Passage and description: Skyrim (College of Winterhold). Passage of the College of Mages of Winterhold (Skyrim) Elimination of consequences - Ancano's selfish thoughts

The College of Mages rises as a gloomy stronghold in the northeast of Tamriel, is the territory of the province of Winterhold. As the inhabitants of the stronghold say, the glory of Winterhold is in the past, but the College is still alive.

background

The College of Winterhold has long been a powerful bunch of hermit mages who have devoted their lives to studying the mysteries of the universe. As the main attraction of Skyrim's capital city, the College rarely attracted lore hunters. Not every guest dared to visit the guild due to the innate hostility of the peoples of the north to everything magical.

Spoiled the reputation of the College and the mysterious storm that raged off the coast of Winterhold. Giant waves blew rocks to shreds, and part of the buildings of the town disappeared into the abyss of the Illusive Sea. In addition to the surviving street, the Collegium remained inviolable, which gave rise to a number of rumors and discontent against the magicians. However, they do not confirm their involvement in the cataclysm that began with the eruption of the Red Mountain, but they do not refute the rumors either.

Nevertheless, the tales are rapidly traversing all of Skyrim, the College of Winterhold entwined with gossip like a thick cobweb. Only the lonely magicians who accidentally met on the way can say a kind word about the Academy.

Walkthrough

Fans of the Skyrim game will remember the College of Winterhold for a number of ornate quests that send the player to various interesting locations inhabited by mysterious creatures, dangerous opponents, and unexpected turns of events.

And yet, how to get into the College of Winterhold? To gain access to the quest chain related to this location, you must show your own interest in magic anywhere in Skyrim. The closest suitable character is a court mage in Dragon's Reach, the royal castle of the city of Whiterun. The sorcerer will advise Dovakin to contact the most suitable organization for the realization of witchcraft potential. The College of Mages of Winterhold is just the right option.

After receiving the desired task to visit the College of Winterhold, it remains to get to the northeastern part of the continent, overcoming the charms of the harsh Nordic nature, such as constant snowstorms, wolves striving to attack, forest robbers lurking behind every bush and, of course, dragons.

The adventure begins

The quests of the College of Winterhold are interesting and varied, but it is not necessary to rush to the threshold of the majestic Academy. Dovakin is given the opportunity to talk with the locals, find out what the guests of the Frozen Hearth eatery are talking about, look at Byrna's goods in the store named after her, explore the surviving buildings of Winterhold and visit the local jarl.

In this location, there is a possibility of a dragon attack, so Dovakin is strongly recommended to look at the sky and observe the behavior of the local guards. Although the latter is not numerous, it is easy to understand from the guards running back and forth that somewhere in the frosty fog of the northern night a giant winged monster is flying towards the city. In a battle with such, all means are good: from the available weapons to dragon screams.

Going forward along the only street, the hero will stumble upon the Dunmer Faralda, the meeting with which will mark the end of the first task offered by the College of Winterhold quests.

Lesson one - prove that you are worthy

The guard stands for a reason, her task is to guard the entrance. She will only let her in when the incoming one demonstrates the presence of their own magical skills. The player is required to apply one of the spells of any school of magic or one of the ones letting the elf know that Dovakin himself is in front of her.

Faralda will lead the hero across a long, narrow bridge overhanging an abyss, at the bottom of which the waters of the Ghostly Sea wash over the remains of collapsed pillars. Without them, the bridge is held together by magic. Let it be free - welcome.

The courtyard of the College is notable for the presence of a statue of a woman greeting a student with wide open arms. Next to the statue is a well that emits upward streams of radiant magical energy as a symbol of the bright essence of a true magician, striving upward to enlightenment, knowledge and the stars. The entrance to the main hall of the fortress is crowned with the Eye as a symbol of wisdom and hidden knowledge.

Mirabella Erwin is standing at the door, the dialogue with which will be reduced to a verbal blitz tour of the Collegium, as well as a story about some of the guests of the fortress. She will direct the Dragonborn to the Hall of Elements for Tolfdir's lecture. Here you can also meet the meticulous Thalmor Ancano, always pestering with various questions. Sometimes the archmage himself walks in the courtyard, welcoming new students. The sorcerer teaches a lesson with several more students, who now and then offer the master to move from boring theory to entertaining practice. After a few variations with learning and casting spells, the quest will be completed.

Dungeons await!

Old man Tolfdir offers an unusual adventure in the form of a sortie to the excavations of the ancient city of Saartal, where the storyline of the next quest takes place. You will have to explore the ruins of the ancient Nordic settlement not alone, but together with the students and the master himself, who will immediately tell the story of this place.

It turns out that Saartal was once one of the settlements of the Nords, until the snow elves staged a bloody massacre, killing almost all the inhabitants, except for Ysgramor and his children. Ysgramor is known as a celebrated hero of Skyrim, the leader of the Nord ancestors who once landed on the northern shores of Tamriel. It is assumed that they were looking for some powerful artifact, knowledge of which has been lost. The robbery remained in the memory of generations under the name "Night of Tears", it is described in a book with the same name.

Dovakin is given an assignment to help one of the researchers from the College collect valuable things. On the way, you will come across several rings and a unique amulet, designated as the Amulet of Saarthal, touching which will cause a distortion of a piece of wall located near the player. Using the wizard's hint, Dovakin needs to cast a spell that can bring down the wall.

Suddenly, time stops, and a mysterious figure in a cassock appears to the Dragonborn. She introduces herself as Nerien. An unknown guest will warn the player of an impending global catastrophe, the mechanism of which was set in motion by the mages of the College of Winterhold. When the obsession disappears, the dialogue with Tolfdir will shed some light on the mysterious guest. In particular, the teacher will ask in detail about the vision and tell a short story about the Psijic Order - a group of sorcerers from the island of Artaeum who have chosen a hermitage to follow the "old ways" of ancient magic - forgotten mystical treatises, intentionally or accidentally hidden from the eyes of a mere mortal.

While Master Tolfdir is narrating, nearby sarcophagi suddenly open, exposing their unpleasant insides - two draugrs (the walking dead) attack the main character. One of the sarcophagi, as it turns out, is a door behind which lies the path that Dovakin and Tolfdir will follow. Further exploration of the abandoned ruins of the Nords, inhabited by the same walking dead, will lead the magicians to a large room, the center of which is occupied by a large rotating sphere surrounded by a mystical glow.

The slightest approach to the artifact awakens the guard - a draugr named Yurik Goldurson - a dead man who, during his lifetime, was the son of an archmage in the service of King Harold. The battle with the boss is not so easy, because the dead man uses the Dragon's Cry, which can throw the enemy a long distance, and the orb itself protects him. Suddenly, Tolfdir makes an attempt to attack the sphere, the draugr loses contact with the object and becomes vulnerable. Part of the amulet will drop from the killed boss, the rest of the pieces are stored in the tombs of his brothers, and their souls guard the tomb of their father.

Master Tolfdir has no idea about the nature of the find, and further conversation with the archmage at the College will lead Dovakin to a librarian named Urag gro-Shub.

Arcaneum

This is the name of the library where the protagonist will go to complete the next quest of the Skyrim game. The College of Winterhold, according to the librarian, does not have the necessary literature to identify the find. Therefore, Urag will offer Dovakin to sneak into the necromancers' fortress, located nearby, to return the books stolen from the Arcaneum.

A fight with a small group of sorcerers of the Fellglow fortress will not cause much difficulty, except for the summoning of frost atronachs by one of the magicians.

From the shelf you need to take the following tomes:

  • Night of tears
  • The last king of the Ayleids;
  • Fragment: About Artaeum.

Find Augur

Tolfdir never ceases to admire the unique find, working day and night in an attempt to read the unknown symbols that cut the sphere up and down. The dialogue with the master is interrupted by the elf Ancano, who reports on a stranger demanding an audience with Dovakin in the chambers of the archmage. Waiting in the room is a hooded stranger who looks like a strange visitor in the ruins of Saarthal. Psijic stops time to inform the hero of important information about the Eye of Magnus (that is the name of the artifact) and the dangers of setting it into action. The guest offers to find a certain Augur of Dunlane in the College to get answers to a lot of questions. When the spell wears off, Quaranir informs Ancano that he has miscalculated and leaves. The Talmorian, on the other hand, is suspicious of everything and promises to follow Dovakin's every step.

The search for the mentioned master leads the hero to the Midden location, located in the dungeons under the College, which can be accessed through the hatch at the main entrance. The underground passages are inhabited by ice spiders, snow trolls, and a few ghosts. We should also mention a unique place - the Atronach Forge, capable of creating a special item - the Staff of the Atronachs. Not far from the forge, in the location "Darkness", the protagonist finds a huge beam of light, which is the goal of the search for the Dragonborn.

The Augur of Dunlane was once one of the best mages of the College of Winterhold, but a failed experiment led to his disincarnation. Disembodied, the master exists as a beam of light in the Midden. The sorcerer reports that before many came who wanted to know the secret of the Eye of Magnus, and now Dovakin must stop one of the members of the Academy, who is about to put the artifact into action. The Augur advises finding the Staff of Magnus and talking to the Archmage. After that, the quest is considered completed, and the interlocutor disappears.

Hidden

Questions about the staff among colleagues will lead Dovakin to Mirabella, while the girl will direct the player to the ruins of the city of Mzulft, located near the stronghold of the Storm Brothers, the city of Windhelm, to complete the next quest offered by the College of Winterhold. The key to the ruins is nearby: from a dying explorer, who mentions his colleague and some kind of structure underground.

Wanderings through the gloomy dungeon are complicated by the Falmers - local inhabitants who periodically annoy Dovakin either with a poisoned arrow fired from the darkness, or with a sudden attack from around the corner. One of the Falmer encountered has the necessary quest item - Focusing Crystal. As a result, the player ends up in the Oculatory, an old Dwemer structure, the secret of which is unsuccessfully trying to unravel another researcher who agrees to help only after learning about the Crystal.

Through actions with the installation of a crystal and manipulations with the directions of the rays using the magic of the elements - fire and flame - the beam is divided into three beams and projects an image on the wall - a map of Tamriel. But the researcher is dissatisfied with the result, he reports that the image should not be so small, and declares that there is some powerful object on the territory of the College of Winterhold. However, upon completion of the quest, he reports the location of the Staff of Magnus - the ruin of Labyrinthian.

Leaving Mzulft, Dovakin again encounters Nerien, who will speak of the need to return to the College.

Panic is observed in the Hall of the Elements of the College, Mirabella and the archmage are at a loss: the doors of the hall are blocked by a magical barrier, energy flows reject anyone who dares to approach. Through the whitish veil emitted by the rotating Eye, the already familiar outlines of a tall figure, located next to the artifact, are visible - Ancano.

Attempts to destroy the barrier lead to a fight between the archmage Savos and Ancano, but the elf, using the power of the Eye of Magnus, turns the situation to his advantage. The next moment, the hero wakes up near the Collegium along with Mirabella, which will mark the end of the quest and the beginning of the next one, which implies the elimination of the consequences of a large-scale energy release due to the activation of the Eye of Magnus.

In the courtyard, Tolfdir announces the death of the archmage and the emergence of a threat to the town, and not just the College of Winterhold. The passage of the quest continues with the guard Faralda and Anriel. Dovakin goes to the settlement to destroy ten small magical anomalies that look like ghosts. After eliminating those, the hero will receive the amulet of Savos and the master key from the doors of the Labyrinthian from Mirabella.

Magnus' Legacy

Wandering through the long tunnels of the ruins will shed some light on the archmage's personality: periodically, the Dragonborn will come across the ghosts of Savos Arena and his mage friends who were exploring the ruins. In the depths of the catacombs, the dragon priest Morokei is imprisoned, who periodically tries to speak with the hero in an incomprehensible language. Each attempt depletes mana and awakens swarms of draugrs capable of using Dragon Cry, magic, and archery.

The path to the goal is paved with a number of traps. There are opponents of varying difficulty, as well as the mentioned voice of Morokei. Closer to the target, ghosts reappear. It turns out that Savos Aren, not without regret, sacrificed the lives of two comrades, imprisoning them in a dungeon so that they would hold the sinister dragon priest with the help of magic.

To fight the boss, you must first kill the souls of the mages. Morokei himself is the owner of the quest objective - the Staff of Magnus. Of particular value is the Mask of Morokea. At the exit from the Labyrinthian, an ambush awaits the hero in the form of a Thalmor magician and an ally of Ancano, which indicates a conspiracy thought out in advance.

Eye of Magnus

A growing anomaly, generated by a powerful artifact, seems to be erasing the Collegium from the world map. Now the only way to get there is on foot. On the spot, they will already inform Dovakin that the magical barrier is growing. With the help of the Staff of Magnus, the protagonist manages to break through the barrier and enter the Hall of the Elements. Fascinated by his occupation, Ancano claims that he has power in his hands that can bring down the whole world into oblivion. The use of magic does not give any result, and the elf remains under the protection of the artifact. It remains only to apply the power of the Staff of Magnus on the sphere itself, then the traitor becomes vulnerable to attacks, but periodically the protection of the Eye is restored.

Ancano's defeat triggers the final scene: the appearance of Quaranir and his comrades who decide to place the Eye in a safe place, away from human eyes, where no one can find it. After that, the Eye disappears, and Quaranir informs the Dragonborn about the appointment of the head of the College of Mages - the archmage. It is this award that the College of Winterhold presents to the hero for saving the province of Skyrim. The quest chain ends here. Everything turned out to be not so difficult.

College of Winterhold: bugs and notes

  • Attacks by dragons of different levels on the College happen quite often - with the growth of the player's level. The fight takes place in the courtyard, the magicians are on alert, but not everyone takes part in the fight, because without the help of Dovakin they still can’t cope. Some mages may fall under friendly fire, the death of which will make it impossible to receive tasks from the quest chain.
  • Even after assigning the position of archmage to the main character, the court mage of Whiterun, along with some of the mages encountered, will not stop offering to join the College of Winterhold.
  • Guardian Faralda sometimes does not let the hero through even after demonstrating the ability to use magic. There is only one way out - to use the underground passage through the Midden.
  • Conducting a tour of the fortress, Mirabella sometimes just stops and falls silent. This quest is a side quest, so it's better to immediately go to Tolfdir for a lesson.
  • There are also a number of common bugs that occur throughout the entire Skyrim game. Passing the College of Winterhold is no exception. These include all kinds of getting stuck in the doorways of mercenaries accompanying the hero, gaps in textures, periodic disappearance of partners in an unknown direction.

Some mods for the College of Winterhold

A number of author's modifications that transformed the Skyrim game (the College of Winterhold mod) are available for download on the Internet. Various additions involve changing the appearance of the characters (both the inhabitants of the College and the entire game world), as well as replacing the standard textures with more picturesque, colorful ones.

A number of mods available for searching under the keywords "expansion of the College of Winterhold" include fixing some bugs, reworking the textures of the College, upgrading the behavior of the characters in a given situation, redesigning the appearance according to the level of the character, adding side quests and replenishing the set of spells as on sale, and for study.

The trend to “wrap” your favorite games with all sorts of mods is far from new, because the number of masters exhibiting their creations is incalculable. In addition to these mods, there are many others: from the introduction of characters from various cartoon universes to a complete redesign of the storyline of the game. Everyone will find something of their own, and connoisseurs of the original game will always remain true to the classic version of it.

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

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

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

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

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

In the depths of Saarthal

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

library books

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

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

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

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

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

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

Good intentions

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

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

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

Follow Ancano
Follow Ancano to the Archmage's quarters.

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

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

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

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

Discovery of the invisible

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

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

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

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

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

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

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

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

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

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

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

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

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

Cleanup

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

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

Defeat the creatures infesting Winterhold
Destroy 10 magical anomalies.

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

Staff of Magnus

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

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

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

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

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

Passage of the College of Winterhold 19372
13 December 2011 14:11

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 it - these are neither elven records nor Daedric ones, they are generally strange in nature.

Suddenly, Ancano will interfere in your conversation and demand that you talk to him. He asks about the mysterious monk Psijic Orders who asked for your audience. When you find yourself at the archmage, you will again meet Quaranira(the first time you will meet him in the earlier missions of the guild of magicians). He will freeze time as he wants to talk to you. Indicating 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 eye of magnus, since "the world is not yet ready for such a force." Quaranir will continue to warn about the consequences if you don't, and why only the player has a chance of preventing it. Seems to be, 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 froze time to talk to you in secret from others. Ancano expresses his distrust of you and the monk and warns that he will try to find out everything about the monk.

Speak to the Archmage Savos Arena who stands nearby and find out from him about the staff of Magnus which was 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 easy; just a couple of draugrs or skeletons will guard it. you can get into Midden through a trapdoor at the north end of the college yard, or up the stairs to support hall. When you get there, don't forget to climb in the chest (below to your left when entering through the hatch in the courtyard. There is an alchemy table in the tunnel further. Make your way to 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 that you are too persistent and that you can pass. The door will open.

Augur again warn you of the danger lurking in eye of magnus 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.

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First lessons

After crossing the bridge, you will enter the courtyard of the College, where you will see Mirabella Ervin, leading a conversation with a Thalmor agent named Ancano. The Breton woman will greet you and give you a short tour, in particular, show you the student dormitory (your room) and tell you about the library (Arcaneum), the Hall of the Elements (the main entrance behind the monument) and the Chambers of the Archmage. The archmage, Savos Aren, is a very busy Dunmer, so Mirabella is responsible for all day-to-day tasks.

As an aspiring mage, you will be given the appropriate attire: apprentice's robe of destruction, apprentice's hood, and boots. Wearing them or using your clothes is a master's business.

When you get comfortable and rest a little (you can sleep in the hostel in your bed), go to the first lesson to Tolfdir in the Hall of the Elements. Enter through the main entrance and then open the grate with the symbol of the College of Winterhold. Teacher Tolfdir and other students are already waiting in the Hall - a Nord named Onmund, Khajiit J "zargo and Dunmer Brelina Marion. The students can't wait to move on to practical exercises. Listen to Tolfdir and stand opposite him on the symbol on the floor. In the spell menu, select Small Charm ( even if you have not learned this spell, it will appear in the menu automatically), then defend yourself with it from the teacher's magical attack. This concludes the first lesson of magic, congratulations!

In the depths of Saarthal

The task is available immediately upon completion of the first lessons of magic. You have to go to the ancient Nordic ruins of Saarthal (southwest of Winterhold) and meet Tolfdir and other students there. If you get there first, wait for the others and then follow the teacher inside.

B library books

The keeper of the library is called Urag gro-Shub and you will most likely find him at his workplace - in the Arcanaeum. Be careful during dialogues with the orc: in order to continue the main quest line of the College, you must talk to Urag about the artifact found in Saarthal. Unfortunately, the custodian will answer you, there is not a single book on this subject in the library, or rather, “not anymore”.

Good intentions

At the end of the previous quest, Urag gro-Shub will ask you to tell Tolfdir about the Night of Tears book. You will find the old wizard in the Hall of Elements, where he will admire the shining sphere. Talk to the magician and listen to his reasoning about the strange symbols on the surface of the artifact. Suddenly you will be interrupted by Ancano and demanded to follow him. There are no options but to go after the elf.

A representative of the Psijic Order, Quaranir, awaits you in the Archmage's quarters. For some mysterious reason, he only wants to talk to you and will even freeze the time for this conversation, as a result of which Ancano and the Archmage (who are in the same room) will not hear anything.

The Eye of Magnus, this is the name of the sphere found in Saarthal - an extremely powerful artifact. Quaranir will warn you that the world is not yet ready for its use, and at this time the Eye is only a danger. As Order laws prohibit direct intervention in such matters, Psijic will advise you to seek out the Augur of Dunlane for further instructions.

Ask the inhabitants of the College about Augur - Tolfdir and Mirabella Ervin know exactly where to find him, but the master wizard will tell you this only after persuasion. The augur of Dunlane had long since settled in Midden, under the College. You can get there through the Support Hall (the hatch on the floor near the stairs).

In the dungeons, you can encounter ice wraiths, frost spiders, draugrs, and skeletons. Look for a passage to a location called Midden - Darkness. You will hear the augur as soon as you approach the locked door. Do not rush to leave in search of the key - in a moment the door will open by itself and you will see a shining ball. Actually, this is the former member of the College Augur of Dunlane. Talk to him (as it turns out, Ancano has already been here). It turns out that in order to look through the Eye of Magnus and not go blind, a special staff is required. Return with the news to the Archmage. Savos Aren will give you the Ring of the Mage, after which he will give you the next task.

O discovery of the invisible

Mirabella Ervin, the master wizard, knows something about the sought-after Staff of Magnus. She can be found in the Hall of the Elements or in the courtyard of the College. A few months ago, a group of Imperials from the Synod, who arrived in Skyrim in search of powerful artifacts, were interested in the Staff of Magnus. In conversations, they mentioned the Dwemer ruins of Mzulft - that's all Mirabella knows. Obviously, you will have to go there and find out everything on the spot.

L elimination of consequences

You will find Savos Arena dead in the courtyard of the college. However, you will mourn the Archmage later, but now hurry to Winterhold. Through the fault of Ancano, the city was filled with magical anomalies - aggressive ghostly creatures that threaten civilians. Having taken Faralda and Arnel Gein on the bridge, run into the city and kill these evil creatures. You must destroy 10 pieces and return to Mirabella Erwin for further instructions.

Mirabella still feels bad. She will tell you that shortly before her death, Savos Aren gave her one thing related to the Labyrinthian - the Door Ring. Take it, as well as the amulet of the deceased Archmage and go to Labyrinthian. While you search for the Staff of Magnus, Tolfdir and Mirabella will try to keep the College and all of Skyrim from disaster.

Staff of Magnus

Labyrinthian will be marked on your map, it is located in the Hjaalmarch Hold, southeast of Morthal. Don't forget to take the Door Ring given by Mirabella with you. On the approaches to the majestic stairs, kill two snow trolls, then go up to the main entrance. At the door you will see the ghost of Savos Arena and several other magicians (Atma, Girduin, Harnar Icefist, She-Who-Takes-Light and Elvali Veren), they will not pay any attention to you, and you can listen to their conversations to understand that happened in Labyrinthian. As you progress into the dungeon, they will meet more than once.

Eye of Magnus

After destroying the barrier, run to the Hall of Elements and weaken the Eye of Magnus with the Staff! When the Eye is open and shines especially strongly, Ancano is invulnerable. Use the Staff of Magnus to close the Eye, and then direct all your powers at the Thalmor villain. When re-opened, the Eye begins to release magical anomalies (which can be useful, because they contain soul stones to recharge the Staff).

College of Winterhold (The College of Winterhold)- the only organization in Skyrim related to the magical arts. You can join the College of Winterhold and go through a short storyline. In addition, the College offers its magical services in the form of skill training. Very similar to the Mages Guild from previous games in the series. Given the storyline and additional tasks received in Winterhold, we can say that there are practically no differences between these organizations.

The secretive nature of the College mages and the Nords' natural disdain for magic have contributed to a widespread mistrust of the College and its members. The destruction of most of Winterhold in 4E 122 only exacerbated the situation, despite the fact that no direct evidence of the College's involvement was found. The head of the College, Archmage Savos Aren, seems to be aware of the reputation of the faction, but is in no hurry to do anything about it.

College of Winterhold

The city of Winterhold, which has lost its former glory, has experienced the exodus of most of its population. The center of city life is currently the College of Winterhold. Formerly influential and now in trouble, Winterhold still continues to be a haven for mages and a safe haven from the Nords. Mostly self-contained, the College of Winterhold is generally content with its isolation from the rest of the area, while choosing not to be aggressive towards the outside world.

The College of Winterhold is located on a cliff above the Sea of ​​Ghosts. Years earlier, the rock had collapsed into the sea and taken with it to a significant part of the city. Only a few buildings remained intact, and the Collegium was almost untouched. The building stands on a lone rock of ice and stone. Inside, the College is divided into three towers: Halls of Achievement and Support, in which students and their mentors live and study; The Hall of the Elements, where the chambers of the Archmage and the Arcaneum (the Library of the College) are located.

Joining the College of Winterhold

To join the College of Winterhold, you must first get to Winterhold. The initial quest that you will have to complete is called “First Lessons”.

Benefits of joining

  • Master Trainers in Illusion, Destruction and Alteration
  • Level Trainers Expert in Enchanting, Conjuration and Restoration
  • Access to alchemy ingredients and alchemy and enchantment tables
  • Access to purchase various spell tomes from shopkeepers
  • Access to various skill books
  • Several potential companions
  • Warehouse
  • Free overnight stay

suspension

If you are suspended from membership in the College, all you have to do to be accepted back is talk to Tolfdir and pay a fine of 250 gold.

Leadership

When the quest chain is completed, the player will receive the title of Archmage, replacing the deceased Savos Arena. The player receives the Chambers of the Archmage and many free items, from soul stones to alchemical ingredients. You are also given Robes of the Archmage (-15% magic cost to all spell schools, +50 magic and 100% faster magicka recovery)

Two additional quests are currently disabled and only appear when using the console. The first one is called "The Explorer Thief" and the second one is called "The Lost Disciples".

Mastery Quests

  • Ritual spell Change - find a dagger and use it to get the scales from the dragon's heart for Tolfdir
  • Sorcery Ritual Spell - Find the Sigil Stone by summoning a Daedra and gain more knowledge of Sorcery magic
  • Ritual Spell of Destruction - learn the most powerful spell of the School of Destruction.
  • Illusion Ritual Spell - Find books about Illusion magic and learn the spells of the Master
  • Ritual Spell of Restoration - Find the Augur of Dunlane and learn more about Restoration magic