Elder Scrolls
Elder Scrolls
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*OBJECTIVE: Escape Helgen
 
*OBJECTIVE: Escape Helgen
   
  +
<br>
 
===Battle Through the Keep (Helgen Keep)===
 
===Battle Through the Keep (Helgen Keep)===
 
The only main difference at the beginning of the game between following Ralof and following Hadvar is that if Hadvar is followed, the Dragonborn gets light armor, but if Ralof is followed, the Dragonborn gets heavy armor (which is separately obtainable later).
 
The only main difference at the beginning of the game between following Ralof and following Hadvar is that if Hadvar is followed, the Dragonborn gets light armor, but if Ralof is followed, the Dragonborn gets heavy armor (which is separately obtainable later).
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*[[Imperial Light Armor]] *[[Imperial Light Boots]]
 
*[[Imperial Light Armor]] *[[Imperial Light Boots]]
 
*[[Iron Sword]] *Helgen Keep Key
 
*[[Iron Sword]] *Helgen Keep Key
  +
*OBJECTIVE: Find some equipment
   
 
After searching the room (there's a weapon on the weapon wrack by the wall and more items in one of the other chests), Hadvar opens the wooden grating, allowing you to continue down a corridor to a second pull chain and grating. Equip your new weapons and armor, and then slaughter the Stormcloak Soldiers in the room beyond. When they are both dead, you can ransack their bodies for items and different equipment. Unlock the gate to the west and proceed.
 
After searching the room (there's a weapon on the weapon wrack by the wall and more items in one of the other chests), Hadvar opens the wooden grating, allowing you to continue down a corridor to a second pull chain and grating. Equip your new weapons and armor, and then slaughter the Stormcloak Soldiers in the room beyond. When they are both dead, you can ransack their bodies for items and different equipment. Unlock the gate to the west and proceed.
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Follow Ralof into Helgen's Keep, where he encounters the remains of his comrade, [[Gunjar]]. After wishing him a quik journey to [[Sovngarde]], he cuts your bonds and instructs you to take Gunjar's gear.
 
Follow Ralof into Helgen's Keep, where he encounters the remains of his comrade, [[Gunjar]]. After wishing him a quik journey to [[Sovngarde]], he cuts your bonds and instructs you to take Gunjar's gear.
 
*[[Iron War Axe]]    *[[Stormcloak Cuirass]]   *[[Fur Boots]]
 
*[[Iron War Axe]]    *[[Stormcloak Cuirass]]   *[[Fur Boots]]
  +
*OBJECTIVE: Loot Gunjar's body
   
 
After inspecting both exits (which are locked), Ralof notices some incoming Imperials and crouches down ready to ambush them. Equip your new weapon and armor, and then slaughterthe Imperial Captian and Soldier. When they are both dead, you can ransack their corpses for items and different equipment. You'll find the Helgen Keep Key on the Captain's body. Unlock the gate to the west and proceede.
 
After inspecting both exits (which are locked), Ralof notices some incoming Imperials and crouches down ready to ambush them. Equip your new weapon and armor, and then slaughterthe Imperial Captian and Soldier. When they are both dead, you can ransack their corpses for items and different equipment. You'll find the Helgen Keep Key on the Captain's body. Unlock the gate to the west and proceede.
 
*Helgen Keep Key
 
*Helgen Keep Key
  +
<br>
 
 
====Merged Path: Helgen Escape====
 
====Merged Path: Helgen Escape====
 
Follow your ally through the gate and down the steps. The dragon causes the roof to collapse, forcing you left into a storage room. Two enemies (of the opposing factor) are in this chamber. Bring them both down, helping your ally as much or as little as you wish. He recommends you look round the room for potions; you'll need them!
 
Follow your ally through the gate and down the steps. The dragon causes the roof to collapse, forcing you left into a storage room. Two enemies (of the opposing factor) are in this chamber. Bring them both down, helping your ally as much or as little as you wish. He recommends you look round the room for potions; you'll need them!
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*If you have a fire-based spell (because of your race), you can set fire to the pool of oil on the opposite side, burning foes.
 
*If you have a fire-based spell (because of your race), you can set fire to the pool of oil on the opposite side, burning foes.
 
*Or you can use [[Sparks]] and weaken the enemies with electrical damage from a distance.
 
*Or you can use [[Sparks]] and weaken the enemies with electrical damage from a distance.
<br>
+
<br />
 
Follow your ally out of the lower dungeons to a bridge that he lowers using the lever (or you can this if you're impatient). After crossing the bridge, a giant slab of stone crushes the structure, stopping you from backtracking. However, you can drop through the wreckage and follow the path down the rushing subterranean stream. Follow the flow of water past a skeleton (take it's coin purse) and down the cobweb-filled cave. It is here that you're set upon by around six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish them; this is the best way to battle them. Leave your ally to attack his own arachnids, or team up and make quick work of them.
 
Follow your ally out of the lower dungeons to a bridge that he lowers using the lever (or you can this if you're impatient). After crossing the bridge, a giant slab of stone crushes the structure, stopping you from backtracking. However, you can drop through the wreckage and follow the path down the rushing subterranean stream. Follow the flow of water past a skeleton (take it's coin purse) and down the cobweb-filled cave. It is here that you're set upon by around six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish them; this is the best way to battle them. Leave your ally to attack his own arachnids, or team up and make quick work of them.
<br>
+
<br />
 
After crossing a small natural bridge, your ally crouches and indicates the presence of a bear just ahead. He suggests two ways of to get past her: sneaking so as not to disturb her, or hitting her with an arrow from the bow he gives you. The choice is yours. You can:
 
After crossing a small natural bridge, your ally crouches and indicates the presence of a bear just ahead. He suggests two ways of to get past her: sneaking so as not to disturb her, or hitting her with an arrow from the bow he gives you. The choice is yours. You can:
 
*Crouch (which means you're sneaking) and quietly head left (southeast) down the cave into a tunnel, avoiding the bear completely.
 
*Crouch (which means you're sneaking) and quietly head left (southeast) down the cave into a tunnel, avoiding the bear completely.
 
*Equip the bow (you may wish to have already set up a melee weapon or weapon and spell in your Favorites to quickly swap), fire up to three shots before she reaches you, and then finish her off with your ally's help.
 
*Equip the bow (you may wish to have already set up a melee weapon or weapon and spell in your Favorites to quickly swap), fire up to three shots before she reaches you, and then finish her off with your ally's help.
 
*use the weapons or spells you prefer to take down the bear. You may want to invoke your racial power in this fight, if it helps. Wood Elves, in particular, can use Command Animal to simply turn the bear into an ally and walk right by.
 
*use the weapons or spells you prefer to take down the bear. You may want to invoke your racial power in this fight, if it helps. Wood Elves, in particular, can use Command Animal to simply turn the bear into an ally and walk right by.
*Or simply sprint past the bear and down the tunnel as quickly as possible.
+
*Or simply sprint past the bear and down the tunnel as quickly as possible.
 
*[[Long Bow]] *[[Iron Arrow]] (12)
 
*[[Long Bow]] *[[Iron Arrow]] (12)
<br>
+
<br />
 
====Quest Conclusion====
 
====Quest Conclusion====
 
After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the far end. This is the way out! Main Quest: Before the Storm begins immediately.
 
After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the far end. This is the way out! Main Quest: Before the Storm begins immediately.
  +
<br>
 
 
====Advantages and Disadvantages====
 
====Advantages and Disadvantages====
 
Following Ralof grants slightly better [[Heavy Armor (Skyrim)|heavy armor]] because one of the guards who must be killed is an Imperial Captain, which means that [[Imperial Armor]] can be picked up. This gives very helpful protection in the early part of the game. After continuing to Riverwood, Gerdur will give the Dragonborn her house key.
 
Following Ralof grants slightly better [[Heavy Armor (Skyrim)|heavy armor]] because one of the guards who must be killed is an Imperial Captain, which means that [[Imperial Armor]] can be picked up. This gives very helpful protection in the early part of the game. After continuing to Riverwood, Gerdur will give the Dragonborn her house key.

Revision as of 22:28, 10 April 2014

It serves as the tutorial mission where the player learns the basics about the game.

I've been captured by the Empire and been sentenced to death alongside Stormcloak rebels. We were being taken to Helgen, but before I could be executed Alduin appeared and attacked the town. I need to find a way out of the town.

Background

Character creation

Main article: Character Creation (Skyrim)

Character creation is very similar to how it was in Oblivion. The design of the Dragonborn is much more detailed than Oblivion and features many options to choose from. The Dragonborn's race, weight, gender, and more can be determined. The choices made will sometimes affect how the people of Skyrim and beyond react to the Dragonborn.

Hadvar's comment when he calls the Dragonborn will change based on the race chosen:

Race Hadvar's comment
Altmer "You're not with the Thalmor Embassy, are you, high elf? No, that can't be right..."
Argonian "Are you a relative of one of the Riften dock workers, Argonian?"
Bosmer "Not many wood elves would choose to come alone to Skyrim."
Breton "You from Daggerfall, Breton? Fleeing from some court intrigue?"
Dunmer "Another refugee? Gods really have abandoned your people, dark elf."
Imperial "You're a long way from the Imperial City. What're you doing in Skyrim?"
Khajiit "You with one of the trade caravans, Khajiit? Your kind always seems to find trouble."
Nord "You picked a bad time to come home to Skyrim, kinsman."
Orsimer "You from one of the strongholds, Orc? How did you end up here?"
Redguard "What're you doing here, Redguard? You a sellsword? A sailor from Stros M'Kai?"

Walkthrough

Tullius: "Ulfric Stormcloak. Some here in Helgen call you a hero. But a hero doesn't use a power like The Voice to murder his king and usurp his throne."
Ulfric: "<muffled grunts>"
Tullius: "You started this war, plunged Skyrim into chaos, and now the Empire is going to put you down, and restore the peace."

Bound for the Block

The clotting of hooves against cobblestone and the sway of the prison cart wakes you. Ralof, a Stormcloak rebel, wastes n time in talking to you. You're joined on this condemned wagon by a horse rustler named Lokir who hails from a town called Rorikstead and a large, imposing man who is bound and gagged. After Lokir addresses the man without proper respect, Ralof tells him to watch his tongue: he's speaking to Ulfric Stormcloak, the true High King of Skyrim and leader of the Stormcloak Rebellion against the Empire! The convoy continues toward the gates of Helgen, a fortified hamlet in Faulkreath Hold. You pass by General Tullius, leader of the Imperial forces in Skyrim, and his Thalmor advisors. Ralof looks around the settlement, remembering his youthful indiscretions. You pass a boy named Haming, who wants to watch the soldiers patrolling in his town. His father quickly herds him back indoors. The wagon stops. This is the end of the line. The prisoners disembark, and their names are recorded. Lokir attempts to flee but is cut down by Imperial archers. An Imperial Soldier named Hadvar beckons you forward and asks for your name.

Hadvar turns to his superior and asks her what to do with you, as you're not on the list of captured rebels. The Imperial Captian tells Hadvar to ignore the lis; you're going to the block. You step forward, where General Tullius has a rather one-sided discussion with Ulfric Stormcloak, interrupted by a strange guttural sound in the distance. A Pristess of Arkay attempts to bless the rebels before they are put to death, mentioning the "Eight Divines" (Thalmor law prohibits the worship of of the Nordic god, Talos, Tiber Septim; this infuriates the Stormcloaks). After the headsman swings his axe, the first rebel is beheaded, and you're summoned to the block just as another bellow echoes through the mountains. Resting your head on the block, the headsman raises his axe...and a gigantic black creature arcs through the skies, landing heavily on Helgen's central tower and unleashing a Thu'um (or Shout) that scatters everyone, both rebel and Imperial alike!

  • OBJECTIVE: Make your way to the Keep


The World-Eater Returns ( Dragon attack)

Amid the chaos, Ralof yells for you to follow him. Oblige him (as you're still bound, and dashing about in a panic doesn't further your cause). Follow Ralof as he reconvenes with Ulfric Stormcloak inside the Keep and beckons to you to follow him up the steps. As you reach the Keep's second landing, a section of he exterior wall comes crashing down, and the black dragon Alduin roasts the area with fire before flying out of view. Ralof tells you to leap across to the ruins of the town's inn. Jump across, landing in the upstairs area, then head down to ground level.

  • OBJECTIVE: Enter the Keep with Hadar or Ralof
  • OBJECTIVE: Escape Helgen


Battle Through the Keep (Helgen Keep)

The only main difference at the beginning of the game between following Ralof and following Hadvar is that if Hadvar is followed, the Dragonborn gets light armor, but if Ralof is followed, the Dragonborn gets heavy armor (which is separately obtainable later).

Path A: Helping Hadvar

Follow Hadvar into Helgen's Keep, where he removes your bindings and recomends you search the barracks for any weapons and items you can find. Step over to the Warden's Chest, which has what you need.

*Imperial Light Armor   *Imperial Light Boots
*Iron Sword             *Helgen Keep Key
  • OBJECTIVE: Find some equipment

After searching the room (there's a weapon on the weapon wrack by the wall and more items in one of the other chests), Hadvar opens the wooden grating, allowing you to continue down a corridor to a second pull chain and grating. Equip your new weapons and armor, and then slaughter the Stormcloak Soldiers in the room beyond. When they are both dead, you can ransack their bodies for items and different equipment. Unlock the gate to the west and proceed.


Path B: Rendezvous with Ralof

Follow Ralof into Helgen's Keep, where he encounters the remains of his comrade, Gunjar. After wishing him a quik journey to Sovngarde, he cuts your bonds and instructs you to take Gunjar's gear.

*Iron War Axe    *Stormcloak Cuirass   *Fur Boots
  • OBJECTIVE: Loot Gunjar's body

After inspecting both exits (which are locked), Ralof notices some incoming Imperials and crouches down ready to ambush them. Equip your new weapon and armor, and then slaughterthe Imperial Captian and Soldier. When they are both dead, you can ransack their corpses for items and different equipment. You'll find the Helgen Keep Key on the Captain's body. Unlock the gate to the west and proceede.

*Helgen Keep Key


Merged Path: Helgen Escape

Follow your ally through the gate and down the steps. The dragon causes the roof to collapse, forcing you left into a storage room. Two enemies (of the opposing factor) are in this chamber. Bring them both down, helping your ally as much or as little as you wish. He recommends you look round the room for potions; you'll need them!

  • OBJECTIVE: (Optional) Search the barrel for potions.

You can search for whatever you wish. However, simply look in the barrel indicated, collect the potions, and meet up again with your ally.

*Potions


Head back out in the main corridor (on the other side of the roof collapse), and follow your friend down into the torture chamber. The Torturer and his assistant (both Imperials) are fighting Stormcloaks in here. After the commotion is over, grab the items from the knapsack on the table, read or take The Book of the Dragonborn and steal a dagger and any other weapons from the chamber. Your ally notices that one of the torturer's cages houses the corpse of a mage and suggests you pry open the lock. You're given lockpicks for this purpose and increases the Lockpicking Skill. Open the lock (Novice), and take the mage's clothing and your first Spell Tome. Then head out of the chamber.

*The Book of the Dragonborn    *Novice Hood
*Lockpick (12)                 *Novice Robes
*Loose Gear                    *Spell Tome:Sparks


Wind your way past the prison cells and down the steps and be ready to combat enemies in the two-leveled lower dungeon. You can leave your ally to soak up most of the damage or wade in yourself. There are some particular methods of tackling the foes here:

  • The terrain is narrow, meaning movement is restricted. So watch your step, as well as the foes armed with bows.
  • Quickly take down a foe and grab a bow and some arrows. Use those on the enemy, ideally from range and the upper level.
  • If you have a fire-based spell (because of your race), you can set fire to the pool of oil on the opposite side, burning foes.
  • Or you can use Sparks and weaken the enemies with electrical damage from a distance.


Follow your ally out of the lower dungeons to a bridge that he lowers using the lever (or you can this if you're impatient). After crossing the bridge, a giant slab of stone crushes the structure, stopping you from backtracking. However, you can drop through the wreckage and follow the path down the rushing subterranean stream. Follow the flow of water past a skeleton (take it's coin purse) and down the cobweb-filled cave. It is here that you're set upon by around six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish them; this is the best way to battle them. Leave your ally to attack his own arachnids, or team up and make quick work of them.
After crossing a small natural bridge, your ally crouches and indicates the presence of a bear just ahead. He suggests two ways of to get past her: sneaking so as not to disturb her, or hitting her with an arrow from the bow he gives you. The choice is yours. You can:

  • Crouch (which means you're sneaking) and quietly head left (southeast) down the cave into a tunnel, avoiding the bear completely.
  • Equip the bow (you may wish to have already set up a melee weapon or weapon and spell in your Favorites to quickly swap), fire up to three shots before she reaches you, and then finish her off with your ally's help.
  • use the weapons or spells you prefer to take down the bear. You may want to invoke your racial power in this fight, if it helps. Wood Elves, in particular, can use Command Animal to simply turn the bear into an ally and walk right by.
  • Or simply sprint past the bear and down the tunnel as quickly as possible.
*Long Bow    *Iron Arrow (12)


Quest Conclusion

After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the far end. This is the way out! Main Quest: Before the Storm begins immediately.

Advantages and Disadvantages

Following Ralof grants slightly better heavy armor because one of the guards who must be killed is an Imperial Captain, which means that Imperial Armor can be picked up. This gives very helpful protection in the early part of the game. After continuing to Riverwood, Gerdur will give the Dragonborn her house key.

If the Dragonborn sides with Hadvar, the pile of iron and steel ingots which spawn next to the workbench outside Alvor and Sigrid's house can be taken freely. This gives the Dragonborn a better weapon from the start if they have Steel Smithing. The armor and weapons next to the grindstone and in the basement of his house can also be taken.

Journal

Journal Entry

I have been captured by the Empire and sentenced to death alongside the Stormcloak rebels. We were taken to Helgen, but before I could be executed a dragon appeared and attacked the town. I need to find some way to escape.

  • Objective: Make your way to the Keep

I have been captured by the Empire and sentenced to death alongside the Stormcloak rebels. We were taken to Helgen, but before I could be executed a dragon appeared and attacked the town. I need to find some way to escape.

  • Objective: Enter the Keep with Hadvar or Ralof
  • Objective: Escape Helgen

Hadvar:

  • Objective: Find some equipment

Ralof:

  • Objective: Loot Gunjar's body
  • Objective: (Optional) Search the barrel for potions
  • Objective: (Optional) Attempt to pick the lock to the cage

I have escaped both my execution and a dragon attack at Helgen. I now have my freedom to do as I see fit in Skyrim.

  • Quest complete

Trivia

  • This level is the only time the Dragonborn can customize their name and race in Skyrim for free, save for the use of console commands on a PC. However, with the addition of The Elder Scrolls V: Dawnguard, the Dragonborn may pay Galathil in The Ragged Flagon to change their face, though not their race.
  • Alduin roars before the executions and is heard when General Tullius and the Imperial Captain unknowingly mention the events that would lead to Alduin's return and demise.
    • "You started this war! Plunged Skyrim into chaos! And now the Empire is going to put you down, and restore the peace!" (Alduin roars) - It is foretold in the Elder Scrolls that when the Civil War breaks out, Alduin will return.
    • "Next, the [Dragonborn's selected race]!" (Alduin roars) - The Dragonborn's character is the Dovahkiin, who will defeat Alduin and save Tamriel, foretold in the Elder Scrolls.
  • When the Dragonborn is forced to decide whether to follow Hadvar or Ralof, if they wait too long, Alduin will land in the courtyard or the tower at Ralof's location and attack with either his Thu'um or his bite.
  • Hadvar is seen behind the Dragonborn's cart on the way to Helgen.
  • During Hadvar and Ralof's "quarrel", Alduin grabs an Imperial with his talons and throws him into the air.
    • If the Dragonborn uses the Voice of the Emperor on an Imperial soldier, talking to them will reveal that this Imperial's name was Caius.
  • If the Dragonborn stands around in Helgen, Alduin will speak in Draconic (the tongue of the Dovah). Such lines include:
    • "Daar Lein los dii!" - "This World is mine!"
    • '"Fen du hin sille ko Sovngarde!" - "I will devour your souls in Sovngarde!" (This line also points to an event following the fight on the Throat of the World.)
    • "Zu'u Alduin, zok sahrot do naan ko Lein!" - "I am Alduin, most mighty of any in the World!"
  • When the Dragonborn is following Hadvar through the burning buildings, shortly after Alduin has landed upon the wall and spewed fire at an Imperial soldier, a group of Imperials must be passed. If the Dragonborn stays for a few seconds, General Tullius will shout "Run, you idiot!" If the Dragonborn continues to wait around, Tullius will also say lines such as "I thought I told you to run for it! Go!" or "What, do you want to be this thing's next meal? Into the Keep already!"
  • Throughout the entire sequence, up to the point when the Dragonborn makes it to the keep and is cut free, the Dragonborn is bound. Without the use of hands, the Dragonborn is unable to defend him/herself and unable to perform almost all actions. However, sneaking is possible. Sneaking around the buildings with Alduin soaring above can easily raise the Sneak skill.
  • In Helgen Keep, shortly after being Unbound by Hadvar, he will offer the Stormcloaks mercy. They refuse to take it.
  • If suggestions for names are needed during character creation, one option is to go to: Name Generator. It is a name generator made for Oblivion, but the races are generally the same as in Oblivion.
  • If the Dragonborn follows Hadvar, there will be more Stormcloak soldiers in the keep and the town than there even was at the start. When Alduin appears, at least three dead Stormcloak soldiers can be seen. Once in the tower with Ulfric, there are two wounded with a medic, and another upstairs. This is already more than there were in the two carts (the Dragonborn's cart had the thief Lokir, Ralof, and Ulfric, and the other had four Stormcloaks) not to mention around ten more in the keep.
  • After encountering the frostbite spiders with Hadvar, he will say "What next...giant snakes?". This may be a reference to Harry Potter and the Chamber of Secrets, in which Harry and Ron encounter giant spiders and later on a giant snake.
  • If the Dragonborn runs fast enough past Hadvar, Vilod will not get attacked by Alduin.
  • If the Dragonborn chooses to follow Ralof into the Keep, then after killing the Imperial captain in order to get the key, Ralof will get the key and open the door if the Dragonborn does not act quickly enough to take the key.
  • When the Dragonborn jumps out of the building to see Hadvar, and Alduin scorches Torolf, Torolf will be seen dead even before Alduin scorches him.

Bugs

This section contains bugs related to Unbound. Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template  360  /  XB1  ,  PS3  /  PS4  ,  PC  /  MAC  ,  NX  /  PS5  ,  XS  , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person anecdotes: such discussions belong on the appropriate forum board.

Achievements

Unbound
Complete "Unbound"
Points 10 Gamer points
Trophy
Bronze trophy


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