Under Saarthal (Under Saarthal). Skyrim - College of Winterhold (walkthrough) Passage of the quest in the depths of saarthal skyrim

Tolfdir, our first mentor in the college of Winterhold, we receive a new task from him. In an unfriendly company of newcomers, we go to excavations - not directly a college of magicians, but the geological institute of Skyrim. One way or another, but you need to arrive in Saarthal (Saarthal), which is located near Winterhold. So I didn’t have to go far, but I didn’t have to go through these kilometers either - when completing the Skyrim tasks on the site, I already opened this location. Calling the map, fast travel and we are already there. And here we are faced with one small but critical problem. Although I will talk about it a little later.







Saartal is an excavation site of some ancient structure, presumably a temple. The ground part of the location is poorly represented, the underground is very extensive. But access there is still ordered to us - only Tolfdir has a key, it is not possible to break the door. But the mentor himself, as well as his students, is not visible. Thoughts about another bug in the game, as, for example, in the Cornered Rat task, began to visit more and more persistently. However, the problem is solved simply by waiting, apparently, Tolfdir and his new students are not as experienced travelers as our hero. If you also got to Saartala on foot, the problem of Tolfdir's absence at the location may not arise.





After reuniting with Tolfdir, you need to talk with him in order to receive the next boring instructions and instructions. You just need to follow this character deep into the catacombs, into which he will lead the entire pack of students, including our brave character. Quite boring, in my opinion, the journey into the womb of Saarthal begins, where dark vaults and wanderings through the catacombs await us. Despite the fact that the underground areas in Skyrim have become more colorful and diverse, I still do not like it there.





After a short walk through the cave, we receive another task from Tolfdir - to help one teacher named Arniel Gane, who is engaged in excavations and research. We will find him in the next labyrinth, if necessary, you need to use the clairvoyance spell to find the way. Along the way, you can find that the cave does not look not only dangerous, but even abandoned. Here and there workers and students of the college are swarming, so that sometimes they even interfere and block the road. Arniel Gun himself was and is supposedly on the black list of the Thalmor embassy, ​​which we deducted when completing the Diplomatic Immunity quest. You can ask teacher Gan about this along the way, but there will not be as much benefit from this as we would like. We get a boring task - to find artifacts at the excavation site.





We start a boring collection of trinkets, but almost immediately we fall into a trap. What to do in this case is not clear, so you need to immediately approach the grate. On the other side of it will be the omnipresent Tolfdir with his instructions. The amulet of Saarthal will help us get out of the trap, which we can find in our inventory. We put on this practically useless little thing and cast something (say a spell) for greater reliability. Then you can find that some of the interior elements began to glow, reacting to the magic amulet. The grate opens, and Tolfdir gives another piece of advice - knock out the door in the tomb with a spell of destruction magic. The amulet does not need to be removed, since the tomb felt it and entered the stage of resonance with the ancient artifact.



We pronounce any combat spell on the panel (fires, a ball of fire or the like), after which a completely wide passage opens in front of us into an unknown area of ​​\u200b\u200bthe temple or tomb of Saarthal. The fearless Tolfdir, whose guardianship is already rather tired, goes into a new passage, offering us to follow him into the darkness of the cave. Without any problems and obstacles, we begin our long journey through the casemates of Saartala.









Almost immediately, the most interesting part of the mission takes place - an unprecedented vision of a powerful magician, odd to the current teachers of the College of Winterhold. Despite all the pathos of speech, the meaning of its originality does not differ. Once again, the world is in danger, as if dragons weren't enough. Again, our hero is the chosen one, and for dessert, a mystery was left in the form of a powerful magical organization, the Psijic Order. However, although unoriginal, but effective cocktail looked very good.









It is time to talk to Tolfdir about the vision and get the following instructions. The old man did not see the vision, so it was intended only for our character, however, it was already so obvious. About the mystical order (Psijic Order) Tolfdir also knows a little, but more than we do. It was a powerful organization of magicians, part of its cult was connected with Saarthal. After such a vague lecture-conversation, Tolfdir goes to explore the catacombs that have opened in a new passage, we are invited to do the same, but on our own.



Alas, we are waiting for the study of gloomy dungeons, where we will be waiting for combination locks, evil druagars and boring wanderings. With regret, it is worth noting that The Elder Scrolls 5 is still quite a long way from completing this task, but we will not report on the sad.













The first combination lock of the Under Saarthal quest consists of three pairs of pylons that need to be turned in the correct order. As before, the correct positions of the stones can be found in neighboring frescoes or ruins. In the first (outer row) the position of the stones is as follows, counting from left to right: bird, fish. In the second (central): snake, bird. In the third (closest to the grate): fish, bird. We pull the lever - the door opens, if something is mixed up, then a weak trap will work.





We pass further, simultaneously overcoming the resistance of the revived remains of the ancient Nords, and do not forget to look at our feet - there are magical traps. I neutralized them by simply hitting the trap - then I was treated. It’s easier, because in which case you won’t fall into the trap anymore, and you can also develop a little recovery magic. Falling into a trap during a fight opposite can be quite dangerous.







Another combination lock, this time four pebbles, the solution, as before, lies at your side - you just need to take a closer look. The order of the stones to open the grate (from left to right in the form of a vicious circle): snake, fish, bird, fish. Solving puzzles is already tired, as you have to break your eyes in search of the ruins of stones in the dark corners of the caves.





Familiar faces, or rather the face of Tolfdir meets us at the next turn when passing the second assignment of the College of Winterhold to the site. Not to say that our character is overly happy with the mentor's company, but the dark vaults of the caves are already tired. Finally, we find ourselves in a room with a large beautiful ball, which is supposedly of Dwemer origin. And yes, such a treasure simply cannot be without protection - the evil Jyrik Gauldurson guards the sphere. You should not sneak up on the dead man unnoticed, you can join the battle without much enthusiasm. The fact is that we are not yet able to inflict damage on Yurik Gauldurson, so we are more concerned about our own health. Soon Tolfdir opens the riddle of such power of the enemy and asks us to distract him, which we already do. Soon, the elderly magician removes the protection from the guard of the relic, and we can, with a clear conscience, release him from such an unremarkable life.







We get as trophies a fragment of the amulet of Gauldur (Gauldur amulet fragment), which is required to complete one Skyrim side quest - Forbidden Legend. Also, with the guard of a large sphere, we find a note that tells about the betrayal and punishment of the unfortunate. We pack our things and head to Tolfdir, who is completely absorbed in the study of a new magical toy.







Alas, but Tolfdir once again does not know anything definite, the truth is said that wisdom does not always come along with the years lived. The mentor sends us back to the college to report an important find to the archmage Savos Aren himself. I immediately thought of an imminent betrayal within the College of Winterhold, in the center of which there will be a recent vision and an unknown spherical artifact.













The road home, or rather, to the College of Winterhold Skyrim will be much faster than the tedious descent into the dungeons of Saarthal. The boring task is nearing completion, and, being under the clear frosty air of Skyrim, we choose a new fast travel point - the College of Winterhold. Almost at the very entrance we find a door leading to the chambers of the archmage Savos Arena. We find a respectable husband reading a book and inform him of our find. Alas, such news did not greatly surprise and interested the head of the Arena, but we receive a new task to help the local librarian, whom we have already met during the Elder Knowledge task. The tiring campaign under Saartal is considered to be over, but the feeling that this story is far from the denouement does not leave the mind of the wise hero.

To complete the "" quest and not ask where to get the Saarthal key in Skyrim, complete this quest.

We pass the training lessons of magic. After talking with Tolfdir, we receive a quest in the Depths of Saarthal. We go directly to this location, it is located quite close to the college. The mages clearly used the landscaping to create such an amazing structure, the beauty of which can be rivaled by many areas in the game. We can go alone and wait for the others at the entrance, or go with the whole group. At the entrance, once again we speak with Tolfdir and go in with everyone. Here begins our passage in the depths of the dungeon in Skyrim. We listen to a lecture on security, then we go to help the archaeologist Arnel Hein. He asks to look for magical artifacts that other students could not find. We find 3 rings, they will be highlighted on the radar. After that, we see an amulet on the wall, take it and find ourselves trapped. The teacher tells us through the bars that we need to somehow interact with the amulet.

We open the inventory and look for the Amulet of Saartala, dress it, now the wall opposite is a little lit up, Tolfdir tells us that we should use magic. Now we destroy the wall with fire magic, the trap disappears and a new passage opens. We go with Tolfdir to the opened passage, here we will have a vision of the ancient magicians, but only we will see it and tell the teacher what we saw. After the vision, we must explore the tombs, two draugrs will come out of them, thereby opening a passage for us. Ahead there will be a round room and the next dead, as the dead were killed, our teacher will say that he wants to inspect the room further, we will go alone. We pass forward and stumble upon another room. The only way out of the room is a locked door and two working levers on the sides, we use them and move on to meet adventures in the passage of the Saartal quest in Skyrim.

Immediately we are met by draugrs, we kill them and go further up the stairs. There will be a chest in this room, it is advisable to inspect it for useful things, we will also find a ladder down there. We come to the first puzzle, it is quite simple. Animals will be drawn behind each rotating pillar, you need to rotate them so that the picture on the pillar matches the picture on the wall. We passed the puzzle and go further into the excavations! We kill enemies and carefully go around the frequently encountered traps. Here we meet a strong draugr, but we have nothing to fear, because the teacher has returned to us! After killing him, we will have to think more about the puzzle, but the one who reads this will not ask the question of how to pass Saarthal in Skyrim, so there is no need to think about the puzzle either. We have four columns. The main thing is to understand the principle, an animal is depicted behind each column, but if you move one, it will activate the others, when you have deployed all the columns correctly, we press the lever near the door.

A very strong draugr Jurik Goldurson and a huge luminous sphere will be waiting for you outside the door. Until you wait for Tolfdir, it's better not to attack him, he will be invulnerable until the teacher absorbs energy from the ball in the center of the room. Then you can defeat him. If you are using magic, then use one that the draugr does not currently glow with. For example, it glows with sparks, then you need to attack with ice or flame, if it glows with flame, then we attack with sparks or ice, but of course it will be easier to just kill it with a weapon. In the room we will find things related to the Forbidden Legend quest and a good magic staff "Yurik Goldurson's Staff". We have completed part of the quest Identify the danger in Saarthal and go to the archmage.


    Warning on line 81

    Warning: include(mml.php): failed to open stream: No such file or directory in /var/www/u0675748/data/www/website/wod/wp-content/themes/ginkaku/single.php on line 81

    Warning: include(): Failed opening "mml.php" for inclusion (include_path=".:") in /var/www/u0675748/data/www/website/wod/wp-content/themes/ginkaku/single.php on line 81

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 impressive!

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 strike with magic at Ancano. 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.

Questgiver: Faralda
Conditions for starting the quest: arrive at Winterhold
Reward: Novice Robe of the School of Destruction, Novice Mage Hood and Boots

Pass the entrance exam
After arriving in Winterhold, go to the bridge leading to the College and talk to Faralda. She will ask you to take an entrance exam. To do this, you will need to cast a randomly selected spell (fire arrow, healing hands, summon a fiery atronach, magical light or fear) on a seal with a college symbol. If you don't have the spell you want, Faralda will sell it to you.
To complete the quest, simply cast the desired seal spell behind Faralda.

Report to Mirabella Ervin
Follow Faralda to the College. Find Master Wizard Mirabella Erwin in the courtyard. Talk to her and agree to attend a sightseeing tour.

Examine the College of Winterhold
Follow Mirabella and admire the beauties of the College.

Appear to Tolfdir
Go to the Hall of Elements and listen to Tolfdir's speech.
After the speech, Tolfdir will offer you to put your knowledge into practice. You will need to cast any ward spell. If you don't have such a spell, Tolfdir will sell it to you. Stand on the symbol of the College opposite Tolfdir, create and hold the ward. Tolfdir will cast a fire arrow and the task will be completed.

In the depths of Saarthal

Questgiver: Tolfdir
Start conditions: complete the quest "First Lessons"
Reward: Staff of Arcane Light

Meet Tolfdir near Saarthal
Travel to Saarthal. These are ruins southwest of Winterhold.
Important: You can slowly walk to Sartaal with Tolfdir. Or you can run forward, but then Tolfdir will appear at the entrance to the ruins not immediately, but after 2-3 days.

Follow Tolfdir
Talk to Tolfdir and enter the ruins. Follow him.

Find Arnel Gein
Find Arnel Gein in the Ruins of Saarthal.

Find magical artifacts
In the adjacent rooms, find 4 magical artifacts: three rings and an amulet.

When you collect all the artifacts, go back. Alas, the passage will be closed. Talk to Tolfdir.

Escape the trap with Saarthal's amulet
Equip Saarthal's amulet and cast any combat spell on the wall you removed the amulet from. The wall will collapse.

Follow Tolfdir
Wait for Tolfdir. Follow him along the opened corridor. You will reach a small room with sarcophagi. Here you will have a vision of Psijic.

Tell Tolfdir about the vision
Talk to Tolfdir. After that, the draugr will attack you, be ready for battle.

Follow Tolfdir
Follow Tolfdir deep into the ruins. You will reach a large hall with a large number of sarcophagi. There, the Draugr will attack you again.

Spot the danger in Saarthal
Use the chains to open the gate and go deep into the ruins. Soon you will enter a corridor with these columns:

You need to correctly rotate all the columns to open the gate. The clue is on the wall behind the pillar. Rotate the column until the picture shown on the hint appears in front of you. When all six pillars are deployed according to the prompt, pull the lever.

In case of an error, a trap will be triggered.
Keep going. Further you will find yourself in a wide corridor with columns. The clue in this case is at the beginning of the corridor. Here the task is more complicated: the rotation of some columns causes the rotation of others.

Rotate the columns in this order: 2134. Then press the lever. If successful, the gate will open, if it fails, a trap will be triggered.
Move on. Tolfdir will overtake you. Come into the next room. There you will be attacked by the draugr Jurik Goldurson.
Distract his attention until Tolfdir destroys the magical barrier. After that, kill Yurik and be sure to take the "part of the amulet of Goldur" from the corpse - it will be needed to complete the task "Parts of the amulet". Talk to Tolfdir.

Talk to the Archmage
Leave the ruins through the door behind the "strange artifact" and go to the College. Find the archmage there and talk to him.

library books

Questgiver: Savos Arena
Start conditions: complete the quest "In the Depths of Saarthal"
Reward: 2920 Hearthfire Month (Vol. 9), In Response to Bero's Speech, Niben's Child, Pros and Cons of Black Magic, The Complete Weapon Enchant Catalog, and Racial Phylogeny

Talk to Urag gro-Shub
Travel to the Arcaneum and speak with Urag gro-Shub.

The Arcaneum can be accessed either through the chambers of the archmage, or directly from the Hall of the Elements. Urag will tell you that the necessary books have been stolen.

Find stolen books
Travel to Fellglow Keep, northeast of Whiterun.

Kill all the summoners there and take the books. Along the way, you will come across a room with imprisoned vampires, free them, and they will provide you with all possible assistance. Get ready for a tough battle with the head of summoners. She is quite strong and summons atronachs.

Return books
Take the books to Urag gro-Shub at the Arcaneum.

Good intentions

Questgiver: Urag gro-Shub
Start conditions: complete the quest "Library Books"
Reward: Mage Circlet

Talk to Tolfdir
Go to the hall of elements and talk to Tolfdir about the artifact.

Listen to Tolfdir
Listen to Tolfdir's thoughts on the artifact. Ancano will intervene in your conversation.

Follow Ancano
Follow Ancano to the Archmage's quarters.

Talk to Quaranir
In the chambers of the Archmage you will find the Psijic Quaranir, talk to him.

Find the Augur of Dunleigh
Talk to the Archmage about the Augur. He will mention Tolfdir. Find Tolfdir and talk to him. He will say that Augur can be found in Midden. You can get to Midden from the courtyard of the College.

Once in Midden, go deeper into the Midden - Darkness location. There you will find Argur. Talk to him.

Appear to Savos Arena
Return to the Archmage and tell him about the find.

Discovery of the invisible

Questgiver: Savos Arena
Start conditions: complete the "Good Intentions" quest
Reward: No

Talk to Mirabella Ervin
Find Mirabella. She will tell you about the magicians from the Synod who were interested in the staff of Magnus.

Find the ruins of Mzulft
Travel to Mzulft. The ruins are located southeast of Windhelm.

Once in Mzulft, you will find a scientist from the Synod on his last legs. When he expires, take the key to the ruins from him.

Find scientists from the Synod
Go deep into the ruins. Along the way, you will encounter Dwemer Centurions and Falmer. Check the corpses of the Falmer, on one of them you will find a focusing crystal, which will be needed later. Approaching the oculatory, you will find that the door is closed. The key is at the other end of the location in the chest.

Once in the oculatory, talk to the scientist from the Synod.

Follow Parat
Escort Parath to the main hall of the oculatory. Once in the main hall, Parat will ask you to put the Focusing Crystal back in place.

Place the crystal in the Oculatorium
Place the crystal in the device.

Focus Oculatory
Talk to Parat, he will say that the crystal must be heated and cooled in order to focus. Apply the Frostbite spell on the crystal (there is a volume with this spell on the table in the oculatory) three times until you get the desired picture of the arrangement of the rays:

If you overcooled the crystal, then cast the "Flame" spell on it (there is a volume with this spell on the table in the oculatory).
Now press the buttons to rotate the flow elements until the lenses line up with the beams:

Talk to Parat
Parath will tell you that the staff of Magnus may be in the Labyrinthian.

Report to Savos Arena
Return to the College and go to the Hall of the Elements. Talk to the Archmage and help him destroy the magical barrier, to do this, use the "Flame" spell until the barrier disappears. Follow the Archmage into the hall. Then there will be an explosion.

Find the Archmage
Leave the Hall of the Elements. Talk to Tolfdir.

Cleanup

Questgiver: Tolfdir
Start conditions: complete the quest "Discovering the Invisible"
Reward: Amulet Savos Arena

Protect Winterhold
Go to Winterhold. There you will find magical anomalies.

Defeat the creatures infesting Winterhold
Destroy 10 magical anomalies.

Report to Mirabella Ervin
Return to the College. Talk to Mirabella. She will give you the Archmage's Amulet and Labyrinthian's Door Ring.

Staff of Magnus

Questgiver: Mirabella Erwin
Start conditions: complete the quest "Elimination of Consequences"
Reward: Staff of Magnus

Enter the Labyrinthian
Travel to the Labyrinthian. These are the ruins southeast of Morthal.

Find the Staff of Magnus
Go deep into the ruins. Along the way, you will meet these kinds of doors:

The burning one is opened by any ice spell, the icy one by any fire spell.
There you will find a lich held by a magical sphere.

Kill the enslaved mages, this will release the lich. Kill the lich and take the Staff of Magnus and the mask of Morokea from his corpse (you will need the mask for the "Masks of the Dragon Priests" quest).

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 cells, 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"

What else to read