Table of Contents
Introduction: The Mythic Quest
The Nature of the Elder Scrolls
The Path of the Dragonborn
The Throat of the World: Paarthurnax and the Way of the Voice
Forgotten Vale and the Initiate's Trial
The Summit of Apocrypha: Confronting Miraak
Conclusion: The Scroll and the Self
The pursuit of an Elder Scroll, particularly within the context of the Dragon Crisis, represents one of the most profound and perilous quests in the land of Skyrim. It is not a mere fetch quest for a powerful artifact; it is a journey into the heart of myth, demanding not only martial prowess but also spiritual and intellectual fortitude. The question "How do I get the Elder Scroll?" is, in truth, a multi-layered inquiry into destiny, knowledge, and the very fabric of time.
To seek an Elder Scroll is to grapple with an enigma. These artifacts defy simple categorization. They are not books to be read in a conventional sense, nor are they simple tools of magic. The Elder Scrolls are fragments of creation, existing simultaneously in the past, present, and future. Their content is mutable, written only when gazed upon, and the act of reading them carries severe risks, including blindness and madness. The Scroll sought to halt Alduin, the World-Eater, is specifically the *Scroll of Dragon*, a tome containing all the accumulated history of dragonkind. Understanding this nature is the first step. One does not merely "find" such an object; one must align oneself with the circumstances that make its discovery possible. The quest begins not in a dragon's lair, but in the ancient halls of knowledge, with the scholars of the College of Winterhold deciphering the legendary *Prophesy of the Dragonborn*.
The central figure in this quest is inevitably the Dragonborn. This intrinsic nature is the key that unlocks the path to the Scroll. The journey is linear yet demanding. It starts in the depths of Blackreach, the immense subterranean realm beneath Skyrim, accessed through the Dwemer ruin of Alftand. Here, the quest is for the *Scroll of Blood*, necessary to locate the *Scroll of Dragon*. The sprawling, fungal-lit caverns of Blackreach house the silent city of Sinderion's Field Laboratory and the great glowing orb, the Crimson Nirnroot. The goal is the Tower of Mzark, where a intricate Dwemer ocular device, operated by the unique artifact the *Attunement Sphere*, projects the location of the Dragon Scroll onto a map. This phase underscores that the path to mythic knowledge often winds through the lost engineering of fallen civilizations.
Following the guidance from Mzark leads the Dragonborn to the Throat of the World, to the ancient dragon Paarthurnax. This is a critical juncture. Paarthurnax, Alduin's brother and former lieutenant, represents the duality of dragon nature—the inherent drive to dominate versus the disciplined Way of the Voice. From him, the Dragonborn learns the shout *Dragonrend*, a concept created by mortals during the ancient Dragon War that is incomprehensible and agonizing to a dragon. This shout is the only weapon capable of forcing Alduin to land and face mortal judgment. Paarthurnax's role is pivotal; he provides not just a tool, but the philosophical context for its use. The Scroll is the objective, but the mastery of this shout is the necessary means to utilize the knowledge the Scroll will reveal.
The final leg of the journey to acquire the *Elder Scroll (Dragon)* itself is a pilgrimage to the Forgotten Vale. This hidden glacial valley, sacred to the Snow Elves, is accessed through Darkfall Cave. The journey through the vale is an arduous trial, involving traversing frozen rivers, battling ancient Falmer and their chaurus, and solving the ritual at the Wayshrines. The climax occurs at the Inner Sanctum, where the Dragonborn must use the *Bow of Auriel* and bloodcursed elven arrows to blot out the sun, opening the way to the Temple of Auriel. Within the temple, after a monumental battle with Arch-Curate Vyrthur, a corrupted Snow Elf vampire, the Dragonborn finally reaches the Scroll. It rests on a reading stand, a silent, potent presence. Its retrieval feels less like a theft and more like the culmination of a destined rite of passage.
It is worth noting that a second, parallel quest for an Elder Scroll emerges with the Dragonborn expansion—the quest to defeat the first Dragonborn, Miraak. This journey leads to the realm of Hermaeus Mora, Apocrypha. Here, the pursuit is for the *Elder Scroll of Blood* to locate the Black Books. This quest mirrors and contrasts the main journey. While the Scroll against Alduin is sought to save the world, the Scroll in Apocrypha is sought for personal power and liberation from a tyrant. Both quests, however, reinforce the same truth: acquiring an Elder Scroll involves navigating realms of deadly knowledge, confronting one's own nature, and surviving the attention of daedric princes or ancient gods.
Ultimately, the process of obtaining the Elder Scroll is a metaphor for the Dragonborn's entire journey. It requires scholarly investigation, exploration of forgotten worlds, mastery of the self and the Voice, and the courage to face cosmic truths. The Scroll is not a reward for a task completed; it is a catalyst for the final, world-saving act. The knowledge it imparts—the location of Alduin's temporal refuge—is useless without the strength and will to act upon it. Therefore, "getting" the Elder Scroll is a transformative experience. One does not simply hold an Elder Scroll; one is forged by the quest to find it, emerging not just as a warrior who can shout, but as a mythic hero prepared to challenge the end of time itself. The true answer to how one gets the Elder Scroll is: by becoming worthy of it.
Germany's Merz elected chancellor after setbackHezbollah member killed in Israeli airstrike on S. Lebanon: sources
Top U.S. officials blasted for jaw-dropping security breach
NZ scientists raise alarm over U.S. shutdown of key scientific databases
World leaders shore up unifying role of United Nations
【contact us】
Version update
V5.27.405