Skyrim - College of Winterhold (walkthrough). The Elder Scrolls V: Skyrim

Just finished a quest in The Elder Scrolls V: Skyrim in the Saarthal dungeon. As always, the quest giver promised an easy walk, but everything turned out the other way around. There are many descriptions of the passage on the Internet, but I will focus on several places where difficulties may arise.
First you need to get a horse and a good pack of healing potions, because there will be a notable scuffle. It is imperative to have a bow and arrows, because long-range weapons will be needed to make life easier.
In Winterhall, we sit on a horse and ride straight along the road past the cave to the ascent to the mountain. This rise is clearly visible on the map, and it leads directly to the shrine of Azura. There are several ghosts in its vicinity, so you need to rush there quickly and remember to check in next to the sanctuary so that you don’t have to look for it again later. The path to Saartala is less dangerous.
In Saarthal, everything is linear: we talk, we walk, we find rings and an amulet, we break the door with magic. Tolfdir himself will kill all opponents before sending the hero on an independent campaign. And now the main thing begins. In the first passage, the hero is expected by draugrs of medium fat content. This is where healing potions and poisons come in handy, because these reptiles attack several at a time. In the next room, 6 columns and a lever are waiting for us. You don’t need to be smart, the necessary symbols are shown right above the columns. But it's worth walking around the area. You can find a locked chest with a two-handed sword. After opening the door, you don’t need to immediately run further, there is an evil executioner draugr. Not only is he thick-skinned, but he also swears painfully and swings his ax strongly. The monster is strong but dumb. Therefore, we grab a bow with arrows in our hands and sneak up to the rise, as soon as we notice a monster, we put a couple of arrows into it so that it turns around and chases the hero. Without wasting time, we get up and retreat to the lifting grate, which we opened before. At the same time, you need to keep the monster in sight so that it does not go back. As soon as the draugr appeared in the tunnel, we close the grate and begin to shoot this reptile through gaps in the bars. If he did get out of the passage, we lure him back with our carcass or arrows. In 5-10 minutes it can be shot without health consequences.
Harvest onions early, then it will be even more fun!
But before that, one more door must be opened. There are only 4 columns this time, but they are with a secret. One column can rotate others. If you face the grate and the lever, then the columns act like this:

  • Near left rotates both right;
  • The far left rotates all others;
  • Far right rotates near right;
  • The near right rotates only itself.
All columns rotate counterclockwise.
To set a combination, you need to act like this:
  1. On the far left, we set the sign one turn before the desired one (if you need a dolphin, then put a snake);
  2. On the near left we do the same;
  3. We turn the far left - we have half the cipher set;
  4. We expose the desired sign on the far right;
  5. We expose the desired sign on the near right.
Now you can open the door.
In the great hall, a huge rock is hanging in the air, and in front of it sits a dried draugr Jurik Golduston. Tolfdir will deal with the stone, and the hero needs to unleash the monster on himself. It is best to do this from the second level with a bow. It is best to shoot this adversary in the forehead with a bow. If everything is done correctly, then he will not rise to the second level.
That's all. There will be no more monsters. Passage of the College of Winterhold 109520
13 December 2011 13:36

To get started, head to Saartal and wait there Tolfdir and other students. When they arrive, follow the professor. Once inside, Tolfdir will ask you to help in search of magical artifacts. He will ask you to collect four similar artifacts. Take the amulet right in front of you. When you pick it up, you will be trapped and have to wait until Tolfdir will come and save you. After he does this, he will ask you to put on this amulet. The moment you put it on, the wall you removed it from will start releasing energy. Use any spell on the wall and it will break.

Go through the hole in the wall and you will end up in a small room. Tolfdir will go with you. Once in the room, you will be attacked by a high-level draugr. Kill him and move on. Tolfdir will follow you.

First puzzle. You will need to rotate the pillars until they are in the correct position and then pull the lever. A clue as to which image should be on the pillar is on the wall behind the pillars.

Second puzzle. It is solved in the same way as the first one. You will find eight pillars. The first ones are in the same order as the other four should be.

As a result, you will reach a large room. At the back of it will be a huge, hovering in the air, covered with runes, which is protected by a magical wall. On the throne, in the center of the room, sits a rather dangerous draugr, Jurik Goldurson. Wait until Tolfdir will begin to draw power from the ball and will not ask you to attack the enemy. Jurik will begin to glow with black-purple fire (as if you are using a sorcery spell) - this is the moment your attacks will be successful.

When you kill him Tolfdir will ask you to report this to the archmage. Do not forget to look around, as you will not need to return to this place again. On the table and on the throne where he sat Jurik(which, by the way, you can steal a staff), there are a couple of useful things.

Then exit through the door behind the blue orb and you will find a wall with a dragon word and a large chest. Learn the word, search the box, and then leave the ruins.

Speak to the archmage at Boards. He will give you a staff of magical light and thank you, after which he will send you to Urag gro-Shubu(which activates the task " library books»).

On the table in the archmage's room you can find a book with an imperial report on Saartala, where you can find some information about these ruins, although there will be nothing useful there.

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In the depths of Saarthal (Under Saarthal) - MG02

No, the old man is not a fool at all. As soon as he smelled fried, he pretended that he had not seen such sarcophagi in any ruins and he urgently needed to study them. He would even directly advise to yell louder, having discovered the "danger of Saarthal."

From the diary of Olauron of Alinor

Go to Saarthal on your own, turning in front of the Jarl's Longhouse on the path to the right and focusing on the mounds with fluttering matter, or follow Tolfdir. After going to Saarthal, go down to the doors and wait for the old man, if he hasn't already approached (if you wait for a long time, miss an hour).

Follow the teacher to the Saarthal Excavation, listening to his explanations.

After giving assignments to the rest of the students, Tolfdir will ask Arniel Gane to help. If in doubt where to go, follow the old man, who will stop not far from the explorer.

Talk to the Breton. You need to find four enchanted items: three rings and an amulet. Finding rings is an optional task. Go to the shelves with the soul stone in the stand: the first ring is in the center of the niche on the left, the second is in the depths of the dead end on the right hand, and the last is between the throne and the entrance to the room with the amulet. Remove the amulet from the wall.


You are trapped. Approach the closed grate and talk to Tolfdir, or simply put on the Saarthal Amulet. Attack the resonating wall with any known spell on the target.

Give the rings you found to Arnel Gein or immediately follow Tolfdir through the gap. Listen to Psijic Nerien and discuss the vision with the teacher. Deal with the two Draugr that left the sarcophagus, go down the corridor and pull the lever. More room, more sarcophagi, more draugrs. After eliminating four opponents, you will be instructed to explore the catacombs on your own and, pulling the chains on the sides of the entrance, descend into the depths of Saarthal.


Studying the ruins, carefully look under your feet. After passing the corridor and defeating the first dead man, do not rush to move on - a fiery rune shines on the floor. Bypass it or disable it with a target spell like Flames. After granting eternal rest to two more draugrs (the third one can go down from above), climb the stairs to the iron door. Climb down, go around the Nord pressure trap and defeat another pair of dead men. In the enfilade, rotate the columns (Pillar) so that the images of the front sides coincide with the images in the niches. Pull the lever to raise the grate.

Eliminate the lone Draugr in the next room behind the iron door and continue on. In the corridor, look under your feet: two shock runes shine on the floor. The new puzzle is more difficult: the columns do not rotate one by one, and the images of the front sides must match the images in the niches. Stand facing the grate and perform, for example, the indicated actions: turn the second column on the left (a whale in a niche) once, the first on the left (a snake in a niche) - once, the second on the right (an eagle in a niche) - twice, the first on the right (a whale in a niche) - once. Pull the lever.


Go down, at the intersection of the corridors, look under your feet so as not to step on the Nord pressure trap. Please note that Tolfdir, who arrived in time, is not so attentive, preferring to follow the shortest path. Follow down the stairs behind the iron door to the hall with the magical artifact. Move closer: the teacher will give a speech, and a draugr named Jyrik Gauldurson will rise from the throne. Pay attention to his unique staff (Staff of Jyrik Gauldurson) lying on the table. Watch a brief fight between the dead man and the old man, after which Tolfdir chooses to deal with the artifact. Distract Jurik for a while without trying to attack him. A few seconds of the teacher's influence on the magic ball will deprive the draugr of invulnerability, granting the opportunity to put it to rest. After defeating Goldurson, remove the Gauldur Amulet Fragment from his body. Talk to Tolfdir.


After opening the iron door next to the orb, go down the corridor to the dragon wall and learn the Ice Form shout word. Return to the college and go up to the Arch-Mage's Quarters from the elemental hall. Report to Savos Aren and you will be rewarded with a staff of magic light (Staff of Magelight).

The College of Winterhold is not subject to the imperial guild of magicians and does not shy away from necromancy.

The College of Winterhold is a mage school in the northeast of Skyrim, near the border with Morrowind. The arcane arts are studied here, and wizards spend their days casting spells or studying library grimoires. Residents of Winterhold do not like the College, and there is a reason - since fifty years ago, most of the city was swept away by huge waves, and the building of the College miraculously survived.

To become an archmage, it is not necessary to study magic - the first "introductory" spells will suffice. So the road here is open to any hero.

First lessons

“The main thing is caution,” says Tolfdir and sends the students to a dangerous dungeon.

Already from the first steps in Skyrim, the hero will be told that there is a school of magicians on the northern outskirts of the province - for those who consider themselves capable of magic, and ... for everyone else.

The school is easy to find - it stands out against the background of the decadent Winterhold. But the sorceress Faralda guards the entrance more than a dragon - she will let us through after we either prove our dovakinship (the Ancient Knowledge plot quest) or demonstrate how we can conjure. The spell that Farald will require from us is chosen randomly. If we do not know this, she herself will sell it for a modest price.

ADVICE: visit the college as early as possible - if you arrive too late, Faralda's "introductory" spell may require more mana than the hero has.

After that, we will have a conversation with Mirabella Ervin and an excursion, and then the first lesson in the Hall of the Elements. The elderly magician Tolfdir reads a lecture to the students. At the end, he will offer the hero to practice using the ward spell. If we don't have it, we will teach.

The task is simple: cover yourself with a talisman in time to reflect a fireball flying at the hero.

Immediately after that, Tolfdir will offer to work "in the field" and visit the excavations of the ruins of Saarthal.

In the depths of Saarthal

The skinny greenish type on the left is Yurik. Jurik Goldurson.

Saarthal is not far, southwest of Winterhold. Wait at the entrance of Tolfdir with the students. Inside, you will be given the first task, to help the magician Arnel Hein collect several artifacts - three enchanted rings and one ancient amulet.

With the amulet there will be a hitch - a magic trap will work and cut off the hero from the rest of the expedition members. Tolfdir will offer to study the amulet closer. Put it on and cast a spell on the pedestal. A passage will open, and with it a grate, and Tolfdir will join us.

And then, when we get to a small room with a locked door, time will stop, and the Psijic mage Nerien will speak to the hero from nowhere. Something very dangerous is coming - he will say and disappear, and the draugr will immediately attack the hero with Tolfdir.

You will meet two puzzles - one is simpler, the other is more difficult. The solution is simple - rotate the columns as shown in the pictures (whale-snake-eagle, eagle-eagle-whale). Difficult puzzle - four columns, three of which, turning, rotate others. You need to start with the left neighbor - it rotates the remaining three columns. Rotate the column so that the pattern matches the pattern on the wall. The next column is the far left. Then - the right distant and the right near.

After that, Tolfdir will join us, and we will go out into the hall, at the far end of which a huge magic ball rotates, covered with mysterious signs. It is guarded by Jurik... that is, Jurik Goldurson, a powerful draugr. He is invulnerable at first. Only when Tolfdir begins to draw power from the ball can Yurik be dealt with.

Head back to the college through the door behind the orb and don't miss the wall with the Word of Power.

library books

The archmage's red eyes are not from books or pipe-weed. He's from Morrowind - everyone is like that.

To find out what kind of ball we found in the depths of Saarthal, the archmage Savos Aren advises us to contact the Arcaneum - the local library. But the orc librarian Urag gro-Shub will quickly cool our ardor - he does not have the necessary books. They were kidnapped by a certain Orthorn, a renegade mage who is hiding in the fortress of Fellglow.

In the fortress of Fellglow, magicians perform inhuman experiments on vampires. Release all the vampires you meet and they will help in the fight. Orthorn himself is in prison - free him, and he will also offer assistance.

You will find the books at the end of the dungeon, next to a strong sorceress - the Caller. You can fight her (she, true to her nickname, calls all sorts of dirty tricks on our heads), try to convince her to give the books in peace, or, if Orthorn accompanies you, exchange the books for him.

As a reward for the return of three valuable volumes, Urag gro-Shub will give us pockets full of interesting and useful books.

Good intentions

In the chambers of the archmage, agents of the secret Psijic order again approached us.

Speak with Tolfdir in the Hall of Elements. He admires the Eye of Magnus, a magical orb recovered from Saarthal, and confesses that he has never seen anything like it before.

The conversation will be interrupted by Ancano, an arrogant Altmer, representative of the Thalmor and adviser to the archmage. He urgently summons us to the chambers of the archmage for a serious conversation. There we will be met by another Psijic magician (a member of the top-secret society of magicians) - Quaranir. He traditionally freezes time to talk with the hero in private. The magic ball is dangerous. The world is not yet ready for such a powerful thing, and we need the advice of the Augur of Dunlane.

Naturally, the archmage and Ancano did not hear the conversation and now do not understand why the Psijic is leaving. But where to look for Augur? Tolfdir will tell us about this. The augur hides in the Midden, the catacombs under the Collegium. There are ice ghosts and all kinds of undead, and the Augur himself is a bunch of magical energy, full of pessimism. He will tell us that events cannot be stopped, Ancano does not know what he is doing, and we need some kind of staff of Magnus.

Discovery of the invisible

The map shows clots of magic in Tamriel. Skyrim is illuminated by the Eye of Magnus and the Staff of Magnus.

Savos Aren, learning about the staff, will send to Mirabella. She will report that the magicians from the Synod were recently looking for the staff, and they went to the Dwemer dungeon Mzulft.

Judging by the fact that a magician is dying outside the gates of Mzulft, the Synod has already been here. Take the key from the body, open the door and enter the dungeon corridors. It is quite straightforward - your enemies here will be the traditional defense mechanisms of the Dwemer, as well as the Falmer and Corus.

At the end of a long journey, stumble upon a locked door in the large hall, go in the opposite direction, eliminate the centurion and take the key from the chest. Return to the door. If you haven't already picked up the Focusing Crystal from the Falmer in the Great Hall, do so.

Meet Parata Dekimiya - the only surviving magician of the Synod. He will tell us what happened and lead us to a device that focuses starlight. To solve the puzzle, you need to insert the crystal in the indicated place and work on it with cold and fire spells until the light rays are exactly on three rings in the dome. After that, it remains to press the buttons and rotate the rings to combine the three lenses with the rays.

Apparently, the staff is in Labyrinthian. That's where we'll go. However, first we will have to look into the College, where the Psijic magician who has again appeared out of nowhere will send us.

Cleanup

It was impossible to let Ancano near the ball. Having received the power of the Eye, the elf is about to collapse space, pupate and stop time.

Disturbing and tragic events are taking place in the Collegium. After a full-fledged crisis breaks out, we will be sent to protect Winterhold from a dozen magical anomalies flying around the city.

After that, return to Mirabella - she will send us to the Labyrinthian, providing the door ring (key) and the amulet of Savos Arena.

Staff of Magnus

Ghost Draugr. It would seem that the undead are undead - but it looks spectacular!

Labyrinthian is a curious dungeon. There are trolls, a blue-witted mother smoke, and unusual ghostly draugr and their hounds. Here, together with us, there will be disembodied ghosts of the past - an expedition of magicians led by Savos Aren. And the Labyrinthian will begin with an interesting battle - a bone dragon and a crowd of skeletons.

ADVICE: if it is difficult for you to defeat the dragon, return from the hall to the narrow corridors where it will not fit.

There are no puzzles in the Labyrinthian, except for two magical doors. The ice one is opened with a fire spell, the fire one with an ice one. The most dangerous thing is the beginning of the gallery, where fireballs will immediately fly at us, capable of killing the hero instantly. To get through this section, you need to hide around the corner and hit the soul stones from the pedestals with a bow or an ice arrow spell.

After encountering the Ghostly Draugr Warlord, grab the Word of Power from the wall and prepare to fight Morokei. He is invulnerable, as his protection is fed by two magicians. Kill them, then Morokei himself (he will summon an atronach if he has time). Take the mask and staff of Magnus from him.

ADVICE: if fighting Morokei is too hard, use the same method as with the dragon - hide without entering the hall and fire at him from afar with everything you have.

On the way to the exit from the dungeon, you have to endure one more battle - with the ambitious Altmer Estormo.

Eye of Magnus

"You have no methods against Ancano of the Thalmor!"

Now you need to use the staff to break through the protective magic to the College and defeat Ancano. Influence the staff on the obstacles. Help the mages cope with anomalies flying around. In the Hall of Elements itself, on the advice of Tolfdir, use the staff on the Eye to make it a ball again, and then use the same staff to hit Ancano with magic. If necessary, repeat the procedure. After the battle, get rid of the summoned anomalies.

It is done! The ball was taken away by the Psijics, and our hero is now the head of the College and can safely settle down in the chambers of the archmage.

NOTE: all tasks from members of the Board, including "Echoes", look in side quest section.

The Mages Guild has long been disbanded, but there are still mages who want to unite with others like them, share knowledge, spells, and so on. In Skyrim, such an association was the College of Winterhold.

It is worth adding that the College is very disliked in Skyrim. Nords are not good with magic and other mysteries.

How to join the Winterhold Collenia?

To do this, go to the city of Winterhold, and in the north you will find a bridge to the College. At the entrance, Faralda will stop you and say that only those who have a predisposition to magic can pass. And you will need to go through some task - to show that you can handle spells (the spells that you need to demonstrate are different, but in any case, you can also buy it from her).

Recall: to select spells, you need to press “Tab” -> Spells -> Select the desired skill with a mouse click (or add it to your favorites with the F key, and then in the quick launch window (Q key) set the spell to the desired number.

First lessons

Use a specific spell on a pentagram. We use it - and the "entrance" exam is counted.

Further, Faralda will take you to the College, to Mirabella Ervin, who will give you a tour of the College and show you your room. At the end of the tour, Erwin will take you to the Hall of the Elements, to Tolfirdir, where the practical lessons of using skills just begin.

After listening to a lecture on the difficult and winding path of the magician, we move on to practical exercises, where, standing at a certain point, you will need to use the Charm spell on yourself for some time (in the absence of charms, you can also buy the simplest one from Tolfirdir).

After that, the task will be completed, and a new one will immediately begin.

In the depths of Saarthal

After the lessons of magic, Tolfirir will invite everyone to visit Saartal - excavations of some antiquity. We arrive at the marked point on the map, find the entrance to the dungeon below, and follow the main one. The task is long, I will focus only on difficult moments.

You will need to find 3 rings and an amulet - the rings are on the floor (the marker will point to them) and the amulet is on the wall. After you take the last item, the bars will close behind you. There is no way to open them, just stand near them, and wait until Tolfirir comes up from the opposite side. Tell him you can't get out:

After that, he will offer to put on the amulet (we dress), and with any combat spell we destroy the plate from which the amulet was removed).

The next difficult moment is a puzzle with turning stones. Here the hint is located behind the stones themselves:

Having set all the stones in the right position, use the lever and the doors open. The same principle is in the next riddle with stones.

At the end, a mini-boss (very easy) will be waiting for you, and a wall with a dragon scream.

library books

This quest is taken immediately after completing the second quest (In the Depths of Saarthal).

We go to "Urag gro-Shub" and ask him about the item that was found in Saarthal, to which he replies that the books in which it is written about the sphere were stolen by a certain Orton, who studied at the college, but decided to join a group of magicians and they took from him a fee - 3 books. Now Orton is in the fortress of Fellglow, and the books are with him.

We head to the fortress of Fellglow, we clean it.

Slowly we clean the fortress, then we find Orton in one of the cells, we talk with him.

Orton, on the other hand, apologizes for his misdeed, and reports that the Caller took the books, and threw him into the cell for further experiments on him.

Free Orton.

In closed chambers, you will meet vampires who can be released, and who will not attack you (until you start, of course), but will help you in the fight against magicians.

Let's go slowly, in one room there will be an Unusual Stone, don't forget it.

We talk with her, she gives us books for good (at least she gave it to me, because I have eloquence pumped)

We pick up the books, go to the exit and then ...

I have to kill the Caller (maybe the key was somewhere before, but I did not notice it).

The fight, by the way, will not be easy for them. After it, only a handful of ashes remained, in which we find the key and go to the exit.

Upon arrival at the College, we go to Uragom gro-Shub and give books, in return we get:

  • Racial phylogeny
  • Child of the Niben
  • 2920 Hearth Fire Month (v. 9)
  • Full catalog of weapon enchantments
  • In response to Bero's speech
  • Pros and cons of black magic

These are all books.

Good intentions

In this boring quest, we will only need to run around the college in Winterhold, so I will not paint anything here.

Discovery of the Unseen

We talk with Mirabella Ervin, she tells us that we need to go to the ruins of Mzulft. Let's go there.

Entering the ruins, we see the dying Gavros Pliny.

When he dies, we take away the key from him and pass on. Then, after wandering through the ruins, we go into the hall, where there will be many opponents: the Falmer and one Falmer - the master of shadows. After killing the Master of Shadows, we take away the Focusing Crystal from him.

The cursor shows us a door that cannot be entered without a key.

We turn around and go down.

There, the "Dwemer Centurion Master" will come out against us.

After killing him, we find a chest in which lies the “Key to the Mzulfta Oculotorium”

We return to the door, open it. After passing further, there will be another door that Parat Decimius will open for us, to whom we give the focusing crystal taken from the shadow master Falmer.

We follow Parat. We pass into the Hall of the Oculatory and put the focusing crystal in the Oculatory.

There are 2 spell volumes on the table: Frostbite and Flame, it is with them that we will focus the Oculatory.

Focusing the Oculatory, you will get something similar.

Then we substitute each "window" to the desired beam.

After that, Parat says that there is strong interference from the collegium. (By the way, I killed him).

We go to the college and see that Ancano has fenced himself in with a field that we need to destroy. Let's move on iiiiii… BOOM

Consequence Cleanup

Winterhold was attacked by ice ghosts and we need to protect it. After that, we go to Mirabella and say that Winterhold is safe. Then we go to the Labyrinthian.

At the entrance to the Labyrinthian, you will see ghosts, but don't worry - they don't even notice you.
Entering the Labyrinthian, we have a new task - Find the staff of Magnus.
We will meet many enemies.
Also pay attention to the hints:
One of the rooms will have a frozen door.

Which will need to be melted by the Flame (the Spell Volume, by the way, lies nearby). Well, having passed all the enemies, we go into the Hall where Morokei is located, whom we need to kill in order to pick up the staff.

He has a protective field, which is supported by 2 ghosts, which must be killed in order to remove the field.
After killing Morokea, we take everything we need from him and move to the exit.

There, Estormo, Ancano's friend, will attack us. We kill him.
Upon arrival in Winterhold, we talk to Tolfrid.

Eye of Magnus

We destroy the protective spell that blocks the entrance to the College with the staff of Magnus.
We pass further into the hall of elements.

We enter into a fight with Ancano, defeat him, rejoice :)
After that, you become an Archmage and receive the "Archmage's Robe"

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