Rescue of kidnapped skyrim bug. Passing the tasks of the Companions of The Elder Scrolls V: Skyrim. Blood and Honor


Questgiver: Vilkas
Start conditions:
Reward: 100 gold

Rescue a kidnapped victim (Heimskr). Clean Springs Camp - this is where to look
Travel to Clean Springs Camp north of Whiterun. Defeat all the razoniks and go down into the mine. Right at the entrance you will find Heimskr.

Escort the kidnapping victim (Heimskr) home. Destination: Whiterun
Return to Whiterun

Say goodbye to the kidnapping victim (Heimskr)
You won't be able to talk to him fully, just click on him, and the stage will be closed.

Vilkas is waiting for me
Return to Vilkas for your reward.

Pest control


Questgiver: Eila the Huntress
Start conditions: complete the mission "To arms"
Reward: 100 gold

Carry out a cleanup. Target: Nora Green Stream
Travel to Burrow Green Stream south of Morthal. There is a saber-toothed. Kill him.

Eila awaits a report
Report your success to Eila to receive a reward.

Brute on call


Questgiver: Farkas
Start conditions: complete the mission "To arms"
Reward: 100 gold

You need to intimidate every person. This is Adrianna Avenicci from Whiterun
There is a forge at the entrance to Whiterun. Adrianna works there. Talk to her about resolving the dispute. We'll have to beat the girl to complete the stage.

Farkas awaits report
Report your success to Farkas to receive your reward.

Fugitive criminal


Questgiver: Skjor
Start conditions: complete the mission "To arms"
Reward: 100 gold

Kill a fugitive criminal
The fugitive criminal is an orc. After the start of the challenge, he will begin to go away from Whiterun, you have a chance to catch up with him in the vicinity of Honning Mead. Kill him.

Skjor is waiting for me with a reward
Report success to Skjor to receive a reward.

Skyrim is not calm


Questgiver: Farkas
Start conditions:
Reward: 100 gold

Broken Fang Cave: you need to go there and kill the vampire
Travel to Broken Fang Cave southwest of Whiterun and kill the Master Vampire there.

Farkas awaits report
Return to Farkas for your reward.

Family values


Questgiver: Skjor
Start conditions: complete the "Test of Valor" quest
Reward: 100 gold

Broken Fang Cave: you need to pick up the stolen from there (iron dagger)
Travel to Broken Fang Cave southwest of Whiterun and retrieve the Iron Dagger from the chest.

Skjor is waiting for me with a reward
Return to Skjor for your reward.

Rescue of the abducted(orig. Rescue mission) - Quest of the Companions faction in the game The Elder Scrolls V: Skyrim .

Short walkthrough

  1. Talk to Skjor (or Vilkas, if Skjor died), he will say that he received a contract to save a person.
  2. Get to the desired location and kill all enemies.
  3. Talk to the kidnapped, he will thank him for his release and ask him to accompany him to his hometown.
  4. Accompany the victim to his hometown.
  5. Say goodbye to the liberated and return to Whiterun.
  6. Talk to Skjor (or Vilkas if Skjor died) about completing the quest to receive a reward.

Quest description

Companions will receive a letter containing a request to try to save the kidnapped victim. Vilkas or Skjor will send Dovahkiin into the dungeon to the victim with instructions to release, and then escort the unfortunate to his hometown.

You need to visit the location indicated by the quest giver, find the kidnapped character there, talk to him and take him out of captivity. If you wish, you can clear the entire territory, but this is not necessary. After talking with the victim, you need to escort her home and return to Jorrvaskr for a reward.

About the victims

One of the endlessly generated Companions quests. Almost any resident of Skyrim who meets the conditions can become an alleged victim:

  1. Must live in one of the locations listed below.
  2. Must be an adult (no unique voice acting).
  3. Not being a housecarl, not being a current companion, not working for a jarl, not being a Companion.
  4. The victim should not be the main character for any quests.
  5. The victim's faction must not be associated with the player's character.
  6. The victim must be a unique character (not a guard, guard, soldier), that is, have a name.

Places of residence

List of possible places of residence of the victim.

  • Honning Mead
  • College of Winterhold
  • Hela's whim
  • Abandoned hut
  • Solyund's Lair
  • Narzulbur
  • Mor Kazgur
  • Largashbur
  • Dushnik-Yal
  • Whistling mine
  • Solitude - Sawmill
  • Snowmobile Farm
  • Sareti farm
  • Salviev farm
  • Farm Pelagio
  • Crescent sawmill
  • Sawmill "Pirozhok"
  • Farm Frenzy
  • Lorey's Farm
  • Mine Left Hand
  • Kolskeggr Mine
  • Katla farm
  • Holly Farm
  • Hlaalu farm
  • Village Lesnaya
  • Shadow mine
  • Cold Furrow Farm
  • Farm "Brandy Mug"
  • Sons of Battle Farm
  • Anga village
  • Solitude
  • Markarth
  • Riften
  • Windhelm
  • Whiterun
  • Tavern "Old Hroldan"
  • Kartwasten
  • Morphal
  • Stone hills
  • Winterhold
  • Dawnstar
  • Tavern "Night Gate"
  • Keene Grove
  • Black Brod
  • Shore Stone
  • Ivarstead
  • Falkreath
  • Rorikstead
  • Dragon bridge
  • Riverwood

Places of confinement

List of possible places of confinement of the victim.

  • Bandit camps:
    • Ridge Knife's Edge
    • Flare shaft
    • Riverside outpost
    • Valtheim Towers
    • Talking Hills Cave
    • Trevskaya outpost
    • Frostmere
    • Silent Moons Camp
    • The wreck of the "Winter War"
    • Robber's Gap
    • Redoran's Refuge
    • Orotheim
    • Bilious mine
    • Lost Knife Hideout
    • Clean Springs Camp
    • Cracked Tusk Fortress
    • Hanging rock
    • Fort Fellhammer
    • Faldar's Tooth
    • Cregslane cave
    • Hollow Broken Helmet
  • Falmer Hideouts:
    • Tolwald's cave
    • Stillborn cave
    • Shimmering Mist Cave
    • Lost Echo Cave
    • The Liar's Retreat
    • Gloomy Reach
    • Hoarfrost lighthouse
    • Black passage
    • Failure of Drafts
  • Wizards' Refuge:
    • Serpent's Bluff Bulwark
    • Clicking Cave
    • Crow hole
    • Lonely rock
    • Lost Valley Bulwark
    • Witch's nest
    • Sheer Cliff Cave
  • Lair of sorcerers:
    • Divided Gorge
    • Ingvild
    • Abode Rannveig
    • North Watchtower
    • Morvunskar
    • Ilinalta Depths
    • Khoba cave
    • South Breaker Pass
    • North Breaker Pass
    • Fellglow Fortress
    • Tower of Light
    • Cregwell Slope
  • Vampire Lairs:
    • Mara's Eye Pond
    • Lunny Bor cave
    • Broken Fang Cave
    • Ruins

Notes (edit)

  • The quest is random and repeatable. The person, location and city are chosen randomly.
  • If the specified location has already been cleared earlier, you will either have to wait three in-game days from the moment the location was cleared, or use console commands.
  • If Skjor is already dead, this quest will be issued by Vilkas. Subsequently, only the details change.
  • If the victim of the kidnapping is Etienne Rarnis and on way back there is a chance meeting with Thalmor justicars, then they will certainly attack the kidnapped. You can kill the Thalmor (the penalty for the attack will be canceled with the destruction of the last of them), or you can load an earlier save.

Quest stages

To go to a specific stage of the quest, enter in the console:

Setstage CR08 stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Rescue of the kidnapped (ID: CR08)
StageDiary entry
10 - a victim of a kidnapping. - this is where to look. My task is to return the victim home as soon as possible ( ).
(Quest updated): Save the kidnapped victim ( ). - this is where to look.
20 (Quest updated): Talk to the kidnapped victim ( ).
21 (Quest updated): Accompany the kidnapping victim ( ) home. Destination: .
22 (Quest updated): Say goodbye to the kidnapping victim ( ).
25 safe at home. - the nightmare that is left behind.
(Quest updated): is waiting for me.
50 I managed to find a kidnapping victim ( ), but unfortunately only a dead body.
(Quest updated): is waiting for me.
100
150
250
The stage marked in green corresponds to the successful completion of the quest, and in red to its failure.
The following stages have been omitted because they have no description or meaning: 0, 1, 200.

Notes (edit)

  • Not all quest stages can be displayed in the quest log. Which of them will appear and which will not depend on how you complete the quest.
  • The stages are not always displayed sequentially. As a rule, this happens if the quest has several possible endings, and also if some of the stages of the quest can be completed in any order.
  • If the stage is marked in green, that is, as the final quest, then this means that the quest disappears from the list of active tasks in the journal, but new entries related to the quest may still be displayed in the task journal.

passing

C-L Companions Quests C-R
Main plot

Companions is a parody of the familiar Fighters Guild. So, the Companions is a guild of warriors that settled in Skyrim a long time ago. According to legendary legend, an equally legendary Nord named Ysgramor gathered the first five hundred Companions in a place called Atmor and returned back to his native land - Skyrim, in order to take revenge on the damned elves who captured these lands after the fall of Saarthal.

Passing the assignments of associates, a couple of difficulties arise, but we will help you overcome these difficulties c. If you have any problems, then write in your comments or see the passage below.

To arms

Companions are a society of heroes who carry out their feats for hard coins. As a home they use a building called Jorrvaskr, which is located in the city of Whiterun near Dragon's Reach... In order to join this society of warriors, you first need to talk to one of the representatives of the Companions, but in any case, each of them sends you to Kodlak Whitemane.

Kodlak usually wanders around the living quarters of Jorrvaskr, so go down there and tell him that you want to join the Companions. The old man, although he sees some kind of power in you, still decides to arrange a duel for you with one of the subordinates, and it will be a warrior named Vilkas. If Vilkas likes how you hit him, then he will ask you to take your favorite sword to a local blacksmith named Yorlund Graymane, who is constantly in the Heavenly Forge. After talking with this blacksmith, he now asks you to take the shield to Eila the Huntress. Well, go now to this cutie and return her shield to her. After a couple of questions, she sends you and Farkas to inspect the living quarters. Along the way, you will meet the inhabitants of this place and in the end, Farkas will give you the first task.

Brute on call


This assignment is intermediate between story quests at the Companions. The essence of these "small" tasks is that they are random, that is, you can be sent to any place. Here, for example, is one of them: you need to go to the village of Roriksted and stuff the face of a man named Lemkil. As soon as you do this, you can go back to Farkas and he will give you a reward for the work done. After this task, he will send you to Skjor, who, in turn, will give you the storyline task of the Companions.

Test of Valor


It's time to chat with Skjor. So, he asks you to go with Farkas to the same tomb in search of a fragment of the legendary ax Wutrad, which belonged to the no less legendary Ysgramor. The fragment, they say, is in the Ancient Cairn. After talking with Skjor, go to Farkas and agree to meet him near the dungeon.

As soon as you get to the Ancient Cairn, you will see that Farkas is already in place. Go down to the dungeon together. Inside, Farkas notices that someone has already been here. Immediately on the table there will be a book called "The Battle of Sancre Tor", which will increase your two-handed weapon skill.

So, go deeper and soon find yourself in a crypt, where draugrs will unexpectedly attack you. As soon as you kill them, you go through the wooden doors, go down below to the large hall and you can immediately notice that there are two accessible passages. The passage on the left side will be open, but there the road runs into a dead end, but there is a lever that opens the grate on the right side. By pulling this lever, you lock yourself in this recess and open the grate on the right side. You will not have an opportunity to avoid this trap, but it is not necessary either, since this whole situation is linear at the moment.

Well, after you find yourself in this trap, a worried Farkas comes up to you. At the same moment, unknown people come who, as it turns out, belong to a faction called "The Silver Hand". As it turns out in a couple of seconds - in fact, a trap is arranged for Farkas. The incredible happens and Farkas turns into a werewolf, who throws these two-legged pieces of meat around without any problems. After this massacre, Farkas leaves. Soon the bars will open and you are free!

After such overwhelming events, we talk with Farkas and understand that he considers his curse a blessing. Well, it's his business, so we move into the depths of this place and along the way we chop all the guys from the "Silver Hand". At some point, you need to climb higher, where you can go to the hall next door. Eventually, you get to the wooden doors. After passing through these doors, you again encounter crowds of draugr and soldiers of the Silver Hand. After killing everyone in the next corridors, you soon find yourself in a dilapidated hall, where there will again be a door at the end. After passing through the doors, you go down below, clear the lower floor and find yourself already in the Ancient Crypt, behind which there will be another door. Here the meat grinder also continues, mixed with draugrs and soldiers of the Silver Hand. Eventually, you get to the iron gate.

The key to these doors will be in the chest (the very beginning of the dungeon, left side). As soon as you open the doors, then move on and along the way cut out all the rats. In the end, you get to the alchemy table. Further through the cave passage you find yourself back in the crypts. There will also be an iron gate. Open the doors, go further and find yourself near the stone wall, where there is a new word of power. The same fragment of the legendary Wootrad will also lie on the table next to it. After taking the shard, it's time to return back to the Companions, but suddenly draugrs begin to climb from all the tombs. At a certain second, you might think that they are climbing endlessly and something needs to be done, but this is not so. You need to stand and fight back. In the end, the last draugr falls from your weapon and you can climb the log stairs higher and get out using the passage that is located behind one of the tombs. After passing through this small corridor cave you will find yourself in a cave hall. At this point, pull the lever and you can go to the very beginning of the dungeon, where you can already get out to Fresh air to Skyrim.

Time to get back to the Companions in Jorrvaskr. Vilkas will already be waiting for you at the entrance, so follow him into the patio. All the "cream" of the Companions have gathered here. In general, everyone starts to vote for you to become a member of the "Circle". As soon as the vote ends with the successful acceptance of you into the Circle, Kodlak takes the Wootrad shard from you. You will also receive a task to talk to the Companions about the tasks. So, you can choose to talk to: Vilkas, Eila or Skjor. In any case, as usual, you will be given a left task like killing some fugitive criminal or cleaning up some place. It is unknown how the tasks are generated, but it is not too complicated anyway. For example, when we arrived at Vilkas, he gave us the task "Rescue the Kidnapped".

Rescue of the abducted


So, you have to save a character named Farengar Secret Fire, who was imprisoned in a place called the Torch Mine. There will be robbers near the mine and inside, so get ready for serious enemies. In addition, there will be a wooden bridge inside, which can be lowered using a lever located on the ledge on the right side. To get to this lever, you just need to go deeper into this shaft and turn to the left. As soon as you kill the bandits, then carefully examine their bodies, since one of the bandits should have a key to the cage of the kidnapped. In addition, you can also just hack this cage. In the end, how to free Farengar, answer him back to Whiterun, where, by the way, your paths will diverge. Once you successfully deliver him back home, you can safely return to Jorrvasker and report everything to Vilkas. After asking Vilkas about the next task, he will send you to Skjor, who will explain the new task.

Silver hand


Well, go to Skjor and talk to him about work. He tells you that subsequent events should remain a secret, even for Whitemane Kodlak. In general, he invites you to meet in the evening at a place called "Lower Smithy". At about eight o'clock you can already go there. As soon as you find yourself inside, you will notice that in front of you is the shaggy Eila the Huntress. At some point, Skjor will talk to you and begin to tell stories of werewolves and how cool it is to be a shape-shifter. Everything converges to the fact that in order to enter the Circle, you need to “become akin” to all blood - that is, to become a werewolf. There will be no choice and you have to agree. Skjor begins to conduct the ceremony: he takes Eila's hand, makes a wound, drains the blood into a bowl and you drink. As a result, you become one of these shaggy dogs. In the guise of a werewolf, you find yourself on the streets of Whiterun at night. You can overwhelm a couple of guards, or you can wait an hour in order to be again in human form.

So, meeting again with her already relatives, Eila the Huntress says that she wants to kill the soldiers from the "Silver Hand" who live in their fortress. It turns out that Skjor has already gone there. Well, it's time to go there too. As soon as you find yourself near the fortress, then kill all the enemies and make your way inside. With the chain on the wall, you can open the grate in front. Then everything is extremely simple: move forward and tear apart the crowd of enemies. At some point, you will reach the cells with werewolves, but it will be a mistake to free them, since they are wild and will attack you at the first opportunity.

In the end, you reach the remnant of the Silver Hand troops led by Krev Shkuroder. The carnage will be brutal. As soon as you fill up everyone here, you will find the corpse of old Skior ... Eila the Huntress will be very upset by his death, so she wants to take revenge on these werewolf killers.

Relic


After you have examined Skior's corpse, go outside through the adjacent doors. Having pulled out the bolt you will find yourself at the very beginning of this fortress. Now exit to Skyrim and head to a cave called the Lost Knife. Once you arrive at this location, go inside. Inside you will find a bunch of enemies from the Silver Hand organization. If you are well pumped, then they do not pose any danger to you. Making your way through this cave, you will eventually reach their hideout. Please note that at the very last section of the cave, near the chest with the wreckage, when you run after the warriors, try not to jump into the hole behind the wooden fence, since you can get back only if you break a very difficult lock on the cage.

As soon as you kill all the thugs from the "Silver Hand" here, take another shard of the legendary Wootrad in the chest. You can get to the exit if you navigate along the stream that flows nearby. In the end, as you get back to Skyrim, go to Eila the Huntress sooner. Upon arrival, give her the found fragment of Wootrad and receive 300 septims as a reward. After that, you can turn to Eila for the next task.

A punch to the heart


This quest is intermediate between the Companions' main storyline quest. This task is not very difficult, so you can go through quickly enough. So, Eila the Huntress sends you to clear some cave from bandits, for example, it can be the same Redoran Shelter. As soon as you complete her task, you can take shooting lessons from her. If you talk to Eila again, then she will inform you that at the moment Kodlak Whitemane is waiting for you, who will soon give you a new and very interesting task.

Blood and Honor


Go to Kodlak Whitemane and talk to him. In the course of a conversation with Kodlak, you realize that supposedly their "blessing" - that is, wolf blood, is actually their curse. What does the curse have to do with some Glenmoril witches? As a result, Companions who die do not go to Sovngarde, but end up in hunting grounds Hircina. Kodlak asks you to visit the lair of these witches and hack them to death, taking their heads with him. The heads, in turn, are necessary for healing from wolf blood.

Time to go to a place called the Glenmoril Coven. As soon as you find yourself near this place, then go inside. Remember: witches are very dangerous and it is best to try to overwhelm them with a bow in stealth mode, or carefully sneak closer with some kind of two-handed, and a miss can cost you your life. In addition to the witches themselves, frosty spiders live in these caves along with a handsome troll, so be extremely careful. As soon as you clear this place and do additional task then return back to Whiterun to your Companions.

Upon arrival in Jorrvaskr, it turns out that during your absence there was a complete attack on the Companions by the Silver Hand fighters. Of course, the Companions were able to repel the attack, but the attackers stole all the fragments of the Wutrad ax and also killed Kodlak .... It's time to talk to Vilkas about further actions.

Cleansing revenge


So, it's time to get back the wreckage of the legendary Wootrad ax, in addition to this, it's time to end the Silver Hand clan. To do this, you need to visit a place called Driftshade Shelter. To begin with, you will need to overwhelm the guards who wander outside. As soon as you remove the sentries, then rush inside. The doors that will be in front of you will be locked from the inside, so move into the passage on the left side.

It all soon boils down to the fact that you have to clear room after room, killing everyone who only you come across. In the end, you will reach the hall where there is a locked grate, and if you look around carefully, you will notice a lever on the wall on the left side. Pull the lever and go into the basement. There will also be a room that leads to a frozen cave - in this cave you can also find a book called "Ariegard", which increases the skill of wearing light armor.

Move further along the ice cave. As you find yourself in a large room with a fireplace, go down from here and turn into the passage that is located on the left side of the stairs. Then go up the stairs and go through the doors. Now turn left and then go up the stairs. Finally, you meet with the remnants of the Silver Hand. After a very difficult massacre, collect all the equipment and carefully examine this room for books, as there are two very useful books that increase certain skills. In the end, take the stolen shards of the Wootrad ax.

You can get out of this place through those doors that are locked from the inside. In general, remove the bolt and go to Skyrim. As soon as you get out, then go back to Whiterun. Upon arrival Vilkas informs you that everything is ready for Kodlak's burial.

The last debt


It's time to head to the Skyforge, where Whitemane Kodlak's funeral is taking place. After a short speech, Kodlak is burned. Soon Yorlund turns to you, who asks you to go to Kodlak's room and take the last shard of Wutrad's ax. As soon as you find yourself in the room, in addition to the shard, read also the diary of your former leader. Based on the diary, it turns out that now it was you who were appointed the Harbinger and you are the only hero who can direct the rest of the Companions "on the right path."

As soon as you pick up the shard of Woothrad, then return back to Eorlund. He informs you that a meeting of the Circle is now taking place in the Lower Forge, so he asks you to go there. Arriving at the Lower Forge, you notice an argument between some of the Circle members. At the same time, Yorlund arrives here and reports that he has collected Wutrad, the legendary battle ax of Ysgramor. Now it's time to return this weapon to its true owner - go to the tomb of the legendary Ysgramor. His tomb is on the northeast side of Winterhold. As soon as you make your way inside, then insert the ax into the hands of the statue of Ysgramor. As a result, you get a passage behind this statue. At this moment, Vilkas tells everyone that he will have to face the most the best warriors Ysgramora. Going a little deeper into this tomb, it turns out that Vilkas was right and you have to fight.

In general, it all comes down to the fact that you need to go through rooms that are filled with the ghosts of the past. At some point, you stumble upon huge weaving of cobwebs and Farkas suddenly admits that he is afraid to go further, as he is afraid of spiders. Well, okay, Vilkas will stay with him, so you will continue to move in tandem with Eila. Cutting the web, move on. Having passed into the next hall, you again encounter ghosts. There will also be a table with a huge skull, and on the table is a book that increases the skill of two-handed weapons.

After a little skirmish, go through the iron doors and climb higher. So, in the center of the hall in which you find yourself, there will be a ledge on which there is a flame blue, and near this flame is Kodlak. After talking with the ghost of Kodlak, you need to throw the head of the Glenmorial witch into the fire in order to summon the wolf spirit of Kodlak, defeat him and get rid of the lycanthropy. After you free Kodlak and he goes to Sovngarde, you can also cleanse yourself of lycanthropy. You will also need to throw the witch's head into the fire and kill your wolf spirit. After this kind of ritual, talk to the Companions about your new position and they will inform you in response that they do not mind obeying you.

To exit Ysgramor's tomb, simply head up the stairs on the left side. By the way, here on the way you will stumble upon a chest. In addition to all the things in this chest, you can find the Shield of Ysgramor. As soon as you decide to leave here, pull the chain on the next wall and, as a result, the door will open for you. Now climb the spiral staircase and pull another chain, which removes the stone barrier. At the very end, another door opens, which leads to the top of the cliff, on which there will be a wall with another dragon word.

The storyline quest chain for the Companions ends at this point, but you can continue to take small tasks that will be given out endlessly, so you can earn a little extra money on them.

Cleansing

At some point, Vilkas, along with Farkas, will wish to cleanse himself of lycanthropy. You can take the task of cleansing from them after you have completed one small task from each (Vilkas and Farkas), after which they will ask you to help them cleanse. Eila will not be eager to get rid of lycanthropy. In general, after you took the task of cleansing from Vilkas and Farkas, then go together to the tomb of Ysgramor and perform the same rite that was once performed with Kodlak, and then help the brothers defeat their wolf spirits and on this, the task considered complete.