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Where is the key to saarthal. Skyrim College of Winterhold (walkthrough)

In the Depths of Saarthal (Under Saarthal) - MG02

No, the old man is not a fool at all. As soon as he smelled something fried, he pretended that he had never seen such sarcophagi in any ruins and that he urgently needed to study them. He would also directly advise shouting louder, having discovered the “danger of Saarthal.”

From the diary of Olauron of Alinor

Go to Saarthal on your own, turning in front of the Jarl's Longhouse onto the path to the right and focusing on the mounds with flying matter, or follow Tolfdir. When you go to Saarthal, go downstairs to the doors and wait for the old man, if he has not already arrived (if you wait too long, skip an hour).

Follow the teacher into the Saarthal Excavation, listening to his explanations.

After giving tasks to the rest of the students, Tolfdir will ask for help from Arniel Gane. If in doubt where to go, follow the old man who will stop not far from the explorer.

Talk to the Breton. You need to find four enchanted items: three rings and an amulet. Finding rings is an optional task. Approach the shelves with the soul stone in the stand: the first ring lies in the center of the niche on the left, the second is deep in the dead end on the right hand, and the last one is between the throne and the entrance to the room with the amulet. Remove the amulet from the wall.


You are trapped. Approach the closed grate and talk to Tolfdir or simply equip the Saarthal Amulet. Attack the resonating wall with any known spell on the target.

Give Arnel Gein the found rings or immediately follow Tolfdir through the gap. Listen to Psijic Nerien and discuss the vision with your teacher. Deal with the two Draugrs who left the sarcophagi, go along the corridor and pull the lever. The room is larger, there are more sarcophagi, there are more draugr. Having eliminated four opponents, receive instructions to explore the catacombs on your own and, pulling the chains on the sides of the entrance, descend into the depths of Saarthal.


While exploring the ruins, look carefully at your step. Having passed the corridor and defeated the first dead man, do not rush to move on - a fiery rune is shining on the floor. Bypass it or deactivate it with a spell on the target, such as Flames. Having granted eternal peace to two more draugr (a third may come down from above), go up the stairs to the iron door. Go down, go around the Nordic pressure trap and defeat the next pair of dead men. In the enfilade, rotate the columns (Pillar) so that the images front sides coincided with the images in the niches. Pull the lever to raise the grate.

In the next room behind the iron door, eliminate the single draugr and move on. In the corridor, look at your feet: two shock runes are shining on the floor. The new puzzle is more complicated: the columns do not rotate one by one, but the images on the front sides must match the images in the niches. Stand facing the grating and perform, for example, the following actions: turn the second column on the left (a whale in a niche) once, the first on the left (a snake in a niche) - once, the second on the right (an eagle in a niche) - twice, the first on the right (a whale in a niche) - once. Pull the lever.


Go down, at the intersection of corridors, watch your step so as not to step on the Nordic pressure trap. Please note that Tolfdir, who arrives in time, is not so attentive, preferring to take the shortest path. Follow down the stairs behind the iron door into a room with a magical artifact. Get closer: the teacher will give a speech, and a draugr named Jyrik Gauldurson will rise from the throne. Pay attention to his unique staff (Staff of Jyrik Gauldurson) lying on the table. Watch the brief fight between the dead man and the old man, after which Tolfdir will prefer to take care of the artifact. Distract Yurik for a while without trying to attack him. A few seconds of the teacher's influence on the magic ball will deprive the draugr of invulnerability, giving him the opportunity to put him to rest. After defeating Gauldurson, remove the Gauldur Amulet Fragment from his body. Talk to Tolfdir.


After opening the iron door next to the ball, go through the corridor to the dragon wall and learn the word for the Ice Form cry. Return to the College and go up to the Arch-Mage's Quarters from the Hall of Elements. Report to Savos Aren and receive the Staff of Magelight as a reward.

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

Pass the entrance exam
Once you arrive 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, summoning a fire atronach, magical light or fear) onto a seal with the symbol of the college. If you don't have the spell you need, Faralda will sell you one.
To complete the task, simply cast the required spell on the seal behind Faralda.

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

Explore the College of Winterhold
Follow Mirabella and admire the beauty of the College.

Report to Tolfdir
Go to the Hall of Elements and listen to Tolfdir's speech.
After the speech, Tolfdir will invite 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 amulet. Tolfdir will create 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 Magic Light

Meet Tolfdir near Saarthal
Travel to Saarthal. This is a ruin southwest of Winterhold.
Important: You can slowly go to Sartaal with Tolfdir. Or you can run forward, but then Tolfdir will not appear at the entrance to the ruins 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 have collected all the artifacts, go back. Alas, the passage will be closed. Talk to Tolfdir.

Get out of the trap using Saarthal's amulet
Wear Saarthal's amulet and cast any combat spell on the wall from which you removed the amulet. 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 this, the draugr will attack you, be prepared for battle.

Follow Tolfdir
Follow Tolfdir deeper into the ruins. You will reach a large hall with big amount sarcophagi. There the draugr will attack you again.

Identify danger in Saarthal
Use the chains to open the gate and go deep into the ruins. Soon you will find yourself in a corridor with the following columns:

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

In case of an error, the trap will be triggered.
Continue on your way. Next 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. In case of success, the gate will open; in case of error, the trap will be triggered.
Move on. Tolfdir will catch up with you. Enter the next room. There you will be attacked by the draugr Yurik Goldurson.
Distract his attention until Tolfdir destroys the magical barrier. Then kill Yurik and be sure to take the “part of Goldur’s amulet” from the corpse - you will need it to complete the task “Parts of the Amulet”. Talk to Tolfdir.

Talk to the Archmage
Leave the ruins through the door for 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: books "2920, month of the hearth fire (vol. 9)", "In response to Bero's speech", "Child of Niben", "Pros and cons of black magic", "Complete catalog of enchantments for weapons" and "Racial phylogeny"

Talk to Urag gro-Shub
Go to Arcaneum and talk to Urag gro-Shub.

You can get to the Arcaneum either through the archmage's chambers, or directly from the Hall of Elements. Urag will tell you that the books you need 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. Be prepared for a tough battle with the leader of the 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's 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 chambers.

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

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

Will appear at Savos Arena
Return to the Archmage and tell him about the find.

Discovery of the invisible

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

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

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 gives up the ghost, take the key to the ruins from him.

Find scientists from the Synod
Go deeper into the ruins. Along the way you will meet Dwemer centurions and Falmers. Check the Falmer corpses; on one of them you will find a focusing crystal, which you will need later. As you approach the oculatory, you will find that the door is closed. The key is located at the other end of the location in a chest.

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

Follow Parat
Escort Parat to the main hall of the oculatory. Once in the main hall, Parath will ask you to place the focusing crystal in place.

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

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

If you have overcooled the crystal, then use the “Flame” spell on it (there is a volume with this spell on the table in the oculatori).
Now press the buttons to rotate the flow elements until the lenses align with the rays:

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

Report to Savos Arena
Return to the College and go to the Hall of 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. After which there will be an explosion.

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

Elimination of consequences

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

Defend Winterhold
Go to Winterhold. There you will discover magical anomalies.

Defeat the creatures infesting Winterhold
Destroy 10 magical anomalies.

Report to Mirabella Erwin
Return to the College. Talk to Mirabella. She will give you the Archmage's amulet and the Labyrinthian door ring.

Staff of Magnus

Questgiver: Mirabella Erwin
Start conditions: complete the quest "Liquidation of the consequences"
Reward: Staff of Magnus

Enter Labyrinthian
Travel to Labyrinthian. This is a ruin southeast of Morthal.

Find the Staff of Magnus
Go deeper into the ruins. Along the way you will encounter these types of doors:

The burning one opens with any ice spell, the ice one with 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 Morokea's mask from his corpse (you will need the mask for the quest "Masks of the Dragon Priests").

After Tolfdir makes an appointment with the students near the ruins of Saarthal, go there. The ruins are located nearby in the southwest of Winterhold. If Tolfdir and the other students are not there yet, wait, or you can just walk with them. When everyone is ready, Tolfdir will head into the ruins, follow him.

Tolfdir's first order inside the ruins will be to ask to help the magician Arnel Gein, who is exploring these ruins. Arnel will instruct you to search for magical artifacts. You need to find four artifacts. Follow the marker on the map, the three enchanted rings are not far from each other. The fourth - Ancient amulet - is on the wall nearby. But as soon as you remove the amulet from the wall, a trap will be triggered and you will find yourself locked in a small room. Tolfdir will rush to your aid; talk to him through the bars. The teacher will suggest trying to use the amulet in some way. Search your inventory for the Amulet of Saarthal and equip it. As soon as the amulet is on your body, it will resonate with the wall on which it hung. Tolfdir will offer to cast a spell on the wall, suggesting that the amulet may not have been affected by the effect of your spells. Do this and the wall will collapse. At the same time, the bars will rise and Tolfdir will be able to join you.

The professor will begin to explore the open path, follow him. Upon entering a small room, the ghostly image of Nerien, a magician of the ancient Psijic Order, will appear in front of you, who will warn you of the danger of a series of events in which you are involved. In addition, he will say that only you can prevent disaster, and that the Order will be watching you. After the vision disappears, talk to Tolfdir, who didn't even notice anything. He will be surprised to hear from you about Nerien's message, and that the Psijic Order, which was never associated with the ruins of Saarthal, is somehow connected with it. After this, Tolfdir will offer to explore the surrounding tombs.

As soon as you move further, two draugr will attack you, opening the grate. After you are attacked by several more draugr in the round room, Tolfdir will say that it remains to explore this room in more detail, and you should go and check what is ahead. You can leave this room through the door, which can be opened by activating two chains located on both sides of the door.

In the next room you will encounter a group of draugr and a magical fire trap. After clearing the room of draugr, go up the stairs, there is a locked adept-level chest there. At the southeast end of the room is another chest and a door that leads down. Be careful, there is a draugr trap on the floor here. Next you will find yourself in a catacomb with six rotating pillars. To open a locked gate, rotate the pillars until the images on them match the symbols behind them. When the posts are in the correct position, turning the lever will open the gate.

As you continue to explore the ruins, beware of draugr and traps. As a result, you will find yourself in a room with a draugr and four rotating pillars with images. The pillars must be placed in accordance with the symbols shown behind them. But some pillars turn others when activated. It is best to find out which pillar influences the others, and start with the one that turns the most pillars, and then go in the direction of decreasing influence. Once all the pillars are in the desired position, turn the lever to open the gate.

In front of a huge hall in which a massive ball floats, Tolfdir will catch up with you. As soon as you enter the hall, the draugr sitting on the throne will come to life. This is Yurik Goldurson, it is difficult to kill him until Tolfdir begins to absorb the energy of the ball. Yurik's magic changes, so it is best to use opposite spells against him, for example, if he glows with sparks or flames, use cold spells. With any of his magic, you can use physical attacks.
After defeating Yurik, Tolfdir will instruct you to return to the College to the Archmage and tell him about what happened. He himself will remain to monitor the strange ball. Search the room, there is a fragment of Goldur's amulet, Yurik Goldurson's Staff and the Certificate of Seal. Behind the magic ball is a door leading to a Word Wall with the Ice Form shout and a chest. Further along the path there is a shorter exit to the first level of the ruins.

Returning to the College of Winterhold, talk to the Archmage. He will thank you, give you the Staff of Magic Light and direct you to Urag gro-Shub to find more information about the nature of the strange ball.

In the game "Skyrim", Saarthal is an underground city where ancient elves once lived. Their race was destroyed long ago, and in the project this area was given over for excavations by the Mages Guild. Users often have various problems when completing tasks, and you need to know the solution to all of them.

Arrival at the location

The beginning of the tasks that Saarthal is associated with in “Skyrim” is a trip to There the main character’s training as a magician and the passage of an additional storyline will begin.

After the first lessons with Tolfdir, he will send us for practical training in the location the player needs. If you come to the place and find no one there, then do not despair. Non-player characters also get here on foot, so it takes some time.

Complete another mission or just wait at the meeting point. Only the mentor has the key to the main door, and you won’t be able to get there on your own.

First task

In the game "Skyrim", Saarthal is one of the largest dungeons, so it is worth preparing for long hikes under the dark arches. First, Tolfdir will lead the group to the central hall, and then give the main character the next mission. It will be necessary to help Arniel Gan, an archaeologist from the college.

This man will ask you to find several artifacts in the adjacent halls. As soon as you start collecting them, the trap will slam shut, and you won’t be able to go back the same way. Tolfdir will appear near the grate and talk about using Saarthal's amulet to highlight secret passages.

If you put on jewelry and use any spell, the path opens. After this, the accessory should not be removed during all missions in this location. This quest is called in Skyrim “In the Depths of Saarthal”, and the next stage will be the destruction of the doors in the tomb. A huge passage will open into an area the existence of which even the magicians in the college did not know.

Tolfdir offers to go down there with him, and a new stage of the mission begins.

Magician's Vision

In Skyrim, Saarthal will have to be constantly explored under the supervision of Tolfdir, so it is advisable to protect this character from death.

The entrance to the new location begins with the appearance of an ancient magician, a member of a mystical order who is somehow connected with the ruins. He informs the hero that the world is facing an abyss and it is necessary to act, and he has been chosen for salvation.

After the conversation, discuss what happened with your mentor. He will tell you some information about the mystical order, and the journey will continue. The next obstacle on the hero's path will be a combination lock. Its solution is found on the stones built into the wall of the crypt. Set the desired combination and move on.

On the way to the next checkpoint, the user will have to fight draugr and avoid traps on the ground. You should carefully watch your step so as not to receive additional damage in a fight. In this case, it is better to have potions or pumped-up restoration magic on hand.

Meeting with a strong enemy

A further obstacle is the new combination lock. Players compare this riddle in difficulty to how to get the key from Saarthal. Skyrim doesn't have a huge number of puzzles, but they sometimes appear in dungeons. The solution is again found on the wall frescoes in the form of special drawings.

Upon entering the door, players are confronted by a powerful draugr named Yurik Goldurson. If you try to hit him, the user will notice that it does no damage to him. It’s better not to do this, but simply distract him while Tolfdir solves the riddle of his power.

Combat and mission completion

The fight with Yurik Goldurson is the most difficult stage of the task that Saarthal will put users in Skyrim.

The battle progresses according to a scenario depending on the character’s class skills. The main thing here is not to attack the enemy with spells of the type that the draugr is shining at a certain moment (if sparks are depicted, then it is better to hit with ice).

The most effective against him will be close combat. A few precise blows and the enemy will be defeated. The prizes for winning will be the Staff of Yurik Goldurson and items for the next quest, Forbidden Legend, which will also lead the player to Saarthal.

You should definitely pick up these items and only then talk to Tolfdir. The mentor will send the hero to talk with the archmage. The road out will pass shortcut, and you can return to Winterhold using a quick return on the global map between open points.

Known Issues

The first question that Saarthal poses to users in Skyrim is: “Where is the key to enter the building?” The essence of this problem is that users who have previously opened the location move there instantly, and Tolfdir goes with the group on foot. Only he has the key, and the only way out of the situation will be to simply wait for the mentor at the excavation site.

Further difficulties arise at the stage of the first puzzle, which is also equipped with a trap. The correct combination would be to place a bird with a fish first, and a snake and a bird in the second cell. IN last window there must be fish and poultry.

The second puzzle has a similar solution pattern, but has four cells and the animals are placed one at a time. The correct combination would be a snake, a fish, a bird and the last fish again.

These are the only three obstacles that can prevent you from completing the task quickly. Don't forget to save often, and then you won't have any problems replaying moments.

Walkthrough of the College of Winterhold 109519
December 13, 2011 13:36

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

Go through the hole in the wall and you will eventually end up in a small room. Tolfdir will go with you. Once in the room, you will be attacked by a high level draugr. Kill him and move on. Tolfdir will follow you.

First puzzle. You will need to rotate the pillars until they are in the correct position and then pull the lever. A hint about what image should be on the pillar is on the wall behind the columns.

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

Eventually, you will reach a large room. At the back of it there will be a huge ball hovering in the air, covered with runes, which is protected by a magical wall. On the throne in the center of the room sits a rather dangerous draugr, Yurik Goldurson. Wait until Tolfdir will begin to draw power from the ball and will not ask you to attack the enemy. Yurik will begin to glow with black-purple fire (as if you are using a witchcraft spell) - it is at this moment that your attacks will be successful.

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

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

Talk to the Archmage at Collegiums. He will give you a staff of magical light and thank you, after which he will send you to Urag gro-Shubu(which activates the task " Library books»).

On the table in the archmage's room you can find a book with an imperial report on Saartale, in which you can find some information about these ruins, although there will be nothing useful there.

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