Skyrim Walkthrough#
This walkthrough covers the full main quest of The Elder Scrolls V: Skyrim. Skyrim’s main quest is the backbone of the entire open world — what really eats your hours are the side quests, the guilds, and the Daedric quests. This walkthrough breaks the main quest into quest nodes plus stage highlights, with quest names and order organized according to the UESP Main Quest listing (verified 2026-10-08).
Quest Flow at a Glance#
The main quest consists of 17 required quests plus 2 optional quests; the table below lists the major nodes. For the complete list, defer to the UESP Main Quest page.
| Order | Quest (Official Name) | Destination | Key Unlock |
|---|---|---|---|
| 1 | Unbound | Helgen | Character creation and race selection |
| 2 | Before the Storm | Riverwood → Whiterun | Report the dragon attack; the main quest opens up |
| 3 | Bleak Falls Barrow | Bleak Falls Barrow | First full dungeon run |
| 4 | Dragon Rising | Western Watchtower | Kill Mirmulnir, absorb a dragon soul, become Dragonborn |
| 5 | The Way of the Voice | High Hrothgar | The Greybeards and Unrelenting Force |
| 6 | The Horn of Jurgen Windcaller | Ustengrav | Delphine of the Blades steps forward |
| 7 | A Blade in the Dark | Kynesgrove | Team up with Delphine to ambush a dragon |
| 8 | Diplomatic Immunity | Thalmor Embassy | Infiltrate and gather evidence |
| 9 | A Cornered Rat | Riften | Chase down the Blades lead |
| 10 | Alduin’s Wall | Sky Haven Temple | Decipher the prophetic mural |
| 11 | The Throat of the World | Throat of the World | Meet Paarthurnax, learn Dragonrend |
| 12 | Elder Knowledge | Blackreach | Obtain the Elder Scroll |
| 13 | Alduin’s Bane | Skuldafn | Confront Alduin head-on |
| 14 | The Fallen | Whiterun | Capture Odahviing |
| 15 | Dragonslayer | Sovngarde (Hall of Valor) | Final showdown; main quest complete |
| Optional | Season Unending | — | A side node that reshapes the Civil War through negotiation |
| Optional | Paarthurnax | High Hrothgar | The moral choice of whether to settle accounts with Paarthurnax |
Opening Stage: Unbound#
This stretch goes by quickly on every playthrough, but it shapes everything you can do afterward.
- Your race is created while you ride the cart as a prisoner. Racial passives have a limited impact on late-game numbers; they matter more for early feel and playstyle direction — for example, Orcs suit a heavy-armor melee build, Bretons lean toward magic, and Khajiit make a stealth opening smoother. Pick whichever one you identify with and don’t agonize over it.
- After breaking free of the cart the path splits in two: follow Hadvar for the Imperial route, or follow Ralof for the Stormcloak route. Both get you out alive; the difference is limited to early dialogue and a small amount of faction attitude, and neither affects where the main quest goes.
- Grab basic supplies along the way: weapons, armor, food. The lockpicking practice in Helgen can be skipped if you don’t feel like it.
- Once you escape, get to Riverwood as soon as possible; later objectives will be marked on the map. Spend a few minutes getting familiar with the quest journal and fast travel — distances in Skyrim are long, and good use of markers saves a huge amount of travel time.
Before the Storm: Heading to Whiterun#
- Report the dragon attack when you reach Riverwood, and Alvor or Gerdur will hand over supplies and a letter of introduction. This is your first chance to get hands-on with the blacksmith crafting system.
- Follow the road to Whiterun and report to the Jarl. Whiterun is Skyrim’s trade hub and the waystation for a large number of later quests — save here and learn the layout.
- There is no combat pressure in this stretch; the point is to build the navigation habit of quest journal plus map markers, and to get comfortable with carry weight and buying and selling with merchants.
Dragon Rising: Becoming Dragonborn#
- Head to the Western Watchtower and rendezvous with the defenders — beneath the tower appears your first dragon, Mirmulnir.
- Alduin shows up briefly in this segment to revive Mirmulnir — this is your first glimpse of the World-Eater, after which Mirmulnir engages you.
- When you kill Mirmulnir you will absorb your first dragon soul, confirming your identity as Dragonborn. Every dragon you slay afterward yields a dragon soul, used to unlock Words of Power for shouts.
- If your level is too low when the fight starts, circle around cover near the watchtower, let the guards hold its attention, and look for an opening to land the killing blow.
The Way of the Voice and The Horn of Jurgen Windcaller#
- Climb the long stairway toward High Hrothgar; you will pass pilgrims and Word Walls on the way — note down any Words of Power you read.
- Once you meet the Greybeards, they teach you the complete three-word version of Unrelenting Force.
- You are then sent to retrieve the Horn of Jurgen Windcaller — on arrival the horn is already gone, leaving only a note: this is Delphine drawing you into the Blades storyline. Draugr guard the deeper parts of the crypt, so make sure to bring healing potions.
A Blade in the Dark and Diplomatic Immunity#
- Follow the note’s clues to find Delphine, and she will take you to Kynesgrove to ambush a dragon revived by Alduin and absorb its soul.
- Next you infiltrate the Thalmor Embassy to gather intelligence. Swap into sneaking-friendly gear in advance — some of your belongings are confiscated when you enter. Inside, get the intel through stealth or combat, then escape through the back courtyard.
- The key to this stretch is not combat difficulty but planning: learn the patrol routes first, and avoid brawling in the open with high-level Thalmor justiciars.
A Cornered Rat and Alduin’s Wall#
- Head into the underground passages beneath Riften to chase the Blades lead — the tunnels are narrow, so bring fire spells or torches to light the way and clear out enemies.
- Then travel to Sky Haven Temple to read Alduin’s Wall. The mural tells the origin of Dragonrend — the history of human heroes standing against dragons.
- Please note: whether you settle accounts with Paarthurnax is a major moral fork on this line (the optional quest Paarthurnax), and it determines whether you permanently break with High Hrothgar. You can leave the decision for now and come back to it after the main quest is done.
The Throat of the World and Elder Knowledge#
- Climb the Throat of the World to meet Paarthurnax and learn Dragonrend — the shout that forces a flying dragon out of the sky, and the key to standing against Alduin afterward. Once all three words of Dragonrend are collected, you can force an airborne dragon to land first, then move in for melee damage.
- Elder Knowledge requires obtaining the Elder Scroll. The quest line guides you into a large Dwemer ruin and ever deeper into Blackreach — a vast underground cavern lit by glowing plants along the way. Dwemer machines stand guard in Blackreach (spiders, spheres, centurions); fire spells and high-armor gear make it easier.
- Blackreach has shortcut exits to the surface — do not rush to turn back before the nearby passages are unlocked.
Alduin’s Bane and Dragonslayer#
- Return to Whiterun and confer with the Jarl, set a trap at Dragonsreach to capture the dragon Odahviing, then use his flight to reach the temple of Skuldafn.
- At the summit of Skuldafn you fight Alduin. This is a hard battle — healing potions, resistance gear, and Dragonrend all need to be ready.
- Once wounded, Alduin flees into Sovngarde. Save before entering and stock up on potions, because this is a continuous sequence of battles.
- In Sovngarde you fight side by side with the legendary Nord heroes and defeat Alduin for good in the final showdown — and with that, the main quest is complete.
The World After the Main Quest#
After the main quest ends, Skyrim remains an open world: dragons keep appearing and dragon souls can still be stockpiled. Good things to circle back to:
| Content | Notes |
|---|---|
| Civil War line | Choose between the Imperial Legion and the Stormcloaks, roughly a dozen quests each, with the power to change which holds each side controls |
| Companions line | Werewolf-blood storyline and transformation ability |
| Thieves Guild line | Nightingale gear progression and rising guild standing |
| Dark Brotherhood line | The assassin contract line — repeatable contract quests |
| College of Winterhold line | Spell research and ruin exploration |
| Bards College | A short faction line in Solitude |
| Daedric quests | Sixteen Daedric Prince quests — 15 artifacts count toward the Oblivion Walker achievement |
| Dragonborn DLC | Travel to the island of Solstheim and take on Miraak |
| Dawnguard DLC | Choose between the vampire and hunter factions |
Common Mistakes and Save Advice for Each Stage#
- Always save before important choices: your Civil War allegiance, the Paarthurnax decision, and before entering the endgame. Skyrim’s autosaves are sparse, and a manual save is more reliable than any trick.
- Use the “break line of sight” rule in dragon fights: against a stubborn dragon, use buildings or rocks to block its breath, wait for it to land, then focus fire; the three words of Dragonrend are the dependable way to force a landing.
- Manage carry weight: appraise loot as you pick it up; when over-encumbered, keep the valuable items and quest items and drop the rest; raising Stamina increases carry weight.
- Quest items cannot be lost: key items tied to the main quest return to your inventory automatically even if you drop them manually, so there is no need to worry about deleting them by accident.
- If stuck, re-check your objective: if you get stuck at some point, compare against the table above to see which step you are on and which token or entrance you need — it is usually not a matter of under-leveled stats. If progress keeps stalling, go back and clear lower-level side quests or guild quests to improve your character and equipment first, then push the main quest again — it will go much more smoothly.