Passing the board. Skyrim College of Winterhold (walkthrough). Ritual spells of Conjuration – “Fire Thrall”, “Storm Thrall” and “Ice Thrall”

College of Winterhold - walkthrough 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 that 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 it and the “entrance” exam is passed.

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 site 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 tricky part is the puzzle with the 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 his fee is 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 chambers 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 - the 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 in which lies 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 won't even notice you.
Upon 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, which must 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, a friend of Ancano. 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”

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 that need to be demonstrated 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 chambers 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 in which lies 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 won'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, which must 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”

Want to know what the College of Winterhold is like? This article is dedicated specifically to her. Here you will find a complete walkthrough of all the College's tasks. Information on how to get Ritual Spells (the most powerful magic in the game), who and where to improve your magical skills, and much more useful information about this haven of magicians in Skyrim.

The one who unshakably follows someone’s orders, the one who does not look for meaning in what is happening around him, is a bad magician. To be honest, all brilliant magicians are ineradicable individualists. Magic is not waving a magic staff or unimaginable passes with your hands, it is not sophisticated formulas magic spells. Magic is clean water art; a gift from above, or as this intangible force is also called - talent. Without possessing the latter, relying on your efforts alone, you will of course become a strong and powerful sorcerer, but in order to overcome this invisible line and become great, you need talent. Although... there were moments when the forces that control the origins of existence rewarded one with talent for one’s efforts, which, however, happened very rarely.

Anyone who wants to check their possibilities in management magical powers maybe by passing small exam, join the College of Mages of Winterhold. This community of magicians V Skyrim is an analogue of the Mages Guild, which, by the way, was dissolved. If we compare these two magical organizations, we can see that the College of Winterhold gives preference to study aspects of magic, while the Mages Guild concentrated its efforts on providing various types of services for ordinary people.

Winterhold College of Mages located, as you probably already guessed from the name, in a village Winterhold. Unfortunately this locality, which previously had every right to be called a city, suffered greatly due to unknown seismic anomalies. As a result, part of the city went under water. It is not surprising that the poorly educated population began to blame the College for everything. Magicians claim that the cause was activity red mountain. I don’t think we will ever know who is right in this dispute.

Joining the ranks of the mages of the College of Winterhold

In order to become one of the members College of Winterhold, you need to go to Winterhold. This settlement is located in the northeast of Skyrim. If you don't have a particular craving for travel, you can just get there on a cart Fortunately, this pleasure is not expensive. Once you arrive in Winterhold, head straight to big bridge leading to the College, the village is not large, so there should not be any problems with the search.

At the very beginning of the bridge you will meet Faralda, who will examine you for the opportunity to join. This test is not difficult, you just need to cast the spell that the elf examiner will announce. It is worth mentioning that if you are, then you can tell Faralda that you are Dovahkiin. In this case, you will need to show your mastery of any of the words of power (shouts). Don’t forget about the power of persuasion; with well-developed eloquence skills, you can convince Faralda to accept you into the College of Magicians without any exams.

Missing spells can be purchased locally from Faralda.


After passing the entrance exams, you will be directed to the sorceress supervising newcomers - Mirabella Erwin.

If for some reason you are expelled from the College of Winterhold, talk to Tolfdir. For a certain amount of gold, he will renew your membership.

Benefits of Membership in the College of Mages

No matter how many pompous words are said about magic and high art, material side of the issue is just as important.

  • Ritual Spells- This the most powerful magic, which is subject to the Main Character. After reaching Dovahkiin Level 90 – 100 in any of the schools of magic, tasks become available from the corresponding members of the College of Winterhold to obtain this mysterious magic.
  • Satellites– after completing side quests for some characters from the College of Mages, you can invite them to join at any time journey together with you through Skyrim. Besides, Brina and Onmund can become your wife or husband.
  • Teachers– The College of Winterhold is always happy share your knowledge with those who have entered the path of magic. Of course, the lessons are by no means free, but the gold spent is worth it.
  • Magic equipment- moving along career ladder you will receive ammunition. For example, for joining the College of Winterhold, Main character will receive student's robe corresponding school of magic.

Teachers at the College of Mages of Winterhold

  • Enchantment – Sergius Turrian
  • Illusions – Drevis Neloren
  • Recovery - Colette Marens
  • Destruction – Faralda
  • Change - Tolfdir
  • Witchcraft – Finis Gestor

Completing the College of Winterhold story quests

During the main story quest of the Winterhold College of Mages, you will find a mysterious artifact called . Explore a mysterious dungeon Labyrinthian and save the province from the consequences of the member’s selfish thoughts Aldmeri Legion.

Like quests any line V The Elder Scrolls, tasks of the College of Magicians are not inferior in elaboration and atmosphere to the main plot. So walkthrough for this faction should leave you only positive emotions.

First lessons - “I would like to become a wizard, let them teach me”

After you have demonstrated your witchcraft to Faralda, she will take you into courtyard of the College. Here you need to talk to Mirabelle Erwin. When you first visit this place, she will be located at the door in Hall of Elements– the main building of the College. It won’t be possible to immediately talk to the curator of the newly minted magicians, since she is arguing about something with the adviser of the Thalmor embassy, ​​Ancano. After waiting for the end of the discussion, talk to Mirabela. She will hand you student's robe the corresponding school of magic (takes into account what you chose in the conversation with Faralda), and will also offer to look around the College of Winterhold.


After a short excursions conducted by Mirabella, go to the Hall of Elements - you can get through the large gate in the courtyard of the College. There you will find Tolfdir, who appears to be giving his first lesson to the newly minted mages. After talking a little about some aspects of magic, your group will work together to convince Tolfdir of the need practices. The latter will consist of demonstrating your mastery of amulets.

If you do not know the “Ward” spell, then Tolfdir will teach you it completely free of charge.

You need to stand in the stone circle with the symbol of the College of Winterhold and activate the spell any of the amulets(small, large or stable). Shooting in your defense fire arrow Tolfdir will praise your skill and offer to continue your studies at Ruins of Saarthal, on which the gaze of the Collegium fell not so long ago.

In the depths of Saarthal - the mystery of ancient ruins

After successful practical classes with Tolfdir in Hall of the Elements, your elderly teacher will offer to continue studying in the ancient ruins of Saarthal. It's not difficult to find them, just move towards marker direction, it’s only worth mentioning that it’s easier to get there if you walk South from Winterhold. The path along the seashore will take longer time.


Once your entire group has gathered in the ruins, Tolfdir will distribute individual tasks. will be yours help to Arnel Gein in search of enchanted objects. Gein himself is not very happy about such cooperation; apparently he likes to work in silence. As a result, his main request will be the absence of your presence. However, Arnel will mention that if there is absolutely nothing else to do, then you can search some interesting things.

Searches should not be difficult for you, since what you are looking for is marked with markers. Your goal is two rings in western from Arnel in the room, as well as the ring and amulet in the room to the north. I would like to immediately note that after you get the amulet from the wall, the trap will be triggered and the room you are in will close. There's no need to panic. Tolfdir will defuse the situation, you need equip yourself the found amulet (the wall from which you removed the amulet will begin to resonate) and pronounce cast any spell on the wall, your venerable servant shot lightning at the wall.

The wall is destroyed, the grate is open, and the unknown premises of Saarthal await you and Tolfdir. So don't hesitate and follow your teacher. A little deeper into the ruins you will witness how time will stop, and the room will be filled with a white haze. After this, a mysterious person will speak to you, as it later turns out to be one of the members of the order Psijic. A mysterious member of an equally mysterious organization will tell you about the impending disaster. The task of prevention another coming disaster.

After informing Tolfdir about what you saw, continue moving forward. Be careful as soon as Tolfdir will fit in place, where Psijic stood before, from sarcophagi two draugr will break out. Having dealt with the troubles that have arisen, follow your companion again, especially since the joint walk is about to come to an end. You break up with him in the round room after another attack by the dead draugr.

Now the main character’s task will be to search for the danger that Psijic warned about. In the room with the mass grave you will encounter first puzzle, if, of course, it can be called that. On the right and left sides there are three stone pedestals with patterns on them. And in front of the closed grille there is a lever. All you need is turn the tables, in accordance with patterns behind them, and then pull the lever and the door will open.

The next similar puzzle is more difficult. The task is still the same, you need to arrange the patterns on the cabinets in accordance with the patterns behind them. However, when rotation of one cabinets, others are rotating. But there is one trick. If you stand facing the bars:

  • Start rotating from the far left;
  • Then the near left;
  • Then the far right;
  • And finally the near right one;
  • After the manipulations have been completed, you can safely pull the lever and move on.

After walking a little more, you will find an iron door. Feel free to open it, and then something special will appear before your eyes. Huge covered with patterns and floating in the air ball. This is nothing more than . Here you are will catch up Tolfdir, who lags behind, will offer to continue research.

Go down to the Eye and get ready to run, as you and Tolfdir will be attacked immortal draugr by name Yurik Goldurson. You need to divert his attention to yourself while Tolfdir is shamanizing with the Eye. As soon as he finishes his manipulations, Darugr will become mortal and you can finish him off calmly. This concludes your adventures in Saarthal. Tolfdir will send the Main Character to the College of Winterhold report to the Archmage about the found artifact. This is what you need to do to complete this task.

On the body of the deceased draugr Yurik Goldurson, you will find part of Goldur's amulet, as well as the Certificate of Seal. If you read it, a quest will begin during which you will put this amulet together. However, this task has nothing to do with the College of Magicians.

It's best to leave the room with the Eye of Magnus through the door behind him. In this case you will find word of power. And it will happen faster this way. You will find the Archmage in your chambers; you can get there through the Hall of Elements. By reporting the discovery to the head of the College of Mages, you will complete the quest “In the Depths of Saarthal.”

Library books - searching for information about a mysterious artifact

Go to library College of Winterhold. You need to find the local book keeper - Urag gro-Shuba. This may seem a little comical, but he is an orc (well, you remember about: “The orc is smart, he ate the book”). Although, after talking with this subject, it becomes clear that he does not occupy his position in vain. Urag is very educated, and on top of that, his love of books comes first. And so, having found Urag gro-Shub, ask him about the artifact found in Saarthal. The librarian will tell the Main Character that the reading matter you need is not among the books entrusted to him, because a certain Ortron, who was previously a member of the College of Winterhold, having stolen the book, he joined the expelled magicians. You will find the latter in Fellglow Fortress.

Fellglow Fortress is located southwest of Winterhold, closer Just next to it is the city of Whiterun. You should prepare as thoroughly as possible for this adventure, as inside you will meet a lot of magicians varying degrees of complexity. It is worth paying attention to the traps, which also abound in Fellglow; runes are especially painful, so be careful when moving along the corridors of this stronghold of renegades from the College of Mages.


In a round room with bars and levers in the middle, you will meet who stole the books we were looking for Ortrona. What to do with him it's up to you to decide, you can finish him off, you can free him, or you can just pass by. If you free him, he will agree to join you and become your companion for a while.

You will find the books stolen from the College in Hall of rituals. But you can’t just take them away. This time you will be disturbed Summoner. She's a very aunt strong, constantly casts some unknown magic and teleports around the room. At the same time, as her name suggests, summoned thralls will fight on the side of the Summoner. One way or another, having defeated the adversary, take three books lying on the pedestals (two in the corners and one in the center). After which you can safely return to the College of Mages of Winterhold to Ugra gro-Shub and give the books you found.

In addition to killing the Summoner, you can convince her, or give her Ortron's books in return.

Reward for the Main character will be:

  • 2920, Month of Hearth Fire (vol. 9) – increases witchcraft;
  • In response to Bero's speech - increases destruction;
  • Child of Niben – increases change;
  • Pros and cons of black magic – enhances illusion;
  • Complete catalog of weapon enchantments – increases enchantment;
  • Racial phylogeny – increases recovery.

Good intentions - a talented student of the College of Magicians

Having completed the search for books and collected necessary information The main character will be sent to Tolfdiru, in order to piece together what was learned about the mysterious sphere found in Saarthal. Tolfdir is located in Hall of the Elements, where the artifact from Saarthal had already been transported. During a conversation with Tolfdir in conversation Ancano intervenes, who will order you to follow him. You don’t have the option to refuse, since otherwise you won’t be able to advance in the quest.

It turns out that the College of Magicians was visited by the Protagonist, who had previously met Psijic. Since there are many rumors around this order, some did not even believe in their existence, the appearance of a representative of this order caused quite a stir among the magicians. On top of everything else, Psijic demanded a meeting precisely with the main character. As soon as you approach Quaranir, that’s the Psijic’s name, he will again use the old trick and time will freeze around you (you can take advantage of the moment and rob the Archmage’s chambers). Now Quaranir will tell you in a calm atmosphere what he wants from the Protagonist, and he wants quite a lot.


The artifact found in Saarthal, as mentioned above, is called. This artifact is so large that the local aborigines inhabiting this planet are still not ready to such a powerful artefact. The Psijic Order itself is so mysterious and enigmatic that direct intervention they are prohibited from entering into the affairs of ordinary people. Therefore, Quaranir asks the Main Character for help (although, if you think about it, isn’t this direct intervention?). According to Quaranir, a certain Augur of Dunlane can tell you more about the Eye of Magnus.

Having explained all the details of the next salvation of the world, Psijic Quaranir will restore the flow of time and take his leave will leave the College of Mages Winterhold. You also need to find out where to find the Augur of Dunlane. Mirabella Ervin or Tolfdir(you can immediately go to Midden). To the delight of the Main Character, the Augur is not far away at all, or to be more precise, right under the College of Mages in a dungeon called Midden.

Midden can be reached through one of the hatches, for example, there is one in the courtyard of the College of Magicians. You can find the Augur at the lower levels of the College dungeons ( Midden – Darkness). Among the dangerous opponents encountered in Midden are: Ice ghosts. They are difficult to hit with magic, and their damage is quite high.

The Augur of Danley will tell you that Ancano has already visited him and learned all the details about Eye of Magnus. He was mainly interested in how to control this artifact. According to Augur, for these purposes it is necessary to use staff of magnus. Having received the necessary information, return to the Archmage. As a reward For completing this quest you will receive a magician's circlet.

Discovering the Unseen - Adventures in the Dwemer Ruins of Mzulft

Well, one might say, this is where the action begins. After you report to the Archmage about what you learned from the Augur, the main task for the hero will be search for the Staff of Magnus. The first thing you need to do is ask Mirabella Erwin about what she knows about the Staff of Magnus. The curator of newcomers will share information that not so long ago magicians from the Synod were interested in this artifact, who dropped a few words about Mzulfte- the ruins of the mysteriously disappeared Dwemer. The obvious conclusion is that the Protagonist’s path lies precisely there.

Mzulft is located on southeast of Windhelm and on north of Riften. We can say that the Dwemer did not skimp on resources for this structure. As a result, you will long-term and a fascinating pastime in this building. During this adventure you will have to fight not only with various mechanical creatures, but also Falmer, who for some reason are always drawn to the ruins of the Dwemer.

Arriving at the place next to the entrance into the interior of Mzulft, you will find a dying scientist from the Synod - Gavros Pliny. The poor fellow can only say: “The crystal has disappeared, find Parat in the Oculatory”, after which he will immediately go to his forefathers. The scientist died, so he will no longer need key to the entrance to the ruins, relieve him of this burden and go inside.

Making his way through crowds of enemies, note to Falmer - the shadow guard (or master of shadows), after completing Mzulft>Mzulft-steam machines>Mzulft, in big room with six intact and one fallen column. The fact is that on the body of this creature you will find Focusing Crystal, which you will need a little later. After this find, move to eastern part lower levels of Mzulft, there, in a room with a huge Dwemer Centurion (the worst option, that is, in this room you will meet a monster corresponding to your level) you will find Oculatory key.

After opening the door using the found key, move to the next locked door. After you try to open it her, hear the voice of the second scientist from the Synod. Apparently this is what Gavros mentioned - Parade. The latter, having heard a human voice, will open the door and escort you to the Oculatory.

Now you need focus the Oculatory. Place the found crystal in the Dwemer Armillary Sphere. For further manipulations you will need spells Flame And Frostbite. If you have a gap in knowledge here, then shame on you, however, do not despair, volumes with this sorcery lying on the table, next to the Oculatory control panel. Without going into details, it is necessary to make sure that rays of light emanating from the armillary sphere were concentrated in the centers rotating disks using a remote control. And then use the remote control to substitute under these rays of lenses.

If you did everything correctly, a p will appear on the wall under the remote control. map projection. Listen to what says Parade and ask him about the location of Magnus' staff. The parade will not break down for long and will tell you that you can find this staff in Labyrinthians. Having received what you were looking for, go to Winterhold. At the exit from the ruins, Psijic Quaranir will meet you and ask you to immediately go to the College, apparently something went wrong.

Returning to the College of Mages, you will see what went wrong. Turns out he's disgusting Ancano already started to act. He surrounded himself with security charms and is trying to shoot lightning, at least it seems so from the outside. Meanwhile, the Archmage and Mirabella are attempting to disarm the barrier and, lo and behold, they succeed. But you don’t have to rejoice for long. Incomprehensible explosion again creates a barrier and throws behind it your trinity, who encroached on Ancano’s experiments with the Eye. This is the task “Discovery of the invisible” will end. Reward you will be a fig, apparently the developers considered that the Main Character would have enough of all those soul stones found in Mzulfta from Dwemer crafts (spiders there, rolling spheres).

Elimination of consequences - Ancano's selfish thoughts

The new Ancano barrier banged so hard that The archmage was thrown back outside the Hall of Elements. The first step is to find the head of the College of Winterhold. Go out into the yard, there you will witness a sad picture, poor intelligent dark Elf Savos Aren could not stand such bullying and ordered to live long. But what’s even worse, due to Ancano’s crookedness, his manipulations with the Eye of Magnus led to the city being filled with unknown creatures called Magic anomalies.

You won't be surprised at what's happening for long. Your old teacher Tolfdir will ask rid Winterhold from this new misfortune. Go to town and destroy appeared Magical anomalies. After this, return to Mirabella Erwin, who will give you the Door Ring from Labyrinthian, as well as Amulet of Savos Arena. It's time to go to Labyrinthian and find the Staff of Magnus.

Staff of Magnus - the secret of Savos Arena

It's time to start searching for the Staff of Magnus, because only with its help can you to break the charms resulting from attempts Ancano activate the artifact from Saarthal. As you already learned earlier, the staff located in Labyrinthian. These mysterious ruins are located southwest of Winterhold and south of Morthal.

During the search for the staff of Magnus, the Main Character will constantly be visited by visions of bygone days, in which Archmage Savos Aren, together with a company of magicians from the College of Winterhold, tried to find this artifact. However, they have something didn't work out. Having successfully received cabbage soup, and at the same time losing the entire group of unfortunate researchers, Savos Aren failed in this difficult undertaking.


Among the interesting things in Labyrinthian we can highlight undead dragon. In addition to the dragon itself, skeletons will also attack you. All this action will take place in a huge hall hidden behind iron bars. In general, this dragon is no different from its living counterparts, except of course appearance. Therefore, having laid to rest the huge skeleton of the lizard, feel free to move on.

It is also worth noting two magical barriers.

  • First, will consist of ice, it can be destroyed using fire magic;
  • Second, comprises fire, which will fall under the onslaught of spells ice element.

If in your arsenal for some reason no these spells, don’t panic, the corresponding volumes are in rooms with magical barriers.

Next you will meet traps, causing decent magic damage. Their design remains a mystery; all that is clear is that for neutralization it is necessary knock down the soul stone, located at the head of these magic cannons. Also pay attention to the floor next to the traps, as there are signs written on it magic runes , if you step on them, you risk dying.

The final goal of your journey in Labyrinthian is Dragon Priest of Morokea, who wields the Staff of Magnus. This priest is notable for being surrounded by a magical barrier, which is maintained by two magicians captured by him. Kill these magicians and only then attack Morokei. When the Dragon Priest falls, take it from his body Staff of Magnus and return to the College of Winterhold, where Tolfdir will meet you. Report to the old man about the artifact you found, thereby completing this task.

Eye of Magnus - deactivation of the Magnus artifact

Exercise begins after you return to the College with With the Staff of Magnus and talk to Tolfdir. Armed with the artifact you found, follow Tolfdir to the Hall of Elements. The entrance to the courtyard of the College will be blocked magic barrier, destroy it with the staff and move on. The battle with the main protagonist in the plot of the College of Winterhold will take place according to the following scheme:

  • Attack the Eye of Magnus with the staff, thereby removing Ancano's invulnerability;
  • As soon as the Eye is closed, you can safely attack Ancano;
  • Repeat until the bitter end.

Having dealt with the villain who encroached on the Holy of Holies, talk to Tolfdir, after which it will appear Psijic Quaranir. The latter, calling his two brothers, will take the Eye of Magnus in an unknown direction. In general, the guys got along well. Without really doing anything, the trick of stopping time doesn’t count, they took possession of one of the most powerful artifacts in Nirn. But let’s not be greedy and let the Psijic guys play around with this thing, especially since you won’t be able to do anything anyway. And the fact that the main character will be awarded the title of Archmage, simultaneously gifting you with the keys to the apartments of the late Savos Arena and his Mantle, slightly softens the overall taste of being blatantly used.

That's it for the main walkthrough the story of the College The mages of Winterhold ends, however, your adventures here do not end. You can always go through a couple of three generated tasks, as well as master the strongest spells by performing Ritual quests.

Completing the College of Winterhold side quests

By completing these tasks, you will be able to visit the most interesting dungeons of Skyrim, as well as learn the most powerful spells in this game.

Ritual Spells

The type of magic becomes available only after completing certain tasks, which can be obtained at the College of Winterhold from teachers of the corresponding schools.


Ritual spell Change - “Dragon skin”

Having reached Level 90 in Change skill, talk to Tolfdir, selecting a topic in the conversation “Are there any topics in Change magic that we haven’t touched on yet?”. An experienced wizard will share with you information about his experiment, during which he is trying to improve the spell "Ebony Flesh". For Tolfdir to further advance in his experiments, he needs dragon scales. However, you won’t be able to get them just like that. The first thing you need to do is get a dagger called Cavosein's Fang. And only then, using this tool, extract the scales.


Cavosein's fang is located in randomly generated ruins, where any Dragon Priest lives (the marker will show you the way). In my case, these ruins turned out to be the “Ruins of the High Gate”. After finding the above-mentioned dagger, all that remains is to find a suitable dragon, here you can already choose according to your taste. After defeating the flying lizard, equip Cavosein's Fang and get the dragon scales (just look in your inventory with the equipped dagger). Then you can safely return to Tolfdir. The reward will be the opportunity to learn the spell “Dragon Skin” .

Ritual spell of Illusion - “Hysteria”

After reaching Level 100 in Illusion skill, Talk with Drevis Neloren by selecting a topic in a conversation “If I want to study illusion magic more deeply, what should I do?”. The Master Illusionist will praise the Main Character for his unprecedented agility in the pursuit of knowledge, and will also talk about what in the territory Colleges of Winterhold are hidden four books, which can only be seen with the help of a special spell. When you collect all four, Drevis Neloren will create a super spell from the school of Illusion exclusively for you.

Everything you need to find is located on the territory of the College of Winterhold, the main thing is not to forget cast a spell “Vision of the Tenth Eye”, which Drevis taught you. After all, this is the only way you will see the books you need, which, by the way, are called “Master of Illusions”.

Books location:

  • On the second floor Support Hall, in the room with barrels (immediately to the right of the stairs);
  • On the second floor Hall of Achievements, at the bench located immediately to the left of the stairs;
  • IN Arcaneum(library), the book is located on the left side of the room on the table;
  • IN Atronach Forge(Midden location), the book is on the table.

After you have found all the books, take them to Drevis Neloren, he in turn will keep his promise and reward you with a spell "Hysteria" .

Ritual spells of Destruction - “Firestorm”, “Thunderstorm with lightning” and “Whirlwind”

Having reached Level 100 in Destruction skill, talk to Faralda by selecting a topic in the conversation “Have we covered all areas of destruction magic?”. Faralda admits that she will not be able to teach the Main Character anything else, however, she has heard about such magic of destruction, which is subject only to the true masters of this school. Also, a charming elf will give you a book “Power of the Elements”, which tells in verse the location of the first Ritual Spell of Destruction. But, not everything is so simple, the book only contains the first quatrain. Finding the place it points to will give you the second verse, which will then lead you to the third. And after that, you will find out the location of the desired spell.

  • First verse points the Main character to the ruins called Amulet of the winds. You'll find them a short distance southwest of Dawnstar. Upon arrival, place the book on the pedestal and cast any fire element spell. Taking the book read it, if you did everything correctly, a new poem should appear on the pages.
  • Second verse points to ruins called Northern mountain outpost. You will find them southeast of Helgen (starting village). Place the book on the pedestal and cast it on it ice spell. As you probably already guessed, the poem will appear in the book after this.
  • Third verse points to Observation post “Four Skulls”. It is located northeast of Markarth and southwest of Solitude. Place the book on the pedestal and say lightning element spell. This time, the poem will not appear on the pages of the book, however, after reading the book, the Main Character will learn first ritual spell from the school of destruction - "Fire storm" .

After all that has been done return to Faralda, which can teach you the remaining two spells: "Buran" And “Thunderstorm with lightning” .

Ritual spells of Conjuration – “Fire Thrall”, “Storm Thrall” and “Ice Thrall”

Having reached Level 90 in Conjuration Mastery, Talk with Finis Gestor by selecting a topic “Is there anything in the school of witchcraft that we haven’t touched on yet?”. The Master Sorcerer will tell you that there are spells that allow you to completely subjugate creatures, calling them into our world indefinitely.


Finis Gestor promises to teach the Main Character such magic if he obtains for him Sigil Stone. This is not an easy task, since this stone is located in Oblivion. However, not everything is so sad, since you can summon a Dremora and ask him to bring the thing Hestor needs. The task is simplified entirely thanks to the fact that Finis will teach you the necessary spell called “Summons of an Unbound Dremora”. All that remains for you is to climb to the roof of the College of Magicians and there, in the right place (the marker indicates), summon the freed Dremora. After that, ask her to bring the Sigil Stone for you. Immediately bring your request to life with this creation will refuse, you'll have to give him a lula and call him again. Dremora creatures are persistent, so he will refuse a second time. Give him the bream again and call him. This time the naughty creature will carry out your order.

After receiving the Sigil Stone, return to Finis Gestor. As a reward, the latter will give you a spell volume “Fire Thrall” , he will also have spells for sale “Ice Thrall” And “Thunder Thrall” .

Ritual spells of Restoration - “Protective Circle” and “Curse of the Undead”

After you reach Level 90 in Recovery skill and complete the task, talk to Colette Marens. In the dialogue with her, select a topic “I would like to study restoration magic for more deep level. After some praise, Colette will send you to Midden to Augur of Dunlane. The latter will give you a little test of your recovery skills. He will summon several spirits, and you, in turn, will need survive under their onslaught.


After completing the test you will become the proud owner of the spell “Curse of the Undead” . On top of that, Colette Marens can sell you a volume with a spell Protective circle .

Quests from Tolfdir


Find Tolfdir's Alembic

This reusable task, which can be completed after a certain period of game time (usually 2-3 days). It’s also worth noting that the quest is a good way to get rich small and ordinary soul stones.

Talk with Tolfdir, in the conversation, select a topic: “It’s written all over your face that you need help.”. Tolfdir will report his missing Still. Offer to help the old man and go searching.

Where to find Tolfdir's Alembic:

  • Support Hall, on the first floor in the second room to the left of the entrance;
  • Support Hall, on the second floor in the first room to the right of the stairs;
  • Support Hall, on the second floor in the third room to the left of the stairs;
  • Support room, on the second floor in the room opposite the stairs.

As a reward you will receive from Tolfdir small or regular soul stone, and 30 gold coins

Echoes - fighting magical anomalies

(The quest is available after completing the task)

This reusable task

Talk with Tolfdir by selecting a topic in the conversation: “Is there anything I need to know?”. The magician will tell you that due to Ancano’s manipulation of the Eye of Magnus, portals of an unknown nature are constantly opening, from which Magic anomalies. You need to go to the place where the portal originated and figure everything out.

Each time you receive this quest, the portal spawn location will be randomly change. There are no difficulties in this, since task marker won't let you get lost.

Having overcome the Magic Anomalies, return to Tolfdir, as a reward you will receive gold and soul stones, which can be taken from destroyed anomalies (at level 40, Tolfdir gave 1500 gold coins, and anomalies came across black soul stones (Great)).

Quests from Sergius Turrian


Soul stone reserves

Talk with Sergius Turrian , in the conversation, select a topic: . The Enchantment Master will ask you to replenish the College's supplies. soul stones.

  • 12 gold coins for each tiny soul stone
  • 30 gold coins for each small soul stone
  • 60 gold coins for each regular soul stone
  • 120 gold coins for each large soul stone
  • 240 gold coins for each Great Soul Gem

Items to enchant

This reusable task, which can be completed after a certain period of game time (2-3 days).

Talk with Sergius Turrian , in a conversation, select a topic “Is there anything I can do to help the College?”. The enchantment master will offer you pick up an item, necessary for enchanting one of random characters. It is worth noting that you only have to pick up the necessary item and give it to Sergius, he will do the rest himself.

As a reward you will receive from 250 to 750 gold coins, depending on your level.

Quests from Urag gro-Shuba


Shalidor's works

This reusable task, which can be completed after a certain period of game time (3-4 days).

Talk with Urag gro-Shubom , selecting a topic in a conversation: “Are you looking for any specific kigi?”. The orc librarian will tell you about the great the wizard Shalidor and about his wise writings, which you will need to find.

Shalidor's works are located in random location, but despite this, the search will not take much effort from you, since Books are pointed to marker the corresponding task. Having found the necessary scriptures, return to Urag gro-Shub. After the orc will translate them, You'll get reward as three scrolls increasing a certain type of school of magic (destruction, restoration, etc.).

Find rare books

This reusable task, which can be completed after a certain period of game time (2-3 days).

Talk with Urag gro-Shubom , selecting a topic in a conversation: . The Orc will be delighted with your desire to seek adventure in his butt and will send you on a search random book, to one of the random locations. Again, marker will not let you get lost in the huge world, so there is nothing complicated in the task.

After finding the book, return to Urag gro-Shub. As a reward You'll get gold.

Assignment from Arnel Gein


Arnel's project - the mystery of the disappeared Dwemer

(The quest can be completed in full only after completing the task)

Talk with Arnel Geinom selecting a topic: “Is there anything I can do to help the College?”. Arnel will tell you that he is conducting some interesting experiment.

The task can be divided into five stages:

  • First you need to bring Arnel Gein 10 Dwemer gears. You can get them in any Dwemer ruins; if you have problems finding them, you can go to Mzinchaleft. These ruins are located near the southwest of Dawnstar. It is also worth paying attention to Raldbthar, located west of Windhelm. After collecting 10 gears, return to Arnel. As a reward you will receive gold, the amount of which depends on your level.
  • Now you need to find for Arnel Modified Soul Stone. To be more precise, there is no need to look for it at all. The fact is that Arnel concluded deal with someone Enthirom, according to which the latter must provide Arnel Gein with the aforementioned Altered Soul Stone. However, not all so simple. Entir will back down and will not give up the stone until you get it for him Tandil's staff. Find this magic tool you can in a location randomly selected by the game (task marker to help). After exchanging the staff for the thing Arnel needs, return to the quest giver.
  • It so happened that in Arnel's experiment, something went wrong and the Soul Stone was changed lost its charge. You also need to charge it again. This can be done in special convectors, built by the Dwemer. Total needed to be used three of them. The quest markers point to at least six, so choose the ones you're comfortable with. Charging occurs in the following way: place the Changed Soul Stone in the convector and use the spell that Arnel taught you on it( Arnel convection). After you charge the stone, take it to Arnel.
  • Later two days since completing the previous stage, talk to Arnel again. The latter will tell the Main Character what for completion of the experiment he needs one more thing that he ordered from Enthir, and this nosy elf has let him down again. Talk to Enthir and demand what Arnel ordered. Enthir will complain about the lost courier, whom you can find in a random location. Go to the place where the marker points and get the thing Arnel needs. By the way, she will be known since The Elder Scrolls 3Cleaver.
  • After giving the Cleaver to Arnel, listen to him future plans. Fortunately, he will not ask you to participate in the experiment directly. Why fortunately? The fact is that in the course of my experiments Arnel will disappear in an unknown direction(apparently to the same place as the Dwemer).

On this sad note the task will be completed. You can consider the reward left after Arnel Cleaver and in some unknown way a spell appeared in you “Challenging Arnel's Shadow”.

Assignment from Drevis Neloren


Clear points of concentration of magical energy in the College

Talk with Drevis Neloren selecting a topic: “Is there anything I can do to help the College?”. Drevis will tell you that points of concentration of magical energy in the College are clogged and need to be cleaned.

Carry out such delicate work with magical energy necessary in special gloves, which Drevis will share with the Main Character. Equip them and go do what you have been assigned. There should be no difficulties with the search, since contaminated concentrations markers indicate(Support Hall, first floor, courtyard of the College of Magicians, Hall of Achievement, first floor).

By clearing your first focus, you will receive a buff for quite some time that instantly restores your magicka.

Quest for the College of Winterhold students


J'zargo's Experiment

Talk with J'zargo by selecting a topic in the conversation: "How can I help you?". An aspiring Khajiit magician will talk about his experiment in creating scrolls “Fire Cloak” and ask you to try them out.

You need to go to the habitat undead(draurgs are also suitable, so the easiest way is to complete the task in the Nordic ruins) and, using the scroll given by J’zargo, the hero will be enveloped in a fiery cloak and run around the undead. As soon as you set fire to three of them, return to the quest giver. You can now take J'zargo as satellite.

It will be important to note that scrolls cause damage to the character himself, so use them with caution.

Brelina's homework

Talk with Brelina Marion by selecting a topic in the conversation: “What kind of help do you need?”. The woman will ask for help testing her new spells.

In total, the Main Character will be subjected to five spells:

  • After the first, the character's vision will become blurred for several hours of game time green haze;
  • After the second the character will turn in buffalo;
  • After the third into the horse;
  • After the fourth into the dog;
  • The fifth spell will make the hero again person.

Now you can take Brelyna with you as satellite.

Onmund's Request

Talk with Onmund by selecting a topic in the conversation: "Is there something wrong?". It turns out that the aspiring magician gave Enthir his family amulet and now regrets it.

Talk to Entir and ask him to return Onmund's amulet. If your skill eloquence developed enough you can convince the latter to give the amulet. If persuasion is not your strong point, then you will have to give Entir in return Great Staff of Charms, which can be found in random locations(marker will indicate).

After you give the amulet to Onmund, you can take it with you as satellite.

Reinstatement in the College of Mages of Winterhold

If the Main Character accidentally missed the mark and was expelled from the College Winterhold, then you need to find Tolfdir and pay him a fine. For the first exile 250, for the second 500 and 1000 for subsequent ones.

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 a 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 letter. 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 as long as 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 won't be difficult, but keep in mind that there will still be 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 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 walked a little further, you meet a bunch of 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. Opening 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.



Scorpion