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Family ties in Skyrim. "Kinship": "Skyrim"

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

The same quest is optional, it is quite difficult to take it. But upon completion, the player will gain several useful skills. The locations of the task are quite colorful and unusual, which adds a special atmosphere.

General information

The player needs to arrive on the island of Solstheim in order to receive the "Kinship Ties" quest. "Skyrim" is inhabited by the Nords, but in this part there lives a people who call themselves the Skaals. Once upon a time they were Nords, but during the years of isolation, the settlers created their own culture and their own 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 combat, it's best to use Shout to knock down opponents, as they deal quite significant damage with fire. After that, Dovakin will find a note and receive a new quest. The only way to Solstheim is the ship "Northern Maiden". He stands on the pier near Windhelm.

There is a Skaal village on the island. It is necessary to find a character named Wulf in it, and he gives the quest "Family Relations". "Skyrim" is full of various "bugs" and errors. Therefore, if Wulf dies, you will not receive the quest.

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

Quest "Kinship ties": walkthrough

Before going on a quest, the player should prepare. In remote parts of the island, conditions are quite harsh. A lost traveler will face many dangers. There are many ghosts and trolls in these snows. Both of them have a large supply of lives and good regeneration. Defeating a troll with a weapon is extremely difficult, because in one hit with a paw it can take away half of the player's health from the player. In the 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

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

His location may change depending on the level of Dovahkiin at which he received the "Family Relations" task. Skyrim determines the location randomly, so the player will have to walk around to find Thorkild. As it turns out after the meeting, he went crazy 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 a battle. The best tactic is to kill Thorkild during his transformation. If the player did not have time to do this, then he himself can turn into a werewolf 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 several important combat skills.

Remember that the task "Family Relations" is available only if you have Skyrim mods installed.

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

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

From the beginning 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 is a letter on the body. Take the letter to Wulf.

Tell the hunter what happened. In gratitude, he will share with you the wisdom of the Skaal - you will receive one point each for several military skills (Shooting, Blocking, Heavy Armor and One-Handed Weapons), unless, of course, their value has reached a hundred.

If Thorkild does not come across to you in any way, he may already be dead. Try walking along the coast. In my case, the encounter took place northwest of the Ice Cave, character ID: RefID 04001c79

Family ties

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

♦ north of Raven Rock

♦ East of Siring Outpost

♦ south of Bujold's Retreat

on the shore

♦ south of the Water Stone,

♦ northwest of Ice Cave

♦ West of the Stuffy Mine

♦ West of Shattered Tusk Mine

Upon meeting you, he will turn into a werebear and attack you. You will have no choice but to kill him. Take the letter written to Wulf from him.

Return to the village, tell about what happened and give Wulf the letter. He will share with you the wisdom of the Skaal, 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 person, and Deor will tell you that the blacksmith Baldor the Iron Smith disappeared in the middle of the night. Der has speculation that the blacksmith's disappearance has something to do with his knowledge of 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 in an abandoned inn, which is located southwest of the Skaal village and north of Raven Rock. In front of the entrance are Thalmor soldiers who will immediately attack you. Take from them the key to the inn and a note that 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. Release him from his bonds, and he will tell you that Ankarion, who has a map with stalhrim deposits, is leading the Thalmorian soldiers.

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

View the map taken from the Thalmorians, as a result, a marker of the stalhrim deposit 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

The traveler Tarstan lives in the Skaal settlement and needs your help in exploring Valok's Tomb. Go to the tomb, Tarstanom will be waiting for you there. Talk to the scientist and enter the tomb with Tarstan. A rune with the inscription: "The victim will lead you to what you are looking for" immediately catches your eye. In front of you on the floor is a fiery pit with a 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 pedestal with the sign. And as a result of this, lamps will be lit on the sides.

If you go left, after going up the stairs and 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 it. Tarstan will read what is written on the tablet: "All must die, often a natural death." On each side of the large pillar is a murder weapon that lies nearby. On smaller columns there are also images of weapons. From the appropriate place you need to shoot at a large column. If you do everything right, the door to the next room will open. After the fight with the draugr, take the half of the amethyst claw and read the Word of Power. Here you can also find a half on the body of a draugr. Tarstan will read that the exit is in one of the sarcophagi. Return to the central hall.

In the central hall, climb the right stairs and go into the passage. Entering the room, Tarstan will read the sign: "Continue the path without stepping on the same place twice." There are nine plates in this room, go so that you step on the plate only once. In the next room is a wall of Words of Power and a draugr, from which 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 is a cage, which can be opened by activating the two keyholes with the halves of the amethyst claw. Come into the cell. Tarstan will read the following sign: "Go ahead, stopping threatens 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 are on the opposite side, the glittering bridge will freeze and Tarstan will be able to walk across it. Repeat exactly the same three times, each time moving faster and faster.

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

Conversations in the Skaal Village

Morwen, who lives 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 things, which she asks to take to Runil, the keeper of the Hall of the Dead in Falkreath.

Travel to the Hall of the Dead in Falkreath and speak with Runil, who remembers Morwen's parents well. He will be glad to place the necklace on the grave of Morwen's mother, Bera. Return to Saltsheim and report this to Morwen. As a token of gratitude, she will give you a Nordic carved helmet.

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

General information

The player needs to arrive on the island of Solstheim in order to receive the "Kinship Ties" quest. "Skyrim" is inhabited by the Nords, but in this part there lives a people who call themselves the Skaals. Once upon a time they were Nords, but during the years of isolation, the settlers created their own culture and their own 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 combat, it's best to use Shout to knock down opponents, as they deal quite significant damage with fire. After that, Dovakin will find a note and receive a new quest. The only way to Solstheim is the ship "Northern Maiden". He stands on the pier near Windhelm.

There is a Skaal village on the island. It is necessary to find a character named Wulf in it, and he gives the quest "Family Relations". "Skyrim" is full of various "bugs" and errors. Therefore, if Wulf dies, you will not receive the quest.

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

Quest "Kinship ties": walkthrough

Before going on a quest, the player should prepare. In remote parts of the island, conditions are quite harsh. A lost traveler will face many dangers. There are many ghosts and trolls in these snows. Both of them have a large supply of lives and good regeneration. Defeating a troll with a weapon is extremely difficult, because in one hit with a paw it can take away half of the player's health from the player. In the 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

Wulf's brother - Thorkild - is located not far from the mines.
His location may change depending on the level of Dovahkiin at which he received the "Family Relations" task. Skyrim determines the location randomly, so the player will have to walk around to find Thorkild. As it turns out after the meeting, he went crazy 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 a battle. The best tactic is to kill Thorkild during his transformation. If the player did not have time to do this, then he himself can turn into a werewolf 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 several important combat skills.

Remember that the task "Family Relations" is available only if you have Skyrim mods installed.

Family ties

White Reef Greybelly

We will not be deafer than you! Haab-haaab... Without your help, the local language was learned, although habu-habu is from another world. The sorcerer, who used to live in a high white cave, accidentally took some of the people to this world when he wandered through ours. Habu-habu have been living here for a long time, but you didn’t know.

*Habu snorts loudly.*
Outlander, let's confer! You often come to this place, and I watch the tohba, I don’t think tehba can be trusted.
Confer? Is there something you want to talk about? Come on, I'll listen to you with great pleasure and interest.

*Habu narrowed one pair of eyes.*
With a hunter? Not bad with a hunter. You cannot lead a hunter to a habu-haba. In my people there are bellies who can compete with the tokhba in strength! Well, let's have a meeting.
*Habu leans out of the water and defiantly slaps his big belly.*
You see, what a noble belly? My people are proud of their bellies, big bellies! An outlander, like a techby, was talking to a friend about some kind of Sharobelly. I heard. Does he live in Faeo? Habu-habu think that this is one of ours. Our relative.
I'm afraid to disappoint you, but Puffball is not related to you at all. This is r...

*snorting angrily, habu doesn't let you finish.*
Mehnya is called Greybelly! Such a title is not deserved by every hub! Outlander, you are not stupid! Understand that fur has a belly and Sharobelly has a belly! This is no coincidence! I need to consult with him. Can you bring him here?
*A sly smirk appears on the face of the habu.*
Habu will give the tehbe something good, the foreigner will be pleased.
Ball-bellied is just a fish, he can't even talk! Apparently, until you see it with your own eyes, you won't believe me.? Hmm... I hope the fisherman has the right vessel to get the fish across the mainland safe and sound.

*Habu slides down into the salt lake.*
Habu-habu needs to make sure sahmomu! Outlander, bring Mkhna Sharobryukh to confer.
Your goal: Go to the fisherman Nathan and ask him for the Crimson Balloon.
Reward: 15000 experience, 4 4 Starfish 1 pc., Outlandish fruits 10 pcs..

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

Ridge Cayar Rybak Nathan

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

And then how, I heard about Sharobryukha! That's just to catch this cunning fish, special skill is needed. Maybe you have tried it yourself?
*The fisherman shakes out the last fish from the net and suddenly freezes.*
Wait, so I can catch a Crimson Balloon. A rare fish, besides me and another fisherman from the enemy mainland, no one else has been able to lure it in the net, because you need to know the secret. Is it coming? Only then you bring the bait. 5 meat bugs needed. Gluttonous fish! Only when it is full, it can please the net.
Hands down, fisherman. I'll bring the bait, and you'll catch a Crimson Balloon for me. But how to deliver it to the Misty Islands?

*The fisherman scratches his head in thought.*
So it's ... I have a large glass vat. Let's pour some water there - and calmly carry the fish to the right place.
*Fisherman takes a bucket of fish and is about to leave.*
Just bring the bait, warrior, and 10 Scolopendra eyes. Eh... Didn't tell you about the eyes right away? This is in payment for the vat. The wife will miss, she will start cursing ... And I will say that I exchanged him for a good bait! These fish are also well caught on the eyes, the wife heard about it.
Your goal: While killing the Scolopendra, get 10 Scolopendra Eyes. Bring them to Fisherman Nathan along with 5 Meat Bugs.

Ridge Cayar Rybak Nathan

Look! There he is, the Crimson Balloon! Puffed up like a bubble, and look, it will burst! Haha! Do not be afraid, warrior, it is he who sticks out his belly from importance, or maybe from fear, who will understand this fish. Take it, I'll go taste the ears.
Your goal: Take the Crimson Balloon to Greybelly.