Skyrim Mages Guild. Skyrim - College of Winterhold Walkthrough

The Mages Guild in The Elder Scrolls 5: Skyrim is represented by The College of Winterhold. Every self-respecting magician is simply obliged to go through an exciting and dangerous training here and become a real master of magical powers.

The college building itself is located, as you might guess, in Winterhold in the north. The college is connected with the city by a fragile but reliable bridge over the abyss.

I'll tell you how to join the College of Winterhold and how to complete quests. We approach the bridge, where Feralda meets us and gives us the first task to join the guild of magicians.

First lessons

In the quest First lessons” (First Lessons) it requires a demonstration of magical potential in order to let us through. At choice, we must cast one of the spells from any school of magic of your choice. The spell itself will depend on your level.

You can also show that you are a dragonborn and use instead of the spell.

It is important to note that your choice will affect the rewards and range of spells for sale at the College of Mages.

After that, you will receive a task to talk with the head of the guild of magicians, Mirabelle Ervine, who will give you a robe with depending on your choice of the school of magic and will give you a short tour of the college.

Then he will send us to Tolfdir, who teaches students protection from magic. He will ask you to show in practice how to use the school protection spell.

And then you all will go to Saarthal to take part in the expedition.

In the depths of Saarthal

We get the quest In the depths of Saarthal”(Under Saarthal), which we all have to explore together. You can go there with Tolfdir and the company, or just on your own feet.

We find Arniel Gane on the spot and, at his request, we begin to look for various artifacts. Just follow the quest markers and pick up the right trinkets. However, after finding the amulet, the way back will be cut off.

We put it on and cast any spell on the place where we removed it from. This will destroy the wall and open a passage. We pass further the dungeon, along the way we will meet two puzzles with columns. The desired images are drawn right there behind the columns.

The complexity can only be the second puzzle, where changing the pattern on one column changes them in the same way on the neighboring ones. The solution is quite simple, we put it in the right sequence: first, y-in fish, s-in snake, y-w hawk and s-z fish. The bottom line is to find out which columns spin the most other columns and put them in turn - from largest to smallest.

After Tolfdir joins you, with whom you have to fight Jyrik Gauldurson. At first, he will be immune to any damage, but then Tolfdir will weaken him and we will be able to defeat him.

In any case, we pick up the books and return back to Urag gro-Shub.

good intentions

The next quest is called " good intentions» (Good Intentions). We talk with Tolfdir, who has already brought the Eye of Magnus, about the whole thing. But you will be interrupted by Ancano, who will inform you that someone has come to us.

We go with him and meet a mysterious magician who stops time around and introduces himself as Quaranir from the oldest Psijic Order. According to legend, it was from him that the guild of magicians was formed in the future.

And he came because of the Eye of Magnus, which, as it turns out, is very dangerous. And the longer he stays here, the greater the threat awaits everyone, so you need to neutralize him. To do this, you need to find the Augur of Dunlain.

We talk about this with Tolfdir and he sends us to Midden, which is located directly under the College. We go down there through the hatch and find a locked room, break into it and find ourselves next to the Augur.

He advises finding the Staff of Magnus, which will help neutralize the Eye. We return to Savos, who redirects us to Mirabella.

Discovery of the invisible

Get the quest Discovery of the invisible» (Revealing the Unseen). Here we go to the Dwemer ruins of Mzulft. At the entrance you will find one of the members of the Synod, who will die in your arms. We take the key and go through this rather large dungeon.

We find the key to the Ocularium and the focusing crystal from the boss. We speak with Paratus Decimius and follow his instructions.

We need to focus the three beams in the center using a frostbite or flame spell from the school on the crystal. If there are no rays, then make sure that it is daytime outside.

Use only the most novice spells, otherwise you will not be able to focus the lenses correctly.

We speak with Parat again, look at the map and find out the place where the staff is located - this is Labyrinthian.

We leave the ruins and get a vision in which Nerien asks to go to the College as soon as possible. There we find that Ancano has surrounded the Eye with an impenetrable barrier and is doing something with it there.

We help to overcome the barrier by casting a fire spell of destruction. We pass to Ancano, but he only throws you back again.

Cleanup

In the quest Cleanup» (Containment) will need to be cleaned up after overloading the Eye. We find the archmage, talk to him and go to Winterhold itself to destroy ten anomalies.

After we talk with Mirabella and go to the Labyrinthian for a staff.

Staff of Magnus

Get the quest Staff of Magnus» (The Staff of Magnus) and now we can enter the Labyrinthian. This is a fairly straightforward dungeon in which one of Morokei lives. Also here you will meet the animated skeleton of a dragon and the ghostly leader of the draugs.

Periodically, as we move along the Labyrinthian, we will hear Morokei's phrases, as a result of which the supply of magic will be consumed. So if you are playing a mage, then be careful.

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

You don't have to learn any complicated magic to become an Archmage - just the initial spells are enough. Based on this, the road to the College of Mages is available to any beginner and stranger.

First lessons

In order to become not just a good magician, but a great magician, you need to go to the College of Mages, which is located in Winterhold. According to the inhabitants of the province of Skyrim themselves: "There is a lot of magic here." But before you start your studies in this prestigious institution, you need to master a couple of simple spells.

Advice: It's best to visit the College of Mages of Winterhold as soon as possible - if you visit later, then the "introductory" tests that Farald requires to pass may already require a lot more mana than originally required, so you have nothing left to do but pump your current mana.

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

When asked by Faralda, let you pass, she will offer you to pass a small 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 known about the test yet. 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 lead you inside the College of Magicians all the way to Mirabella Ervin. 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 speech of the old magician, then the students will require practice. At this point, Tolfdir will ask if the practice is worth it or not. But why not? Let's support the other students of the College of Magicians. First, old Tolfdir will test you on the 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 Charm". 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 the training begins, since a bug is possible if you do not catch a fireball during training, the task may simply "stick".

Further, Tolfdir informs all students that it will be necessary to gather near a place called Saartal, where the College of Mages is excavating. 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


After going to a place called Saartal, you eventually meet up with old Tolfdir near the entrance to this mysterious place. After waiting for the rest of the students (if necessary), go all inside this tomb. Tolfdir gives the order for everyone to start searching for artifacts that could somehow be useful to the College of Mages, but he still does not finish something during these searches. If you ask Tolfdir what you would like to do, then he will send you to Arnel Gein, who would now be helped in the search for some magical artifacts. Well, let's go now to Arnel Gein. Upon arrival at this NPC, he tells you that you need to inspect the rooms in the northern part of the tomb. There you will have to find the four specified 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 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 will be fixed. So, remove this little thing and in your inventory you will have the amulet of Saarthal. 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 to you - talk to him. He tells you that in order to get out of the trap, you will need to somehow use the found amulet. Put this amulet on yourself and the once closed door begins to radiate 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. It's time to use your Flame spell on the locked door now. In the end, under the onslaught of this magic, the wall collapses and the passage becomes open. Go ahead and move forward through the tunnel. Tolfdir will follow you. As soon as you find yourself in the hall, soon an unknown person named Nerien appears in front of you. At the same moment, everything around you is replaced by black and white colors. At this moment, an unknown named Nerien visits you and says that he is from a very ancient Psijic Order and that everyone is in great danger, but his entire order believes in you, that you can save everyone from a future threat . In the end, this unknown 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 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 share your knowledge, then keep moving forward. 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 with, a passage opens up 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 beat them off, then on the opposite side of the hall, activate the two chain levers that are located on the sides of the grate and after that, go into the passage that opened to you. Now the doors in the "heart" of Saarthal are finally open, so move quickly deeper. At the same moment, Tolfdir leaves 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 cause problems for you. 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. On these columns are hints that can help you. If you look at the lever on the left side, then set the following hieroglyphs: bird, snake and fish. On the right side will be: fish, bird and bird. Now you can pull the lever and move on. Finally make your way through the iron doors and kill another pack of draugr, then head up the log stairs. There will be doors - enter. Then turn to the right side and then be extremely careful, as there are magical and very dangerous traps on the floor!

At some point, you will stumble upon a new grate with a secret. This time everything will be a little more complicated, because 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; column on the right side (first) - one will rotate, that is, it will not cling to others; 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 is as follows: first, in the right position, put the fish on the left side, then the snake on the left side, then the bird on the right side and finally, put the fish in the right position on the right side.

Now you can finally pull the lever. After the grate opens, then 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 picture: a huge spinning sphere, which is guarded by a very strong draurg named Yurik Goldurson. You will have to defeat this Boss. At first, everything will not be so easy, 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, then take away the amulet of Goldur from his body, along with the letter of imposition of the seal. If you read this letter, then you will activate an additional task called "Forbidden Legend".

Finally, you can get out of this gloomy dungeon. Near this huge sphere are doors that will lead you out of here. In addition, there will also be a word of power on the wall, so do not forget to study it. Exit through the doors on the left side. At some point, you will need to open another grate by first pressing the handle on the left side. In the end, you find yourself at the very beginning of this tomb. Get back out into the fresh air and move quickly 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. Once Savos Aren listens carefully to you, he will send you to Urag gro-Shub. At this stage, the task is completed and the next task begins.

library books


It's time to go to Urag gro-Shubu, so go down to Arcaneum. After talking with this orc, he will tell you that he cannot help in any way, since the books in which the necessary information was stolen were stolen by one of the students named Orthorn. He will also inform you that this thief has 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 - this is a very arrogant and self-confident elf, besides, he is also an adviser to the Archmage. In general, he starts asking you very suspicious questions about what happened in Saarthal.

In general, go to the Fellglow fortress. Outside, you can spot a couple of very chatty sorcerers. Kill these apostates and make your way inside the dungeon. There will also be magicians and sorcerers inside, so be careful. Along the way, you can also release the vampire, who was locked in one of the cages, and after liberation, she will fight with you against the magicians.

In the end, in a circular hall, you can find Orthorn, who will be locked in one of the cages. You can open this cage with the nearby lever. As soon as you release this thief, then find out from him about the stolen books. He will inform 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 the future. To be honest, there is no fighter from Orthorn at all, and magical abilities also do not give any benefit.

Continue to move further along this dungeon and along the way kill a variety of evil spirits along with the magicians. Eventually, you will reach the doors to Fellgolow Keep. Go inside and kill everyone you see here as soon as possible. In one of the rooms there will be a stone of Berenziah (it is also an Unusual stone). All in all, keep moving forward. Soon you reach the local ritual hall. Here you will meet a certain "Caller" - talk to her. If you have a well-developed eloquence, then you can agree to give you books, thereby avoiding a fight, but you can also cut everyone who is just here in the old fashioned way. The most important thing: take the key to the ritual hall from the corpse of the Caller.

On the pedestal will be the following books that you need to pick up: "Night of Tears", "The Last King of the Ayleids" and a fragment of "About Artaeum". As soon as you pick up these items, you can say goodbye to the thief Orthorn, if you have not ordered him to escape before. With the help of the previously taken key, you can open the locked doors and get out of this place using the hatch. Then you just have to climb 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-Shabu. Return the books to this orc and he, in turn, will reward you very generously for the work done successfully. Since the task is completed, return back to Tolfdir, who will give you a new task.

Good intentions


Go to the old Tolfdir. You will find him studying the previously found sphere. He is trying to understand 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 ​​\u200b\u200bknown to him. At some point, Ancano intervenes in your conversation. This arrogant elf interrupts Tolfdir very rudely and in a commanding tone tells him to follow him. Ancano is interested in the Psijic Order, as one of their representatives came to the College of Mages. Travel with Ancano to the Archmage's quarters and speak with a Psijic named Kuarnir there. At some point, the surrounding world is paler again and Ancano, together with the Archmage, simply freezes together.

In general, Kuarnir informs you that you have found a very powerful and no less powerful orb. The name of this sphere is the Eye of Magnus. And the most important thing is that while this ball is in the College of Mages, 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 Dailensky, who was also once a member of the College of Mages.

For the others who were present in this hall, the conversation never started. 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. It's time to ask Archmage Arena about Augur. He will tell you that supposedly these were tales that Tolfdir composed. It's time now 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 Magi. Tolfdir will tell you that Augur's pursuit of a very strong artifact did not lead to anything good.

You can get to a place called Midden through the hatch, which is located right in the courtyard of the College of Mages. Finding your target is not difficult, but keep in mind that a couple of creepy monsters will still come across along the way. Once you find the Augur in a place called Midden-Darkness, you will see something incredible. Only the energy part remained from the Augur, after talking with which, 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 on this subject to chat with Savos.

Archmage Aren sends you to find out about all the details from Mirabella Ervin, and he also gives you a hoop of the magician. On this, the current task comes to an end and another, new task called "Discovering the Invisible" begins.

Discovery of the invisible


Go now to Mrs. 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 in that. 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 would be time for you to go to this place. Mzulft is a Dwemer ruin. Going inside, you find a certain Gavros Pliny, who is in the society of the magicians of the Synod. More importantly, he is already dying, but still manages to tell you about Parata, who is in the Oculatorium. Take the notes and the key to Mzulft from the dying mage, then move deeper into these Dwemer ruins.

Open the doors with the received key 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. In the end, you will reach the mine with corus, 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 already have to fight the Falmer. Move through the caves and halls, which are separated by doors. Either way, you will reach Mzulft. Here, try to be extremely careful already, since one of the killed Falmer has a focusing crystal, for which you will have to return 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 pass through the door on the opposite side. In the end, you find yourself in a room where the Dwemer centurion is located. After killing him, inspect the chest that is here. Inside this chest is the key to Mzulft's Oculatory. Taking this key, you can go back to the forbidden doors, and you can open them with the help of the previously found key. After opening the doors, climb to the top, where you run into new doors. Trying to open these doors is useless. Suddenly, a voice is heard from behind the door. It turns out that this is Parat Decimius. Having opened the doors for you, he takes 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 Parath about it. As soon as you talk to him, then go through the Oculatory room together.

The previously found crystal must be placed in the Dwemer sphere. After that. as you insert it, the crystal will also have to be focused. It is necessary to obtain such an effect in which the rays of light will fall into the green circles that are located on the large dome. The spells "Flame" along with "Frostbite" will help you in this matter. If you still do not know these spells, then two volumes with the necessary spells will lie near the control buttons. You will need to use flame and frostbite in turn, and you will have to act on the sphere to the extent that 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 with the buttons, thereby fitting the green circles to your rays. Eventually, the rays will be reflected.

At some point, Parat begins to talk about the fact that the light is not going the way it is generally required. He notices that there are some interference and even finds out where they come from - Winterhold. Parath claims that the College of Wizards 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 does not say anything superfluous to anyone.

It's time to talk to Archmage Aren now, so leave this place as soon as possible. In the corridor to the Oculatory, turn right to the doors. At some point, one of the Psijic Order unexpectedly visits you. He tells you a couple of very mysterious things and after that 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 the Elements, you see very scary and unknown things. The room will be filled with magicians, and near the arch is the Archmage Aren himself, along with Mirabella.

Savos orders Mirabella to remove these enchantments, which she assumes were cast by Ancano himself. After talking with the Archmage Savos, he informs you that he is unable to explain what is happening now and urgently asks for your help. At the same moment, Mirabella removes the spell and you can again enter the Hall of Elements. It turns out that this is true - Ancano is really trying to do something with this ball, but with the help of incomprehensible magic. At one point, Archmage Aren tries to prevent what Ancano is doing and approaches him, after which there is a huge outbreak, after which Mirabella is left injured, and Savos disappears without a trace. This ends the current task and begins a new one called "Elimination of Consequences".

Cleanup


On behalf of the wounded Mirabella, it's time to start searching for the lost Archmage Aren. Come outside. All magicians gather at the College Square. Immediately you need to talk with Tolfdir and tell him about what Ancano is doing. The old man tells you that you can not 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: In a couple, 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 "tcl" cheat command .

You have to destroy more than a dozen magical creatures that attacked this place. After you kill everyone, then go back to Mirabella and talk to her. She will tell you what 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 inform you that the Archmage Aren was aware that someday he would have to go there and for this he left a couple of things that would undoubtedly come in handy in the search process. 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 Mages and go to the indicated place as soon as possible. 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 the ghosts of bygone days. In general, they all go inside the dungeon and in doing so use the Door Ring that Mirabella gave you before.

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 nothing is dangerous inside. Well then, move on. In the end, you get to the passage, which is blocked by a grate. You can open the passage with a ring on the wall on the left side.

Advice: If it is extremely difficult for you to defeat the bone dragon, then you can go 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 met by a huge bone dragon along with a company of low-level undead. After killing all the enemies, move further along this dungeon and at some point you will need to go down. Soon you see ghosts again, which have already become noticeably smaller. Right there, on the pedestal, there is a carved tablet - read it. The found tablet glorifies a certain city called "Bromunar". After that, turn right, go a little further and find yourself in the abyss. Then you hear a very strange voice. At some point, a frosty spirit will attack you, so be careful. On the opening from which the frosty spirit came out, use a spell called "Flame", but if you do not know it, then you can find a volume with it on a pedestal on the right side.

In the end, you open the passage further. Now go down below and soon you will hear a strange voice again. Draugrs will suddenly attack you right there. After the massacre, a strange voice is heard again in a language unknown to you. Move on and kill all the draugrs along the way. At some point, a voice addresses you calling you Aren. After 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 Arena. You can open the grate using the lever on the left side. Opening the gate, you have to fight with evil spirits. As soon as you get to the closed passage, then a fiery spirit comes out at you, and the voice at this moment tells you about inevitable death. After killing the spirit, go to the passage and use the Frostbite spell on it. If you do not know this spell, then a volume with it will lie next to it - use it.

Go ahead and go through the grate on the left side. Here you again meet the projections of ghosts, which have already become three, however, they still have not stopped their search, despite the fact that they have already lost a bunch of their friends. After going a little further, you meet another bunch of evil spirits that will attack you. At the same time, the voice even more threatens you with death. Once you get to the hall where the grate is located in the floor, turn right and go through the doors to the local Tribune.

As soon as you find yourself inside, then move along a very narrow cave, along the way, still killing the draugr. Having opened the wooden doors, you will find yourself in a corridor that is shot through by magical pillars. Here you need to get to the stairs on the left side, which will be located in the stone tower. In the end, you will find yourself near the cave descent. Get down and move to the right side. Here you will come across an iron gate. Open them and learn a 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 the 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 somehow still influence the magical barrier, inside of which there is a certain Morokei. Since it is protected by a barrier, there is no way to get to it. Therefore, you will need to kill the wizards that he enslaved, since they are the ones holding this barrier. As soon as the magicians die, you can kill Morokei as well. From the corpse of this monster, you can take the very Staff of Magnus along with the Morokei mask.

Advice: If the battle with Morokei has become too difficult for you, then we recommend that you do 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 Mages to Tolfrid. You can exit from here through the iron doors, which are located right there on the right side of the waterfall. Climb up the stairs and turn to the left side of the stairs, then go down the next 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 was left all alone. On the wooden doors, lift the bolt and move on, then use the lever to lift the grate in front.

At some point, Estorma unexpectedly comes out, who is the girlfriend of the scoundrel Ancano. She came here on his behalf to take the Staff of Magnus from you. Well, you can finally finish off a couple of Thalmor, so kill her. After a little carnage, go up the stairs. Having stumbled upon the next doors, remove the bolt on them and go on. Finally get out into the fresh air, go to the College of Magicians as soon as possible. Upon arrival there, talk to Tolfird. From him you learn that Mirabella is fallen in the fight against 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 Mages 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, then go to the Hall of the Elements and defeat Ancano. An overconfident elf thinks you can't beat 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 as soon as possible.

After you kill this villain, then talk to Tolfdir, who tells you that he does not know what to do next. At some point, one of the Psijic Order visits you, who says that he is taking the Eye of Magnus, since the world, as well as the College of Mages, is not ready for such a force.

Tolfdir at the same moment gives you the clothes of the Archmage and the key to his chambers. You now become the head of the College of Mages of Winterhold. This ends the quest chain and the adventure with the mages of Skyrim.

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

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

How to join the Winterhold Collenia?

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

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

First lessons

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

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

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

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

In the depths of Saarthal

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

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

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

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

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

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

library books

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

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

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

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

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

Free Orton.

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

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

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

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

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

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

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

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

These are all books.

Good intentions

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

Discovery of the Unseen

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

Entering the ruins, we see the dying Gavros Pliny.

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

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

We turn around and go down.

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

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

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

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

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

Focusing the Oculatory, you will get something similar.

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

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

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

Consequence Cleanup

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

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

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

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

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

Eye of Magnus

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

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

Despite the fact that the Mages Guild was disbanded a long time ago, there are still many mages who want to unite with their brethren. Their goal is to spread knowledge, spells, etc. among themselves. For example, in Skyrim there is a "College of Winterhold". However, they do not like her very much here, because the Nords negatively perceive magic and similar riddles.

How to join the College of Winterhold?

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

First lessons

Perform your chosen spell on the pentagram. Thus, you will be credited with the entrance test. Then Feralda will lead you to the College, or rather to a meeting with Mirabella Erwin. She will show you the college, your room, and finally the Hall of the Elements. And there you will meet Tolfirdir and begin the lessons of putting skills into practice. To complete Skyrim, listen to a lecture that will tell you about the unusually difficult path of a magician, and start practicing. You will need to move to the indicated point and use a spell called "Charm" on yourself for a certain time. If you don't have one, buy a normal one from Tolfirdir. So you complete the current task and can start a new one.

In the depths of Saarthal

After completing the magic lessons, you will receive an offer to go to Saarthal from Tolfirdir. These are some ancient excavations. Go to the point indicated on the map and find the entrance from below, leading to the dungeon. Follow the main one. The passage of Skyrim here will not be fast, the task is long. The most difficult moments will be described here.

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

library books

The passage of this Skyrim mission is performed after the end of quest number two (the title is "In the depths of Saarthal"). Meet with Urag gro-Shubu. Discuss the item found in Saarthal with him. He will inform you about the theft of books about the sphere by Orton. This man used to be a student at the College, which he betrayed and allied himself with the mages. They demanded three books as payment. At the moment, he, along with books, is located in a fortress called Fellglow.

Go there and defend the fortress. In the process of protection, inspect the cameras and find Orton. Talk to him and listen to an apology for his act. He will say that the Caller took the books, and threw him into the cell in order to conduct experiments on him.

Release him. You will then encounter vampires in locked cells. The passage of this task in Skyrim will allow you to peacefully disperse with them. If you give them freedom, they will not attack you (the main thing is not to attack them yourself) and will even help in the battle against magicians. Go further, find and take the Unusual Stone. Then find the Hall of Rituals, where the Caller awaits you. Talk to her and just pick up the books (this can be done without a fight, after pumping the eloquence).

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

Good intentions

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

Discovery of the Unseen

Talk to Mirabella Ervin and get the task to head to the ruins of Mzulft. Inside the ruins you will see Gavros Pliny. He is dying. To pass Skyrim after his death, take the key and follow forward. Walk through the ruins and reach a hall with many enemies, such as one shadow master and the rest of the Falmer. Defeat the master and take his Focus Crystal.

The beacon will point to a closed door. Therefore, you will need a key, for which you head down and fight the "Dwemer Centurion Master". After defeating him, find the chest with the key to the mzulft's oculotorium. Go back to the locked door and open it with the key. The next closed door awaits you ahead, but Parat Decimius will help you open it. Give him the Focusing Crystal you took from the Shadow Master. Follow Parat to the Oculatory Hall. Put the crystal inside it. You will see two spell tomes on the table: Flame and Frostbite, which you should use to focus the Oculatory. Focus and bring each window close to the beam. Parat will inform you about interference from the College. By the way, you can kill him. Go to the College where you will see Ancano surrounded by a field. Destroy the field and go forward. Suddenly you will be overtaken by an explosion.

Consequence Cleanup

Ghosts of ice have attacked Winterhold. You must protect him. Then head to Mirabella and report that Winterhold is already out of danger. Then your path lies in the Labyrinthian. There at the entrance you will meet ghosts who will not notice you. In the Labyrinthian, you will be given the passage of a new Skyrim mission - Find the staff of Magnus. Get ready, you will be attacked by many opponents.

Don't skip hints. For example, you will come across a frozen door in one room. It can be melted with the help of the Flame. The spell book will lie next to you. After defeating all opponents, you will enter the Hall, in which Morokei is located. It must be destroyed and the staff taken from him. However, he is protected by ghosts who maintain the field around him. So kill the ghosts first and then

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

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

Since I have been living with Jarl Korir all this time, it is only a few steps to the college itself. So I went after a dream to the college of magicians. There are very big plans on this topic, I want to develop more as a magician. Well, and, on top of everything else, magicians stand, as it were, apart from the civil war, they are almost on their own. And there will be magicians in any case, no matter who wins: the Imperials or the Storm Brothers. It's kind of, even independence.

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

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

Faralda escorted me to the college courtyard and told me to talk to Mirabella Ervin about my further education. I found her arguing with the high elf Ancano about something. She explained to him that he was just a guest in the college. After he left, Mirabella spoke to me. She said that now a lot of new students began to enter their collegium. Gave me a uniform: college apprentice boots, destruction novice robe (destruction spells cost 12% less magicka and magic regenerates 50% faster), and novice mage hood. I explained that it is not necessary to wear a uniform, but it is recommended.

Then Mirabella showed me my room, where I will live permanently. It is located in the Hall of Achievements. The room is forever assigned to me, even if I become the thane of all the cities in Skyrim, and even if I am the Archmage. There is also an interesting feature - the private rooms, both students and teachers, do not have doors. Everything is open and you can freely visit each other.

And after examining the room, Mirabella said that magic teacher Tolfdir was starting her first lesson for beginners and I had to hurry to the hall of the Elements. When I arrived, the rest of the students had already gathered in the hall, namely: J "Zargo (Khajiit), Brelina Marion (dark elf) and Onmund (North), well, I'm Sophie Corvus (forest elf). Quite an interesting composition. In general, I noticed that there are quite a lot of different elves in the college ... The lesson began with a small argument. Tolfdir tends to think that safety is paramount, and the rest of the students said that they already had knowledge when they entered the college and they would need to practice it. Tolfdir asked my opinion, but I decided to evade the answer that the teacher considered it wise. Then he found out that I did not know a single amulet and taught me the Small Charm for free. At the same time, we immediately practiced checking it. I completed the task immediately and successfully. This completed the first lesson In the next lesson, we must go to the depths of Saartala and Tolfdir said that he was waiting for everyone at the entrance in a few hours, well, since it is already evening, he probably meant tomorrow.

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

After the 1st study of the college, and delicious food, I went to sleep in my first room-house, where I slept wonderfully!

College of Wizards of Winterhold from the shore.

College of Wizards of Winterhold under falling snow.

College of Mages of Winterhold.

Faralda asks what do I want to know?

Dropped a demonstration of the spell "Fear".

Faralda leads me across the bridge.

College in all its glory.

1st lesson with Tolfdir.

I'm learning how to use the "Small Charm" spell.

In the courtyard of the college.

Hall of Support.

A rich table in the Hall of Support.

2nd floor of the Hall of Support.

Soul pentagram.

Alembic of Tolfdir.

Alchemy laboratory.

Here they love students - you can drink mead. :)

Another dining table.

My room is 1.

My room is 2.

My room is 3.

Liked the article? Share it
Top