Clear the magical energy points in the college. Walkthrough of the College of Mages of Winterhold (Skyrim). Reinstatement in the College of Mages of Winterhold

At night I felt unwell again and again drank a potion that heals all diseases, and I felt better, at the same time I gave the same to Fendal.

In Skyrim, there is only one place where magic is taught - this is the college of magicians in the northeast of Skyrim, Winterhold.

Since I lived all this time with Jarl Korir, it’s literally a few steps to the college itself. So after sleep I went to the college of magicians. I have very big plans on this topic; I want to develop more as a magician. Well, and, on top of everything else, the magicians stand, as it were, separately from the civil war, they are almost on their own. And there will be magicians in any situation, no matter who wins: the Imperials or the Stormcloaks. This is a kind of even independence.

When I climbed the slightly snowy steps, Faralda met me in front of the bridge - the one who stands guard over the college, because they don’t accept just anyone... You must first prove that you can do something and explain what you personally can give to the college. Faralda suggested taking the exam. I tried to convince him to let me through, but all attempts were in vain. In the form of an exam, you need to demonstrate some kind of spell. I decided to demonstrate something that I did not know yet, and acquired knowledge about it from Faralda for only 30 septims. This is 50 coins less than any other merchant. I got the Fear spell. After passing the exam, Faralda congratulated me and the entrance to the college opened. She led me across the bridge, simultaneously lighting lights in special magical “wells”. You can cross the bridge without any hindrance, but without passing the exam, the gates to the college will be closed.

As in any other case, the choice of spell in the exam is randomly generated. Faralda can offer only 5 of them: “Fire Arrow” (school of magic “Destruction”); "Magic Light" (school of magic "Change"); "Summons of the Fire Atronach" (school of magic "Witchcraft"); “Healing Hands” (Restoration school of magic) and “Fear” (Illusion school of magic). Why did I choose the Fear spell... Because the Tome with all the other spells in Skyrim can be found for free, and only the Tome of the Fear spell cannot be found. You can only buy it! By buying a spell from Faralda, you can save at least 50 septims, since from any other merchants, this spell costs at least 80 septims. Well, it’s interesting to develop it quickly, so that not only animals, but also strong rivals will run away from you.

Faralda took me to the courtyard of the college and told me to talk to Mirabella Erwin about my further studies. I found her arguing about something with high elf Ancano. She explained to him that he was just a guest at the college. After he left, Mirabella spoke to me. She said that now many new students have begun to join their college. She gave me a uniform: the boots of a college student, the robe of a newcomer to the school of destruction (destruction spells consume 12% less magic and the magic itself is restored 50% faster), and the hood of a novice mage. She explained that it is not necessary to wear a uniform, but it is recommended.

Then Mirabella showed me my room, where I will live permanently. It is located in the Hall of Achievements. The room is forever assigned to me, even if I become the thane of all cities in Skyrim, and even if I become an Archmage. There are also interesting feature- private rooms, both students and teachers, have no doors. Everything is open and you can visit each other freely.

And after examining the room, Mirabella said that the magic teacher Tolfdir was starting his first lesson for beginners and I needed to hurry to the Hall of Elements. When I arrived, the rest of the students had already gathered in the hall, namely: J "Zargo (Khajiit), Brelina Marion (dark elf) and Onmund (Nord), and I, Sophie Corvus (forest elf). Quite an interesting composition. In general, I noticed that there are quite a lot of different elves in the college... The lesson began with a small argument. Tolfdir was inclined to think that safety was paramount, and the rest of the students said that they already had knowledge when they entered the college and Tolfdir asked my opinion. but I decided to avoid answering, which the teacher considered wise. Then he found out that I didn’t know a single amulet and taught me the Small Amulet for free. At the same time, we immediately practiced checking it. I completed the task immediately and successfully. At the next lesson, we must go to the depths of Saarthal and Tolfdir said that he was waiting for everyone at the entrance in a few hours, well, since it was already evening, apparently he meant tomorrow.

I managed to talk with the dark elf Brelina Marion and visited the Support Hall, where I found a lot of food and many ingredients for making potions. There is also an alchemical laboratory and a table of the Pentagram of Souls. Everything is very convenient. You can train in your free time, as much as you like. In the alchemical laboratory room I found Tolfdir's distillation apparatus. The teacher must have forgotten it. I'll definitely return it. Well, of course, I couldn’t resist and prepared several potions. And after the second lesson, which will take place tomorrow, we will have to research something, I will study the properties of plants. In the Hall of Support there is even a chest with animal skins and coins here and there. I found quite a few soul stones and skulls. I took everything for myself. :))))

After the first board study, and delicious food, I went to bed in my first room-house, where I slept wonderfully!

The College of Winterhold Mages from the shore.

The College of Winterhold Mages under the falling snow.

College of Wizards of Winterhold.

Faralda asks what do I want to know?

A demonstration of the "Fear" spell dropped.

Faralda leads me across the bridge.

College at its finest.

First lesson with Tolfdir.

I'm learning to use the "Small Amulet" spell.

In the courtyard of the college.

Hall of Support.

Rich table in the Hall of Support.

2nd floor of the Support Hall.

Pentagram of souls.

Tolfdir's alembic.

Alchemical laboratory.

They love students here - you can drink mead. :)

Another meal table.

My room is 1.

My room is 2.

My room is 3.

The College of Winterhold is a huge school of magicians that is located in the northeastern part of Skyrim, near the border with Morrowind. It is in this place that the various secret arts of Skyrim are studied. Wizards of the College of Winterhold spend entire days practicing spells and reading library books. The residents of Winterhold themselves, to put it mildly, are not too fond of the local academy of magicians, and there are reasons for this - fifty years ago, half of the city was washed away huge wave, but the College of Winterhold somehow miraculously managed to survive.

You don’t have to study any complex magic to become an Archmage - just the initial spells are enough. Based on this, the road to the College of Magicians is accessible to any beginner and foreigner.

First lessons

In order to become not just a good magician, but a magnificent magician, you need to go to the College of Mages, which is located in Winterhold. As the inhabitants of the province of Skyrim themselves say: “There is a lot of magic here.” But before you begin your training at this prestigious institution, you need to master a couple of simple spells.

Advice: It's best to visit the Winterhold College of Mages as soon as possible - if you visit later, then the "entrance" tests that Faralda requires you to take may require much more mana than was originally required, so you will have nothing left to do except pump up your current mana supply.

So, let's get to the point. To begin your training with the coolest magicians of Skyrim, you must first get to Winterhold, and then go to the large stone bridge, which leads directly to the College of Mages. Immediately near the bridge you will meet a girl named Faralda - she is accepting new students.

When you ask Faralda, let you through, she will ask you to take a short magic test, or if you have developed eloquence, then you can convince her that you will be extremely useful for the College of Mages. If everything is clear with the persuader, then nothing is yet unknown with the test. The essence of this exam is that you will need to show your magical abilities- that is, show several spells. As soon as you do what she tells you, then she will take you inside the College of Magicians all the way to Mirabella Erwin. Mirabella, in turn, will give you a short tour of this place, after which she will send you to listen to a speech for beginners from Tolfdir.

Once you listen to the old magician speak, the students will require practice. At this point, Tolfdir will ask whether it is worth carrying out the practice or not. But why not? Let's support the rest of the students of the College of Magicians. First, old Tolfdir will test your ability to use protective magic. You will need to stand in the indicated place, then activate the spell and hold it for some time. You can use a spell called "Small Amulet". As soon as you put up your barrier, Tolfdir will throw a fire spell at you once, after which the practice will be over.

The note: It is best to save before training begins, since a bug is possible if during training you do not catch the fireball, the task may simply “get stuck”.

Next, Tolfdir informs all students that it will be necessary to gather near a place called Saarthal, where the College of Mages is engaged in excavations. At this stage, joining the College of Mages of Winterhold is over and it’s time for you to go to the indicated place.

In the depths of Saarthal


Traveling to a place called Saarthal, you eventually meet old Tolfdir near the entrance to this mysterious place. After waiting for the rest of the students (if necessary), go inside this tomb. Tolfdir gives the order for everyone to start searching for artifacts that could be of some use to the College of Mages, but during these searches he still doesn’t say something. If you ask Tolfdir what you should do, then he will send you to Arnel Gein, who could use some help in finding some magical artifacts. Well, let's now go to Arnel Gein. Upon arrival at this NPC, he tells you that you need to examine the rooms in the northern part of the tomb. There you will have to find the four indicated items.

The note: In this task, when you find yourself in Saarthal, never close the doors behind you, since Tolfdir is so old that he sometimes forgets that he knows how to open them.

On the left side of Arnel there will be some kind of locked passage, on which a strange and, apparently, ancient amulet. So, take off this little thing and you will have Saarthal's amulet in your inventory. At some point, the grate will close behind you and, as a result, you find yourself in a kind of trap. Soon Tolfdir comes running up to you - talk to him. He tells you that in order to get out of the trap, you will need to somehow use the amulet you found. Put this amulet on yourself and there is no time closed door, begins to emit an incomprehensible magic.

At this stage, Tolfdir again continues to instruct you with his tips. This time he tells you that you may have acquired some new abilities. Now it's time to use your Flame spell on the locked door. In the end, under the onslaught of this magic, the wall collapses and the passage becomes open. Go further and move forward along the tunnel. Tolfdir will follow you. As soon as you find yourself in the hall, an unknown person named Nerien soon appears in front of you. At the same moment, everything around you changes to black and white colors. At this moment, an unknown person named Nerien visits you and says that he is from the very ancient Psijic Order and that everyone is in great danger, but his entire order believes in you, that you can protect everyone from a future threat . In the end, this unknown person disappears. Your vision, despite the long duration, in reality was completely invisible, so old Tolfdir could not see anything, much less hear, so he will need to tell him about what just happened.

Of course, after such news, Tolfdir is very surprised, because no one has heard anything about the Psijic Order for quite a long time. Once you've shared your knowledge, move on. At some point, you stumble upon a hall with tombs, where the undead attack you. You'll have to stretch their old bones a little, so give them a beating. As soon as they are finished, a passage opens for you - go through it. You will find yourself in a round room in which draugr will attack you from all sides. As soon as you fight them off, on the opposite side of the hall, activate the two chain levers that are located on the sides of the grate and then go into the passage that has opened for you. Now the doors to the “heart” of Saarthal are finally open, so quickly move deeper. At the same moment, Tolfdir goes somewhere on his “important” business.

The further path is constantly interrupted by draugr, who constantly attack you, but they are not as strong as you, so they should not give you problems. Move to the iron doors that are located near the chest. Ahead you will soon be able to see a passage that is blocked by a grate and a nearby lever. There will also be columns on which animals will be depicted. There are clues on these columns that can help you. If you look at the lever on the left side, then set the following hieroglyphs: bird, snake and fish. WITH right side will be: fish, bird and bird. Now you can pull the lever and move on. Finally, go through the iron doors and kill another pack of draugr, then go up the log stairs. There will be doors here - enter. Next, turn to the right and here be extremely careful, as there are magical and very dangerous traps on the floor here!

At some point you will come across a new grate with a secret. This time everything will be a little more complicated, since when you rotate some columns, other columns will also rotate, but still, as usual, everything works according to a special principle: the column that is located on the left side will rotate the columns on the right side; another column on the left side will rotate the other three columns; the column on the right side (the first one) - one will rotate, that is, it will not cling to the others in any way; second column on the right side - will rotate the first column on the right side. Now it's time to make sure that all the columns rotate in the correct sequence. The order looks like this: first place the fish on the left side in the desired position, then the snake on the left side, then the bird on the right side and finally place the fish on the right side in the correct position.

Now you can finally pull the lever. After the grate opens, move on and at some point old Tolfdir catches up with you. There will be iron doors ahead - open them. As soon as you pass through them, you see an unusual sight: a huge rotating sphere, which is guarded by a very strong drurg named Yurik Goldurson. You will have to defeat this Boss. At first everything will not be so simple, since ordinary weapons do not damage him, but at some point Tolfdir casts a strange spell on this huge sphere, after which this strong draugr becomes vulnerable to weapons, so now you can easily defeat his. As soon as you kill the draugr, take the Gauldur amulet from its body along with the sealing document. If you read this letter, then you will activate additional task called "Forbidden Legend".

Finally, you can get out of this gloomy dungeon. Near this huge sphere there are doors that will lead you out of here. In addition, there will also be a word of power on the wall, so don’t forget to study it. Exit through the doors on the left side. At some point, you will need to open the next grate by first pressing the handle on the left side. Eventually, you find yourself at the very beginning of this tomb. Get back out into the fresh air and quickly move back to the College of Mages of Winterhold. Upon arrival back at the College, move to the chambers of the local Archmage and tell him about what happened in Saarthal. As soon as Savos Aren listens to you carefully, he will send you to Urag gro-Shub. At this point the task is completed and the next task begins.

Library books


It's time to go see Urag gro-Shub, so go down to the Arcaneum. After talking with this orc, he will tell you that he cannot help you in any way, since the books that contained the necessary information were stolen by one of the students named Orthorn. He will also tell you that this thief fled to a fortress called Fellgolow.

Well, it’s time to find this thief and at the same time return the stolen books. Right at the exit you are stopped by a character named Ancano - he is a very arrogant and self-confident elf, moreover, he is also an adviser to the Archmage. In general, he begins to ask you very suspicious questions about what happened in Saarthal.

Anyway, head to Fellglow Keep. Outside you will notice a couple of very chatty sorcerers. Kill these renegades and make your way inside the dungeon. There will also be magicians and sorcerers inside, so be careful. Along the way, you can also free the vampire who was locked in one of the cells, and after being freed, she will fight with you against the magicians.

In the end, in the circular hall you can find Orthorn, who will be locked in one of the cells. You can open this cage using the nearby lever. As soon as you free this thief, find out from him about the stolen books. He will tell you that they were stolen from him. After this news, you can either order the thief to escape, or order him to help you in your future business. To be honest, Orthorn is no fighter at all, and magical abilities also don’t provide any benefit.

Continue moving further through this dungeon and along the way kill various evil spirits along with the magicians. Eventually you will reach the doors to Fellgolow Fortress. Go inside and quickly kill everyone you see here. In one of the rooms there will be a Berenziah stone (it is also an Unusual stone). Overall, keep moving forward. Soon you reach the local ritual hall. Here you will meet a certain “Caller” - talk to her. If your eloquence is well enough developed, then you will be able to negotiate to give you the books, thereby avoiding a fight, but you can also, in the old fashioned way, kill everyone who is here. The most important thing: take the key to the ritual hall from the corpse of the Caller.

On the pedestal there will be the following books that need to be picked up: “Night of Tears”, “The Last King of the Ayleids” and a fragment “About Artaeum”. As soon as you take these items, you can say goodbye to the thief Orthorn, if you have not previously ordered him to save himself. Using the previously taken key, you can open the locked doors and get out of this place using the hatch. Then all you have to do is lift the bolt on the doors and go to the doors, which in turn lead back to Skyrim.

After getting out of this place, return back to the College of Mages of Winterhold to Urag gro-Shab. Return the books to this orc and he, in turn, will very generously reward you for a job well done. Since the task is completed, return back to Tolfdir, who will give you a new task.

Good intentions


Go to the old town of Tolfdir. You will find him studying the previously found sphere. He is trying to figure out the symbols that are drawn on it. He says that these symbols are not familiar to him, since the language does not belong to any of the languages ​​he knows. At some point Ancano barges into your conversation. This arrogant elf very rudely interrupts Tolfdir and tells him in a commanding tone to follow him. Ancano is interested in the Psijic Order, since one of their representatives came to the College of Mages. Go with Ancano to the Archmage's chambers and talk there with a Psijic named Quarnir. At some point the world pale again and Ancano and the Archmage simply freeze together.

In general, Quarnir tells you that you have found a very powerful and no less powerful sphere. The name of this sphere is the Eye of Magnus. And the most important thing is that while this ball is in the College of Magicians, it will pose a huge threat and danger, since someone can use it for evil. In order to get more information about this ball, you will need to go to a certain Augur of Daylensky, who was also once a member of the College of Magicians.

For the others who were present in this room, the conversation never began. Ancano, in turn, is completely furious, because he does not know what is happening. Psijic only tells him that he has the wrong address and calmly leaves from here. Now it’s time to ask Archmage Arena about the Augur. He will tell you that these were supposedly stories that Tolfdir composed. Now it's time to go to Tolfdir and find out about your goal from him. Ask him the same questions. The old man goes to a place called Midden, which is located directly below the College of Mages. Tolfdir will tell you that Augur's pursuit of a very powerful artifact did not lead to anything good.

You can get to a place called Midden through a hatch, which is located right in the courtyard of the College of Magicians. Finding your target will not be difficult, but keep in mind that you will still come across a couple of creepy monsters along the way. Once you find the Augur in a place called Midden Darkness, you will see something incredible. All that remains of the Augur is the energetic part, after talking with it, it becomes clear that Ancano’s plans are not destined to come true and that all his ideas are doomed to failure. The Augur also tells you that you need to find the Staff of Magnus. The Augur sends you to chat with Savos about this topic.

Archmage Aren sends you to find out all the details from Mirabella Erwin, and he also gives you a magician’s hoop. This ends the current quest and begins another new quest called “Discovering the Unseen.”

Discovery of the invisible


Now go to Lady Mirabella and talk to her about the Staff of Magnus. It turns out that she was already somehow interested in this subject, and the magicians from the Synod were interested. The most interesting thing is that they mentioned a certain Mzulft, where they were going to start searching for the Staff of Magnus. Based on this, it’s time for you to go to this place. Mzulft is a Dwemer ruin. Going inside, you find a certain Gavros Pliny, who is a member of the society of magicians of the Synod. More importantly, he is already dying, but still manages to tell you about Parata, which is located in the Oculatory. Take the notes and the key to Mzulft from the dying magician, and then move deeper into these Dwemer ruins.

Open the doors using the key you received and move deeper into this place. In the future, you will have to go through many different rooms, doors and halls, simultaneously killing local residents such as Dwemer spiders. Eventually, you will reach a mine with coruses, behind which there will be other ruins. You will need to get to the section called Mzulft-Steam Engines. It is in this place that you will have to fight the Falmer. Move through caves and halls that are separated by doors. In any case, you will reach Mzulft. Here, try to be extremely careful, since one of the killed Falmers has a focusing crystal, which you will have to return for if you do not immediately take it with you.

In the large hall, move to the left door, but it will soon turn out that it is locked, so we go through the doors on the opposite side. Eventually, you find yourself in the room where the Dwemer centurion is located. After killing him, examine the chest that is located here. Inside this chest is the key to the Mzulft Oculatory. Taking this key, you can return back to the forbidden doors, and you can open them using the previously found key. Having opened the doors, climb to the top, where you come across new doors. Trying to open these doors is futile. A voice is suddenly heard behind the doors. It turns out that this is Parat Decimius. Having opened the doors for you, he mistakes you for the deceased Gavros. After a short dialogue, tell him that Gavros died and if you took the focusing crystal, then you should immediately tell Parat about it. As soon as you talk to him, you go together to the Oculatory room.

The previously found crystal must be placed in the Dwemer sphere. After that. Once you insert it, the crystal will also have to be focused. It is necessary to obtain an effect in which rays of light will fall into the green circles that are located on the large dome. The “Flame” spells along with “Frostbite” will help you in this matter. If you still don’t know these spells, then near the control buttons there will be two volumes with the necessary spells. You will need to use flame and frostbite alternately, and you will have to influence the sphere until the rays point exactly to the middle of the three rings that are located on the dome. As soon as you do this, you will need to rotate the rings using the buttons, thereby adjusting the green circles to your rays. Eventually the rays will be reflected.

At some point, Parat begins to talk about how the light is not going as expected. He notices that some interference is happening and even finds out where it comes from - Winterhold. Parath claims that the College of Mages of Winterhold is hiding something powerful. Soon Decimius informs you that you can find the Staff of Magnus in a dungeon called “Labyrinthian”. He also threatens that he will come to the College for the Council. By the way, you can remove him so that he doesn’t say anything unnecessary to anyone.

Now it's time to talk with Archmage Aren, so leave this place quickly. In the corridor to the Oculatory, turn to the right towards the doors. At some point, you are unexpectedly visited by one of the Psijic Order. He tells you a couple of very mysterious things and then disappears no less mysteriously. Now go back to the expanses of Skyrim and quickly return back to the College of Mages. As soon as you enter the Hall of Elements, you see very scary and unknown things. The room will be filled with magicians, and Archmage Aren himself is located near the arch along with Mirabella.

Savos orders Mirabella to remove this enchantment, which she assumes was cast by Ancano himself. After talking with Archmage Savos, he tells you that he is unable to explain what is happening now and urgently asks for your help. At the same moment, Mirabella lifts the spell and you can again enter the Hall of Elements. It turns out that this is true - Ancano is actually trying to do something with this ball, but with the help of unknown magic. At one point, Archmage Aren tries to prevent what Ancano is doing and approaches him, after which a huge outbreak occurs, after which Mirabella remains wounded, and Savos disappears without a trace. This ends the current task and begins a new one called “Elimination of Consequences”.

Elimination of consequences


On behalf of the wounded Mirabella, it is time to begin the search for the lost Archmage Arena. Go outside. All the magicians gather at College Square. Immediately you need to talk to Tolfdir and tell him about what Ancano is doing. The old man tells you that you don’t have to look for Savos, since he died and despite all efforts, Winterhold is in danger. It's time for you to go to protect what's left of this town. On the way to the village you meet Faralda, who, if you wish, can join you and help clean up the village.

The note: Sometimes it happens that one of the creatures that attacked the village is lost, so in this case you need to leave the territory of Winterhold and then return back using fast travel, or try to find this creature using the cheat command "tcl" .

You have to destroy more than a dozen magical creatures that attacked this place. After you kill everyone, go back to Mirabella and talk to her. She will tell you that you need to find the Staff of Magnus as soon as possible. Answer and go to a place called "Labyrinthian". In addition, the wounded girl will also tell you that Archmage Aren was aware that someday he would have to go there and for this he left a couple of things that will undoubtedly be useful during the search. The wounded Mirabella gives you the Door Ring along with the amulet of Archmage Arena himself. At this stage, the current quest ends and a new quest called “The Staff of Magnus” begins.

Staff of Magnus


Leave the College of Magicians and quickly go to the indicated place. Near the entrance you will meet the ghost of Archmage Arena. Judging by the fact that no one sees you and the current Savos has a beard, these are ghosts of days gone by. In general, they all go inside the dungeon and use the Door Ring that Mirabella gave you earlier.

As soon as you go inside, you will see ghosts inside, and from their conversation it becomes clear that they came here for one artifact, besides this, the magicians think that there is nothing dangerous inside. Well, move on. Eventually, you reach a passage that is blocked by bars. You can open the passage using the ring on the wall on the left side.

Advice: If you find it extremely difficult to defeat the bone dragon, then you can return back to the narrow passage. In this case, the dragon will not be able to pass, and you will be able to attack this monster without any problems.

Go further into the large hall, where you are already greeted by a huge bone dragon along with a company of low-level undead. After killing all the enemies, move further through this dungeon and at some point you will need to go down. Soon you see ghosts again, of which there are already noticeably fewer. There is a carved tablet right there on the pedestal - read it. The found tablet glorifies a certain city called "Bromunar". After this, turn to the right, go a little further and find yourself in the abyss. Immediately you hear a very strange voice. At some point you will be attacked by a frost spirit, so be careful. On the opening from which the frosty spirit came out, use a spell called “Flame,” but if you don’t know it, then you can find the volume with it on the pedestal on the right side.

Eventually, a passage further opens for you. Now go lower and soon you will hear a strange voice again. Immediately the draugr will suddenly attack you. After the massacre, a strange voice is heard again in a language unknown to you. Move on and kill all the draugr along the way. At some point, a voice addresses you calling you Aren. Upon entering the Gallery, open the gate in the form of a lattice and move on. In the end, you find yourself near a huge arch, where there will also be an extended grate. Immediately the voice understands that you are not Aren. You can open the grill using the lever on the left side. Having opened the gate, you have to fight with evil spirits. As soon as you reach a closed passage, a fiery spirit comes out at you, and a voice at that moment tells you of imminent death. After killing the spirit, go to the passage and use the Frostbite spell on it. If you don’t know this spell, then there will be a volume with it lying nearby - use it.

Continue on and go through the bars on the left side. Here you again meet the projections of ghosts, of which there are already three, however, they still have not stopped their search, despite the fact that they have already lost a bunch of their friends. Having gone a little further, you meet a bunch more evil spirits that will attack you. At the same time, the voice threatens you with death even more. Once you reach the hall where the grate is located in the floor, turn to the right and go through the doors to the local Grandstand.

As soon as you find yourself inside, move through a very narrow cave, still killing the draugr along the way. Having opened the wooden doors, you will find yourself in a corridor that is shot through with magical pillars. Here you need to get to the stairs on the left side, which will be located in the stone tower. Eventually, you will find yourself near a cave descent. Get down and move to the right. Here you will come across an iron gate. Open them and study the new word of power that will be located on the wall here.

Continuing to move forward, you soon find yourself in a new room, where you again see projections of ghosts. Turn left and open the iron doors. After passing through these doors, you find yourself in a huge cave, in which you will see how two magicians are somehow still influencing the magical barrier, inside of which there is a certain Morokei. Since he is protected by a barrier, there is no way to reach him. Therefore, you will need to kill the wizards whom he enslaved, since it is they who hold this barrier. As soon as the magicians die, you can kill Morokei. From the corpse of this monster you can take the same Staff of Magnus along with Morokei's mask.

Advice: If the battle with Morokei has become too difficult for you, then we recommend that you use the same tactics with him that you once did with the bone dragon: hide in some corridor and attack him from there without leaving your shelter.

Now it's time to go back to the College of Magicians and Tolfrid. You can leave here through the iron doors, which are located immediately on the right side of the waterfall. Climb up the steps and turn to the left side of the stairs, then go down the adjacent stairs. In addition, along the way you will also find a chest with all sorts of things. After passing through the doors you meet the projection of Savos, who remained in all alone. On wooden doors, lift the bolt and move on, then use the lever to lift the grate in front.

At some point, Estorma, who is the girlfriend of the scoundrel Ancano, unexpectedly comes out. She came here on his instructions to take the Staff of Magnus from you. Well, you can finally finish off a couple of Thalmors, so kill her. After a little carnage, go higher up the stairs. Having stumbled upon the next doors, remove the bolt on them and move on. If you finally get out into the fresh air, go quickly to the College of Magicians. When you arrive there, talk to Tolfird. From him you learn that Mirabella fell in the fight with Ancano, but now, having taken out the Staff of Magnus, you can return to Ancano and put an end to all his actions.

Eye of Magnus

The road to the College of Magicians will be blocked by an unknown barrier, but since you have a powerful anti-weapon, it will not be difficult for you to dispel it! Once the barrier is destroyed, go to the Hall of Elements and defeat Ancano. The self-confident elf thinks that you cannot defeat him. At this point, Tolfdir recommends that you use the staff on the Eye of Magnus. Take the Staff of Magnus in one hand, and a sword in the other hand, and direct the energy of the staff to the Eye of Magnus. As a result of your actions, Ancano is left without protection, so kill him quickly.

After you kill this scoundrel, talk to Tolfdir, who tells you that he doesn’t know what to do next. At some point, you are visited by one of the Psijic Order, who says that he is taking the Eye of Magnus, since the world, as well as the College of Mages, are not ready for such power.

Tolfdir at the same moment gives you the Archmage’s clothes and the key to his chambers. You now stand as the head of the College of Mages of Winterhold. This ends the chain of tasks and adventure for the magicians of Skyrim.

The Mages Guild has long been disbanded, but there are still magicians who want to unite with people like them, share knowledge, spells and other things. In Skyrim, such an association became the “College of Winterhold”.

It is worth adding that the College is very disliked in Skyrim. Nords have a bad attitude towards magic and other mysteries.

How to join the Winterhold Collegiate?

To do this, head 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 tell you 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 use spells (the spells you need to demonstrate are different, but in any case you can buy it from her).

Let us remind you: to select spells, you need to press “Tab” -> Spells -> Click the mouse to select the desired skill (or add it to favorites with the F key, and then in the quick launch window (Q key) set the required number for the spell.

First lessons

Use a specific spell on the pentagram. We use and the “entrance” exam is accepted.

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

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

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

In the depths of Saarthal

After the magic lessons, Tolfirir will invite everyone to visit Saarthal - an excavation of some kind of 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 only dwell on the 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 approaches from the opposite side. Tell him you can't get out:

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

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

Having installed all the stones in the desired position, we use the lever and the doors open. The same principle applies to the next riddle with stones.

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

Library books

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

We go to “Urag gro-Shub” and ask him about the object 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 he pays 3 books. Now Orton is in the Fellglow fortress, and the books are with him.

We head to the Fellglow fortress and clear it.

We slowly clear out the fortress, then we find Orton in one of the cells and talk to him.

Orton apologizes for his offense and reports that the Summoner took the books and threw him into a cell for further experiments on him.

We free Orton.

In closed cells you will meet vampires who can be freed, and who will not attack you (until you start, of course), but will help you in the fight against the 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 them to me, because I have good eloquence)

We take the books, go to the exit and then...

You have to kill the Summoner (maybe the key was somewhere before, but I didn’t notice it).

By the way, the battle ahead will not be easy. 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 Urago gro-Shub and give the books, in return we receive:

  • Racial phylogeny
  • Child of Niben
  • 2920, Month of Hearth Fire (vol. 9)
  • Complete 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 describe anything here.

Discovery of the Invisible

We talk with Mirabella Erwin, 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 Plinius.

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

The cursor points us to 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 containing the “Key to the Mzulfta Oculothorium”

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

We follow Parat. We go to the Oculatory Hall and place the focusing crystal in the Oculatory.

On the table there are 2 volumes of spells: Frostbite and Flame, it is with them that we will focus the Oculatory.

Let's focus the Oculatory, you will get something similar.

Then we substitute each “window” to the desired ray.

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

We go to the college and see that Ancano has fenced himself off with a field that we need to destroy. Let's move on aaaand... BANG

Elimination of Consequences

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 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 Magnus' staff.
We will meet many enemies.
Also pay attention to the tips:
There will be a frozen door in one of the rooms.

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

He has a protective field that is supported by 2 ghosts, who need to be killed to remove the field.
After killing Morokei, we take everything we need from him and move to the exit.

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

Eye of Magnus

We destroy the protective spells that block the entrance to the College with Magnus's staff.
We pass further into the hall of elements.

We enter into a fight with Ancano, defeat him, and rejoice :)
After this, you become an Archmage and receive the “Archmage Robe”

First, head to the bridge leading to College of Winterhold and talk to Faralda. Depending on what you say, she will ask you to use a spell. If you don't have this spell, you can purchase it from her for a certain amount of gold. When you get the spell, use it on the platform next to Faralda. The platform will light up and Faralda will let you walk across the bridge and give you a short introductory tour. You can also use one of the shouts available to you. The effect will be the same.

Initiation process

After you talk to Mirabella Erwin, she will decide to give you a tour. Be that as it may, she will give you two items that you need to wear (although this is not so important for participants): a beginner's hood (+30 to the amount of mana) and a beginner's robe (-12% to the cost of using destruction magic, mana is restored by 50% faster).

Follow her - she will tell and show everything.

She will lead you to the newcomers who are in the students' room, where there are 5 rooms. One for each newbie and one for Tolfdira. Your room is the first on the right. It contains a bed, a chest, and some starting items (such as a soul stone).

Join the lecture

After the tour, she will ask you to join the lecture in the main hall and listen Tolfdira. Tolfdir will begin to tell it to you and three other newcomers. You can see how nervous they are. Your peers will persuade the professor to teach them practical magic and, in the end, he will ask your opinion. Even if you say that safety comes first, he will still ask you to help him demonstrate protective charms. If you don't know this spell, he will teach you it for free. You will need to use this spell and defend against his attack.

Once you successfully defend yourself from one of his fireballs, the task will be completed and the next task will automatically begin.

To get started, go to Saarthal and wait there Tolfdira and other students. When they arrive, follow the professor. Once inside, Tolfdir will ask you for help in searching for 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 will have to wait until Tolfdir will come and save you. After he does this, he will ask you to equip this amulet. The moment you put it on, the wall from which you removed it will begin to release energy. Use any spell on the wall and it will break.

Go through the hole in the wall and you will eventually 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 hint about what image should be on the pillar is on the wall behind the columns.

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

Eventually you will get to large room. At the back of it there will be a huge ball 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, Yurik Goldurson. Wait until Tolfdir will begin to draw power from the ball and will not ask you to attack the enemy. Yurik will begin to glow with double fire: black and purple (as if you are using a witchcraft spell) - it is at this moment that your attacks will be successful.

When you kill him, Tolfdir will ask you to inform the archmage about this. Don't forget to look around, as you won't need to return to this place again. On the table and on the throne where he sat Yurik(from whom, by the way, you can steal a staff), there are a couple of useful things.

Then go through the door that is located behind the blue ball and you will find a wall with a dragon word and a large chest. Study the word, search the box, and then leave the ruins.

Talk to the Archmage at Collegiums. 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 Saartale, in which you can find some information about these ruins, although there will be nothing useful there.

Find Hurricane, which is most likely located in Arcanium with your favorite books. He will tell you that books that can help were stolen by a magician named Orthorn who fled to Fellglow Fortress with a small group of magicians. He will mark this place on your map and send you there alone.

Fellglow Keep located on the heath downriver from Whiterun. When you get there, you will notice that it is abandoned. You are attacked by two high-level magicians. When you defeat them (and their atronach too), enter the dungeon. It is filled with mages of various specializations - ice, fire, wind and witchcraft. Mages will attack you with average spells, but at the same time they are not wearing armor, which makes them vulnerable to cold, sharp steel. When they are about to die, they will try to run away from you, which is just funny from time to time. Each of them is dressed in a novice robe with some effects - they can be used for sale or enchantment. Many of them also carry scrolls, potions, and alchemical ingredients.

Soon you will find yourself in a torture chamber where magicians are holding several high-level vampires. These vampires are friendly and will attack mages if you release them. Once you make your way through the torture room, you'll notice Orthorna, who is locked in another cell. He will ask you to free him. If you do this, he will want to go with you, although your character will not be very willing to support this initiative.

Next, proceed to the training room, where three high-level mages are waiting for you, and then head to the next room, which resembles a library, littered with damaged books and novice mages. Go into the room on your right, in which you can find an enchanting table, an alchemy table and some equipment useful for the forge.

After the library, you will need to get rid of the fire atronach, and then you can enter the room with Defiant, a powerful and mysterious magician whom I previously mentioned Orthorn. Defiant invites you to run, but you will have to stay and defeat her. She is a serious opponent who can summon atronachs and uses destruction magic (such as a spark spell, fire arrow or ice spike). For those characters who love secrecy, you need to start a dialogue with her. She will allow you to take the books, but will demand that you leave them with her. Orthorna with her. However, you will need to retrieve the books yourself, which will give you the opportunity to sneak behind her and sneak attack her in the back. You won't find anything special with her. Once she's dead, you can pick up the three books and head back to Hurricane, which will reward you with several skill books.

Talk with Tolfdir and he will describe to you his thoughts about eye of magnus. He will explain that he has never seen anything like this - these are neither elven records nor Daedric ones, they are generally strange in nature.

Suddenly, Ancano will interfere in your conversation and demand you to talk to him. He asks about the mysterious monk Psijic Order, who asked for your audience. When you find yourself at the archmage, you will again meet Quaranira(You will first meet him in earlier missions of the Mages Guild). He will freeze time because he wants to talk to you. Having indicated the urgency and the short amount of time to talk to you, he will explain to you that you must do everything to prevent anyone from taking advantage of you. through the eye of Magnus, since “the world is not yet ready for such force.” Quaranir will continue to warn of the consequences if you refuse to do so, and why only the player has the chance to prevent this from happening. As it appears, Psijic Order does not want direct intervention.

After the conversation with him is over, Ancano and the archmage will wake up and ask you questions. It becomes clear that Quaranir I froze time to talk to you in secret from others. Ancano expresses his distrust to you and the monk and warns that he will try to find out everything about the monk.

Talk to the Archmage Savos Arena, which stands nearby and find out from him about Magnus's staff, which I mentioned Quaranir, talking about how they can channel the power of the eye and save the world from an inevitable chain of events.

You can also talk to Tolfdir about where it is Augur of Dunlane; or you can convince Mirabella Erwin tell you about it. Augura can be found in Midden.

Talk to Augur of Dunlane easily; just a couple of draugr or skeletons will guard it. You can get into Midden through the hatch in the northern part of the college courtyard or along the stairs to Support Hall. When you get there, don't forget to look in the chest (below to your left when you enter through the hatch in the courtyard. In the tunnel further there is an alchemy table. Make your way into Midden - Darkness.

There are several “locked” doors that can only be opened with a key. To get there you need to talk to Augur. However, if you just stand there and wait, then the voice Augura will tell you not to be too persistent and that you can pass. The door will open.

Augur will again warn you of the danger lurking in Magnus's eye, and then it will disappear. Your journal will be updated and you will need to head to the archmage Savos Arena. After the dialogue, this quest will be completed and the next one will begin.

Talk with Mirabella. Go to the ruins Mzulft. Enter the main door and listen to the dying man Gavros Pliny, who will talk about how he was attacked by a Falmer and took away an object called “ Focusing Crystal" Follow further into the room called " Steam engines" and kill all the enemies that prevent you from reaching your goal. When you get through " Steam engines", you will need to fight a boss, on whose corpse you will find a focusing crystal - do not forget to pick it up.

Next, head further through the dungeon and find a room with a centurion. In this room there is a Dwemer chest in which you can find a key in Oculatory. Return to the main room Steam engines and unlock the door. Parat Decimius will allow you to log in Oculatory(if you notice a closed door but don't see the key, turn around and head down the stairs at the back of the room into the large room, behind the next door there will be a boss protecting a chest with a key).

Talk with Paratom and place the crystal in Oculatoriums. Use fire and ice spells (change them until the eye is level) on the pedestal where you placed the eye, and then line up the large green rings on the ceiling to focus the light beams. Then talk to Parath and listen to him whine about college. Leave Mzulft and return to Savos Arena. Talk to him and he will ask you to help him remove the barrier he placed Ancano. Use any attacking spell on it. Leave the yard and find Savosa Arena. Do what you are told and obediently defend Winterhold.

This is a fairly simple quest. After waking up and talking to Mirabella Erwin, leave the building and go outside, where you will find the body of the archmage and a group of magicians. Leave college and head to Winterhold, where you need to find and kill ten magical anomalies. After you have defeated them all, return to the college and talk to Mirabella Erwin. She will give you Amulet of Savos Arena And Mage's Circlet from Labyrinthian, and will also guide you in search staff of Magnus V Labyrinthians.

Ruins of Labyrinthian- not the most complex architectural structure that can be found in the game world and it is guarded by several types of undead - draugr, skeletons and other creatures.

When you reach the entrance to the ruins, you will notice the ghostly remains of the archmage Savosa Arena with five other students from Colleges of Winterhold. Ghosts do not notice you and will live out their last moments of life. As you make your way through the dungeon, there will be fewer and fewer of them. The archmage will demand to move on until he is left alone. At that point in his life, he was not so powerful a magician that he could fight and win against Morokea(as noted in one of the dialogues, Morokei will appear further in the dungeon).

A skeleton dragon will appear in the first room Labyrinthian, and you can also meet about 10 skeletons. Skeletons are quite weak, especially against excellent fire spell, so deal with them first before taking on the dragon. The best option would be to summon the Fire Atronach right outside the door and not even approach them. This way you can defeat all the skeletons and not lose a single unit of health, which will allow you to be ready to fight the dragon and not be distracted by all sorts of little things.

There is a corridor ahead filled with towers that attack with frost arrows, fireballs and flames, and there may also be some frost/fire runes located on the floor. On Expert/Master difficulty, it is quite possible that the caster will have a hard time getting through there. The best option for the player is to pull the soul stones from the first two towers, while dodging the fireballs from the far tower, and then run as fast as they can along the corridor to the right. In addition, you can try your luck in knocking down soul stones with fire or ice arrow spells. Well, you can try archery at them. Save often in this corridor if you have any problems. You may also encounter ghosts - summon a Flame Atronach and equip yourself with all the protective spells you have (eg Bark leather or Stone Skin). Focus on the kill Mother-smoke, since everything else comes straight from it.

You will also meet a draugr sitting on a throne opposite a wall with dragon words. Kill him and learn a new word that slows down time.

The last boss Morokei protected by a magical bubble, which is fed by two enslaved magicians. He will start moving when he loses his defense. To stop the magicians, you need to kill them. Prepare carefully for the battle (restore your health, mana) and attack them - after that you will have a long battle with Morokeem.

Morokei can summon a storm atronach, and also transfer the atronachs you have summoned to your side. He attacks with a powerful electrical spell that drains magic and causes great damage to health. If you defeat the atronach, then fighting him will be a little easier.

Walkthrough of the College of Winterhold December 15, 2011 24597 0

After returning to College of Winterhold With Magnus's staff, use it on the magical barrier around the college and enter Hall of Elements together with Tolfdir.

Ancano And Tolfdir chat a little in a friendly way, and then Tolfdir will launch a spell at the Thalmor - but this will have no effect. Ancano is under the influence of a magical barrier that can be removed by using staff of Magnus on Magnus's eye. It is very important to use the staff on Magnus's eye for some time - until it turns into a whole and non-luminous sphere - a barrier protecting Ancano from magical and physical attacks, will disappear and you can calmly kill him. During the battle, he may again turn to the help of his eyes, but you know how to counter him. In addition, there may appear around Magic anomalies, with whom you dealt with in the very Winterhold.

When you overcome Ancano, several people from Psijic Order. They will congratulate the player and appoint him as the new archmage. They will also take with them Eye of Magnus, since he is still very dangerous for the world. Another second - and they disappeared along with the eye.

Talk with Tolfdir- he will say that your candidacy is the best candidate for the post of archmage. He will give you the keys to the archmage's chambers and his robe.

Despite the fact that the Mages Guild was dissolved long ago, there are still many magicians who want to unite with their brothers. Their goal is to spread knowledge, spells, etc. among themselves. For example, in Skyrim there is the “College of Winterhold”. However, they don’t like her very much here, because the Nords have a negative perception of magic and similar mysteries.

How to join the College of Winterhold?

Head to Winterhold and look for a bridge to the north leading to the College. Upon entering, you will be stopped by Farald, who will inform you that only people who are inclined to magic can pass through. Therefore, you need to complete their task, that is, demonstrate your ability to use spells (you can perform any spell or buy one from them). Reminder for completing Skyrim: to select a spell, press "Tab", then "Spells" and click on the desired one. Or, using the F key, you can add any spell to your favorites, then use the quick launch window (O key) and assign a number to it.

First lessons

Perform the chosen spell on the pentagram. Thus, you will be given credit for the entrance test. Then Feralda will take you to the College, or rather to a meeting with Mirabella Erwin. She will show you the college, your room and finally the Hall of Elements. And there you will meet Tolfirdir and begin lessons on using skills in practice. To complete Skyrim, listen to a lecture that will tell you about the unusually difficult path of a magician, and start practicing. You will need to move to the specified point and cast a spell called “Talisman” on yourself for a certain time. If you don't have one, buy a regular one from Tolfirdir. This way you will complete the current task and can start a new one.

In the depths of Saarthal

After finishing your magical lessons, you will receive an offer to go to Saarthal from Tolfirdir. These are some kind of ancient excavations. Go to the point indicated on the map and find the entrance from below leading to the dungeon. Follow the lead. Passing Skyrim will not be quick here; the task will be lengthy. The most difficult moments will be described here.

You need to find an amulet and three rings. They are on the floor (the pointer will tell you), and you will find the amulet on the wall. Having taken everything, you will see that the bars behind you are closing and you cannot open them. Stay near them and wait for Tolfirdir to appear from the other side. Let him know about your problem with locked doors. He will prompt you to put on the amulet and destroy the slab it was on using any combat spell. Then the riddle about the rotating stones can be difficult. Look for a clue on the back of them. According to it, place the stones correctly and press the lever. Then the doors will open. The passage of Skyrim will throw up another similar riddle about stones, which is solved in the same way. At the very end you will encounter an easy mini-boss and a wall with a dragon scream on it.

Library books

Completing this Skyrim mission is completed after completing quest number two (titled "In the Depths of Saarthal"). Meet with Urag gro-Shubu. Discuss the object discovered in Saarthal with him. He will inform you about the theft of books about the sphere by Orton. This man used to be a student at the College, which he betrayed and teamed up with the magicians. They demanded three books as payment. IN this moment he, along with the books, is located in a fortress called Fellglow.

Go there and defend the fortress. During the defense process, examine the cameras and find Orton. Talk to him and listen to him apologize for his actions. He will say that the Summoner took the books and threw him into a cell for the purpose of conducting experiments on him.

Release him. You will then encounter vampires in locked cells. Completing this quest in Skyrim will allow you to part ways with them peacefully. If you give them freedom, they will not attack you (the main thing is not to attack them yourself) and will even assist in the battle against magicians. Go further, find and take the Unusual Stone. Then find the Hall of Ritual, where the Summoner awaits you. Talk to her and just take the books (this can be done without a fight, after leveling up your eloquence).

Together with the books, move towards the exit. However, here you are attacked and you will be forced to destroy the Caller and take the key from her. The battle will be difficult. Having won, you will leave only a pile of ashes from your opponent, in which the key will remain. Pick it up and move towards the exit. Head to the College and return the books to Urag gro-Shub. And he will give you the following as a gift: Child of Niben, the entire catalog of enchantments for weapons, pros and cons of black magic, in response to Bero's speech, Rapeseed phylogeny, 2920, Month of the Hearth Fire (vol. 9)

Good intentions

Completing this quest in Skyrim only involves running around the College in Winterhold.

Discovery of the Invisible

Talk to Mirabella Erwin and receive the task to head to the ruins of Mzulft. Inside the ruins you will see Gavros Plinius. He is dying. To complete Skyrim after his death, take the key and move forward. Walk through the ruins and reach a hall with many enemies, for example, one shadow master and the rest of the Falmer. Destroy the master and take his Focusing Crystal.

The beacon will point to a closed door. Therefore, you will need a key, for which you head down and fight the “Dwemer Centurion Master”. After defeating him, find a chest with the key to the mzulft oculothorium. Go back to the locked door and open it with the key. The next closed door awaits you ahead, but Parat Decimius will help you open it. Give him the focusing crystal that you took from the master of shadows. Follow Parath to the Oculatory Hall. Place the crystal inside it. You will see two volumes of spells on the table: Flame and Frostbite, which you should use to focus the Oculatory. Focus and bring each window to the beam. Parat will inform you about interference from the College. By the way, you can kill him. Go to the College, where you will see Ancano surrounded by a field. Destroy the field and move forward. Suddenly you will be overtaken by an explosion.

Elimination of Consequences

Ghosts made of ice attacked Winterhold. You must protect him. Then head to Mirabella and report that Winterhold is no longer in danger. Further your path lies in Labyrinthian. There, at the entrance, you will meet ghosts who will not even notice you. In Labyrinthian you will be given a walkthrough of the new Skyrim mission - Find Magnus' Staff. Get ready, you will be attacked by many enemies.

Don't miss the hints. For example, you will come across a frozen door in one room. It can be melted using Flame. A book with spells will lie next to you. After defeating all opponents, you will find yourself in the Hall where Morokei is located. He must be destroyed and his staff taken away from him. However, he is protected by ghosts who maintain the field around him. So kill the ghosts first and then



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