappear over time. This applies to both sides - our associates are also being reborn.

ADVICE: the battle for the fort is a good way to get a bunch of steel arrows quickly and for free. The main thing is not to forget to grab them until the body dissolves into thin air.

You do not need to go inside the fort, the whole battle takes place in the fresh air. When the "respawn" is over, we will be sent with a report to Ulfric. Now the rebels got the whole Reach, and we got another nickname.

FOR YOUR INFORMATION: if you completed the main plot and gave Markart to the Stormcloaks in the negotiations, you will receive this quest only if you serve the Imperial Legion.

Our next stop is Hjaalmarch.

Disinformation

The legate accepts a report from an unknown person, without a uniform, without a password ... It's his own fault!

In the next camp of the Stormcloaks we will be met by the same Galmar and will offer another cunning plan: to deliver fake orders with disinformation to Morthal. True, first you need to find an imperial messenger and take away his real documents.

Galmar's plan is rather confusing, but in fact it is simple: we go to the tavern of Rorikstead or Dragon Bridge, we ask the bartender, where he last saw the messenger - and you're done! The messenger himself and the arrow for the compass appear in the vicinity. You just need to carefully and without witnesses knock the runner, take the papers to Galmar, and then to the legate in Morthal. It is done!

Battle of Fort Snowhawk

From a distance you can see how some lost witch chase the legionnaires of Fort Snowhawk with a towel.

After you report to Galmar, he will send us to Fort Snowhawk for another Radiant battle with the defenders of the fort. It is no different from the battle for Sangard - the same sickly reborn Imperials, the same percentage counter.

General Tullius was killed by Ulfric's ax. Skyrim now belongs to the Stormcloaks!

Filled with grim determination, Galmar sends us to Ulfric, who, with ten of the best sons of Skyrim, prepares to take Solitude by storm.

On the approaches to the city, you will see traces of a battle, and at the walls - Ulfric himself and his meager company.

As in the battle for Whiterun, you do not need to destroy enemy soldiers, but to break through the barricades to Castle Gloom, where the headquarters of the Imperial Legion is located. If you feel that you can't do it alone, be close to your own. If not, rush there and witness the conversation between Ulfric and Galmar with the legate Rikke. There will be a battle - you don't have to interfere in it at all.

When the legate Rikke falls and the health of General Tullius is not at all the same, Ulfric will offer us, as dovahkin, to solemnly finish off the legate. The choice no longer affects anything. All we have to do is follow Ulfric to the fortress courtyard, listen to the speech in front of the soldiers and go home.

The Stormcloaks have won!

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