The quest "At the Top of Apocrypha" refers to the main storyline of Dragonborn, an add-on for TheElderScrollsV: Skyrim. This task is the latest in the storyline, so the passage of "Skyrim" "At the top of the Apocrypha" can cause a lot of difficulties. This guide is intended to help players.

Start

So, "At the top of the Apocrypha", "Skyrim". Chapter I walkthrough starts with what your character needs to learn the last word Forces of Shout - "Submission of Will". To do this, read the book Waking Dreams. This will move the hero to Apocrypha - a giant dimension in the form of a library where all the knowledge of the universe is stored. There you will navigate through the chapters of the book by searching and reading them.

The first chapter is the shortest. First, you will find yourself near the tower, in the very place where you first met Miraak. Do not be lazy to wander around: you will find a table with a stone of souls. And a little further behind him there will be a staircase that will lead to the second chapter. Read it.

Bridges and stairs

We move on along the quest "At the top of the Apocrypha" ("Skyrim"). Passage of chapter II. Further up the stairs will be the next parapet, where you have to meet with an unfriendly seeker. He will block your way, and naturally you must eliminate him. After that, continue moving along the bridge located nearby. You will come to another ladder, which you also need to climb. Upstairs you will meet with another seeker, be careful. The book "Infinite Limbs" is also located there. If you touch it, the door leading to the third chapter will open.

"Bite Claws"

We continue the passage of "Skyrim" ("At the top of the Apocrypha"). In the third chapter, you will find yourself in a corridor. Find the door and unlock it, then go forward to the wall. Turn right towards the stairs. After climbing the stairs, you will get to the platform, where two seekers will be waiting for you. Here you can also find a book with the cute title "Bite Claws". Now look for the door leading to the "sprout". Activate this same "sprout", and a passage to the corridor will open. Go to the end of the corridor and turn right. You will enter the hall, where there will be another "sprout", which should also be activated. There will also be a book "Tracking Spheres" nearby, taking which you will open the door to the fourth chapter.

Magic corridors

Continuing the passage of "Skyrim" ("At the top of the Apocrypha", chapter IV), you need to kill the seekers and go down from the balcony. There will be a room below, and in it there are two passages to the corridors. Get to the end of each one. In the corridors, you will be attacked by seekers, and the walls will shrink, making the task extremely difficult. Then the third corridor will open in the room, in which you will find the book "Gnawing Blades".

Take the book and return to the room with opening passages. There will open the way to a new corridor. The corridor will lead you to a room literally littered with books. There will also be a "sprout". Activate it and go back again. The corridor has shifted, so you will not find yourself in a familiar room with passages, but in a small hall with a pool. You won't be able to swim in the pool: a lurker will come out of it. Deal with him and activate the process, which is located to the left of the locked gate. Directly opposite the gate, at the other end of the hall, activate the second process. The gate will open and you will be able to proceed to the fifth chapter.

pedestals

In "Skyrim 5" ("At the Top of Apocrypha"), the passage of chapter V continues in the corridor that leads to a large room. There are many seekers in the room, from which you need to clear the room. Next, approach the four book stands located around the huge column in the center of the room. Arrange the books found earlier:

  • "Gnawing blades" put on a pedestal with a symbol of fangs.
  • "Endless limbs" on a pedestal with tentacles.
  • "Tracking spheres" on a pedestal with an eye.
  • "Dipping pincers", respectively, on a pedestal with pincers.

The sixth chapter of the book will appear on the central pedestal.

Dragon ride and final showdown

And so the passage of the game "Skyrim" ("At the top of the Apocrypha") ends

In chapter VI there will be no corridors that have managed to fill the teeth on edge. Moreover, you will have a chance to fly on a dragon.

After leaving the room with pedestals, you will find yourself on a platform surrounded by water. There, a dragon will attack you, which can be pacified with the help of the "Submission of Will" cry. Then the dragon himself will offer to take you to Mirok.

Finding the tower of Mirok is not difficult: the dragons circling around it serve as a guide. Mirok will tell you his sinister plan. He has been waiting for you for a long time so that you free him from Hermaeus Mora. The conversation will not end - Mirok will rush to the attack.

I must warn you right away: the battle will be extremely difficult. Stock up on potions before meeting Mirok and don't forget to use Shouts in combat. Whenever Mirok's health level is close to zero, he will take the soul of one of the dragons hovering nearby and fully recover. There are three dragons in total, including the one that brought you to the tower. When the sources of souls run out, defeat Mirok for the fourth time. Now he will have no choice but to try to hide, but he will be stopped. After the death of Mirok, you will receive the souls of those three dragons.

For completing "Skyrim" ("At the Top of Apocrypha") you will be rewarded with dignity: in addition to the souls of dragons, you will get access to special portals where you can clear or restore ability points in the Skill Tree. Each skill has its own portal. Reading the book "Awakening Dreams" will return you to these portals at any time.

Now you know everything you need to meet Miraak. Unlock the "Bend Will" Shout and read the Black Book of Waking Dreams, you will be transported back to Apocrypha. Another long journey through the chapters of the book lies ahead. Like last time, the activation of glowing balls (Scrye) will help you move forward, and seekers and lurkers will interfere.

Walk forward and you will soon come across Chapter II on a pedestal. Honor her.

Climb up the stairs and grab the Boneless Limbs book from the pedestal, you can now go further up the stairs to Chapter III.

The path becomes more and more like a maze, advance until you reach the book "Delving Pincers". Return to the place where you started the movement - the gate has now opened there. Move on until you see the Prying Orbs book. Another gate has opened and you can go to Chapter IV.

Go down the stairs and enter the room and further into one of the two corridors. A warm meeting awaits you with unexpectedly appeared seekers. When you kill them, you will notice that a new corridor has appeared at the entrance. Go through it into the next room, climb the stairs and take the book "Toothy blades" (Gnashing Blades). A new path will open. Walk along the corridor, then turn left, reach the ball and activate it. Turn back, you will see that the corridor has changed and leads to a room with a pond. A lurker will emerge from there, kill him. Activate another ball, then the second. The gates will open, behind them Chapter V.


You will enter a huge hall with a column and four pedestals with drawings. Put the collected books on them: "Claws" on the image of claws, "Spheres" on the image of the eye, "Limbs" on the image of the tentacles, and "Blades" on the image of the open mouth. When the books are in the right order, Approach the book in the center, read Chapter VI.


The path will take you to open space, kill a couple of seekers and go to the Wall of Words, where you will learn the Word of Shout "Dragon Aspect" (Dragon Aspect). As soon as you read it, a dragon named Sarotar (Sahrotaar) will appear. Use the "Bend Will" Shout, the dragon will land and offer to take you to Mirak.


Now you can ride a winged lizard and learn how to ride dragons at the same time. Please note, the lesson is given once, remember the control keys. Fly up to the platform where several villains are running and deal with them with the help of Sarotar. Then the dragon will take you to Mirak, who is waiting for you, surrounded by two obedient reptiles.

The conversations will be short, the battle will begin. An important feature: every time Miraak seems to be close to death, he becomes invulnerable and restores health by absorbing the soul and sacrificing one of the dragons: Cruzikrel, Relonikiv and finally Sarotar. After the third recovery, there is no one to sacrifice, increase the pressure. When the villain's health drops, Hermaeus Mora will appear on the scene and deal with his former servant himself. The prince will declare that he no longer needs Mirak, he has found another Dragonborn (that is, you!). Dying, Mirak wishes you a repeat of his fate. Its end. From the all-powerful dragon priest who betrayed his masters, only a skeleton remained.


When Miraak dies, you will receive 10 dragon souls plus any dragon souls he stole from you. On his remains you will find his mask (level), robe, boots, gloves, sword and staff. The best version of the mask, which increases mana by 70, will be obtained at the level of the hero 60+.

In the center of the platform, on a pedestal, now rests the Black Book Waking Dreams. Read it to be able to change perks, the next reading will return you to Solstheim.

Upon returning to the Skaal village, Freya will say that the unity of the earth has now been restored, and the Tree Stone has also been freed from filth. You will now be able to enjoy the blessings of all the stones.

The main plot of the Dragonborn add-on is tied to the study of events taking place on the island of Solstheim and the confrontation with the first dragonborn Miraak (Miraak).


Dragonborn

To start this quest, you just need to walk somewhere and wait for the cultists to approach you.

They approached me immediately upon arrival at Winterhold:

After talking to them, no matter what you answer them, they will attack you:

Kill them, and from the body of one of them (which the marker will point to) take and read the note Orders to the cultists (Cultists' Orders):

After that, the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund the Sea Wolf (Gjalund Salt-Sage), and we say that we need to get to Solstheim:

He just doesn’t want to go there, so he will either have to pay (500 gold), or convince or scare.

One way or another, we go to the island, upon arrival, the task marker will point us to the next point (in parallel, communicate with everyone who will approach you):

On the spot, Neloth will come up to us and start a conversation, after the conversation, the task marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the task will end and the next one will begin.

Temple of Miraak

Now you need to talk to Freya (if she does not appear press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is right there, on the stairs leading down (at first glance, the descent may seem imperceptible). Freya will accompany you.

There are no special mysteries in the dungeon itself. Few traps, few levers to use (but they are all in prominent places). Of the opponents, you will meet cultists, draugrs and skeletons.

The only thing that gave me trouble is this door, next to which you learn a new dragon cry:

The key to the door is in one of the draugr you kill nearby.

We go deep into the Temple of Miraak Sanctrum until we find a rack with the Black Book:

We read it, and we are transported to another plane, where we meet with the first dragonborn:

We will be completely in his power, and we will not even be able to move. If you've already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate it and add that he would have done the same if he had such a goal.

Remaining still, we see how Mirak flies away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

We follow Freya, she will lead you out of the dungeon, and take you to her father, the shaman Storn Crag-Strider in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to purify the All-Maker Stones, and this can only be done with the help of the dragon cry Bend Will.

We go to the Word of Power and study the new dragon cry there:

If you run out of dragon souls, you will have to return to Skyrim, because. Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And use a new cry on the stone:

It will be destroyed, and Lurker will immediately appear and attack people. Kill him:

Then we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

We talk with him until The Fate of the Skaal quest is completed and two new ones start: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple you need to clear the four All-Maker Stones marked on the map:

Come, use the shout Bend Will on the stone, kill the Lurkers that appear and go to the next one:

As soon as you clear all 4 stones, the task will end automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:

After the conversation, alone or with Neloth, go to the Dwemer ruins of Nchardak:

An important point only Neloth can open the door, so if you, like me, got to the ruins alone, just scroll one hour near the entrance and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside you will find a big puzzle.

What is the point: at the entrance you will see a rack with a book hidden under the floor. To get it, you need to install 4 Dwemer cubes in the right racks at the lowest levels. And to get to these racks, you will need to sweat a lot:

We follow Neloth, to the lever that teleports you to the lower level:

The principle here is the following set the cube on the rack the water level drops. Remove the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe each step, because there will be a lot of them. The main thing is to understand the meaning, turn on your ingenuity and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, after which you raise the water again, and swim:

The other large room is more interesting... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first rack, then the third.

When you reach the room with 4 pillars, the finish line is close (but you will need to go to another room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you up, and return to the beginning. It remains only to activate the last rack, and the Black Book will become available:

This is where the task ends.

The Gardener of Men

In this task there will be a little less puzzles than in the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plane:

We talk with Hermaeus Mora and proceed to solve the local puzzles. The essence of their solution is reduced to two principles:

The first Scrye (similar to flowers) activate some part of the environment, for example, a bridge appears, or something like that:

The second is "living corridors" crawling back and forth. In which you can jump in one place, and get off in another (or pass through them):

We read, we talk with Hermaeus Mora and he will teach us the second word in the dragon cry Bend Will:

We return, go to Skaal Village and talk to Storn Crag-Strider. After that, a small scene awaits us, the essence of which I will not reveal, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The last task of the Dragonborn main storyline has begun.

Unlock (using dragon souls) the last two words in the Bend Will shout:

And we read the book Black Book: Waking Dreams, it will take us to the Hermaeus Mora plan:

A little ahead there will be a rack with the book Chapter I we read and we will be teleported to a new location:

In general, we explore the location, take the books found, activate Scrye, teleport to new zones through Chapter, etc.

In general, after completing the previous two tasks, there should not be any difficulties in this.

I will describe in detail only one moment (out of many), how the door in the room with Lurker opens:

There is a Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, we activate another Scrye there, after which the door opens:

It’s almost impossible to figure it out on your own here, because. certain books need to be placed on certain racks. Each of the racks has a symbol on it, and here's how to arrange the books:

The Eye Prying Orbs
"Fangs" Gnashing Blades
Tentacles Boneless Limbs
Remaining Stance Delving Pincers

Once all 4 books are correctly positioned, the racks will turn green:

We approach the central one and read:

We are transported to another new location. We study a new cry, after which a dragon will appear, which you do not need to fight, but you need to use the Bend Will cry on it. Thus, we will force him to obey us:

Press "E" to climb on it and go flying. During the flight, the dragon will engage in combat with Lurker and Seekers. Since he will be fighting them for a very long time, just press "E" and he will leave them.

And will take you to Miraak. Ahead the final battle!

In the battle itself, as it turned out, there are no tricks by removing his health to low values, he will disappear, and he will “come out” of the black manure in the center already healthy. You just need to “bring down” his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

It remains to listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading the Black Book: Waking Dreams, return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after the first reading of the book in the center, green ability icons will appear around you with the help of them you can reset the abilities of a particular branch and spend them again. Resetting requires one dragon soul.


When returning, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

In conclusion, about the complexity. Passed by a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

In general it was easy, only some high cultists and Miraak forced to drink health pots.

But if your characteristics are much lower, and you decide to pass also on the difficulty of the master be prepared for difficult battles.

The plot takes place in the usual form (not in a vampire and not in a werewolf), without companions.