Skyrim where to get alembic. Walkthrough of the College of Mages of Winterhold (Skyrim). Teachers at the College of Mages of Winterhold

First lessons

After crossing the bridge, you will find yourself in the courtyard of the College, where you will see Mirabella Erwin conducting a conversation with a Thalmor agent named Ancano. The Breton woman will greet you and give you a short tour, in particular, she will show you the student dormitory (your room) and tell you about the library (Arcaneum), the Hall of Elements (the main entrance behind the monument) and the Archmage's Chambers. The archmage, Savos Aren, is a very busy Dunmer, so all the daily affairs fall on Mirabella.

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 own clothes is a matter for the owner.

When you get comfortable and have a rest (you can sleep in your own bed in the dorm), go to your first lesson with Tolfdir in the Hall of 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, a Khajiit J'zargo and a Dunmer woman 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 Amulet ( even if you have not learned this spell, it will appear in the menu automatically), then use it to defend yourself from the teacher’s magical attack. This completes the first magic lesson, congratulations!

In the depths of Saarthal

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

B library books

The library keeper's name is Urag gro-Shub and most likely you will find him at his workplace - in the Arcaneum. Be careful during dialogues with the orc: in order to continue the main quest line of the College, you must talk with Urag about the artifact found in Saarthal. Unfortunately, the curator will answer you, the library does not have a single book on this topic, or rather, “no longer exists.”

Good intentions

At the end of the previous quest, Urag gro-Shub will ask you to tell Tolfdir about the book Night of Tears. 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 Ancano will interrupt you and demand that you follow him. There are no options here other than to follow the elf.

A representative of the Psijic Order, Quaranir, awaits you in the Archmage's chambers. For some mysterious reasons, he wants to talk only with 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, which is the name of the sphere found in Saarthal, is an extremely powerful artifact. Quaranir will warn you that the world is not yet ready to use it, and at this time the Eye is only a danger. Since the laws of the Order prohibit direct interference in such matters, the Psijic will advise you to seek out the Augur of Dunlane for further instructions.

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

In the dungeons you may encounter ice ghosts, frost spiders, draugr and skeletons. Look for a transition to a location called Midden - Darkness. You will hear the Augur as soon as you approach the locked door. Do not rush to go looking for the key - after 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 without going blind, you need a special staff. Return to the Archmage with the news. Savos Aren will give you the Mage's Circlet, after which he will give you the next task.

ABOUT revealing the invisible

Mirabella Erwin, a master wizard, knows something about Magnus's sought-after Staff. She can be found in the Hall of Elements or in the courtyard of the College. Several 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 their conversations they mentioned the Dwemer ruins of Mzulft - that's all Mirabella knows. Obviously, you'll have to go there and find out 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 up to Winterhold. Due to Ancano's fault, the city was filled with magical anomalies - aggressive ghostly creatures that threaten civilians. Having grabbed Faralda and Arnel Gein on the bridge, run into the city and kill these evil creatures. You must destroy 10 of them and return to Mirabella Erwin for further instructions.

Mirabella still feels bad. She will tell you that shortly before his 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 domain of Hjaalmark, 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 Aren and several other magicians (Atma, Girduin, Harnar Icefist, She-Who-Receives-the-Light and Elvali Veren), they will not pay any attention to you, and you can listen to their conversations to understand what happened in Labyrinthian. As you move further 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 help of the Staff! When the Eye is open and shining especially strongly, Ancano is invulnerable. Use the Staff of Magnus to close the Eye, and then focus all your forces on the Thalmor villain. When opened again, the Eye begins to release magical anomalies (which can be useful because they contain soul stones for recharging the Staff).

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

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

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

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

Joining the ranks of the mages of the College of Winterhold

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

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

Missing spells can be purchased locally from Faralda.


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

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

Benefits of Membership in the College of Mages

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

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

Teachers at the College of Mages of Winterhold

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

Completing the College of Winterhold story quests

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

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

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

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


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

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

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

In the depths of Saarthal - the mystery of ancient ruins

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


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

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

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

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

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

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

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

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

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

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

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

Library books - searching for information about a mysterious artifact

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

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


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

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

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

Reward for the Main character will be:

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

Good intentions - a talented student of the College of Magicians

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

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


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

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

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

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

Discovering the Unseen - Adventures in the Dwemer Ruins of Mzulft

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

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

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

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

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

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

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

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

Elimination of consequences - Ancano's selfish thoughts

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

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

Staff of Magnus - the secret of Savos Arena

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

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


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

It is also worth noting two magical barriers.

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

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

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

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

Eye of Magnus - deactivation of the Magnus artifact

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

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

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

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

Completing the College of Winterhold side quests

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

Ritual Spells

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


Ritual spell Change - “Dragon skin”

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


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

Ritual spell of Illusion - “Hysteria”

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

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

Books location:

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

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

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

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

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

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

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

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


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

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

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

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


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

Quests from Tolfdir


Find Tolfdir's Alembic

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

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

Where to find Tolfdir's Alembic:

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

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

Echoes - fighting magical anomalies

(The quest is available after completing the task)

This reusable task

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

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

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

Quests from Sergius Turrian


Soul stone reserves

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

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

Items to enchant

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

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

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

Quests from Urag gro-Shuba


Shalidor's works

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

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

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

Find rare books

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

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

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

Assignment from Arnel Gein


Arnel's project - the mystery of the disappeared Dwemer

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

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

The task can be divided into five stages:

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

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

Assignment from Drevis Neloren


Clear points of concentration of magical energy in the College

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

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

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

Quest for the College of Winterhold students


J'zargo's Experiment

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

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

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

Brelina's homework

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

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

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

Now you can take Brelyna with you as satellite.

Onmund's Request

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

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

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

Reinstatement in the College of Mages of Winterhold

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

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Completing the story missions of the College of Magicians
You can find out about the college of magicians in any tavern from the innkeeper by asking the question “Where can you learn magic here?” After this, the task “Visit the College of Mages in Winterhold” will appear in the “miscellaneous” category.

Joining the College of Magicians (First Lessons)
Having arrived at the place, on the stone bridge talk with the magician Faralda, who meets all travelers. Say you want to visit the college. She won’t let you in just like that and will ask you to take the entrance exam. If you already have a fairly high level of eloquence or have an amulet that makes all persuasion checks successful (we receive it as a gift for becoming the full-fledged head of the thieves guild), then you can convince the young lady to let you pass further. If not, then your exam will consist of casting a fire arrow spell on a metal circle. If you do not yet know this spell, then a book of instruction for it can be purchased from your examiner. We cast the spell, receive praise and admission to the college. Now our task is to talk with a certain Mirabella Erwin (she is located a little further in the same area in the area of ​​​​stone bridges), who is the deputy archmage and deals with all newcomers. She will give you a short tour of the college, show you your room where you can sleep, and then take you to the Hall of Elements for a lesson with teacher Tolfdir.
Note: you can choose another exam option, it depends on which school you choose when talking to her. If you choose a change, then you will need to cast “magic light”, if witchcraft - “summon fire atronach”, if illusion - “fear”.

In the depths of Saarthal
First, Tolfdir will ask you to take part in an exercise with a talisman spell. Stand in the right place, cast a spell and hold it until your mentor shoots a fiery arrow at you. then he will continue his lecture, at the end of which your classmates will express a desire to consolidate the acquired knowledge in practice. Tolfdir will ask us what we think about all this. Support your fellow college members. After this, Tolfdir will make an appointment for you and other students near the ruins of Saarthal (located slightly southwest of Winterhold). Go there. We go into the ruins and follow our mentor until he stops to assign each of the students a task. Our task will be to help Arnel Gein (a research magician who has been delving into these ruins for a long time and keeping an inventory of the artifacts found) with collecting artifacts. Gein will instruct us to collect artifacts in a nearby branch of the ruins (they are very close to the magician, just follow the marker). There are only 4 artifacts: 3 rings and 1 amulet. If you want to collect everything, then take the rings first, because... after taking the amulet, the door will close behind you and the plot will develop further, and rings that were not picked up will no longer be highlighted. And so, having taken the amulet, the grate behind your back will close and there will be no levers to open it nearby. Tolfdir will run up to the grate and ask us what we were doing before this happened. We tell him about the amulet. He advises us to put it on. We follow the advice and pay attention to the wall on the right, now it glows. We shoot at her with a fiery arrow. The wall breaks, the grate behind us opens and Tolfdir and I go to explore a new passage. Literally immediately, time will stop, and a magician from the ancient Psijic order will appear, who will talk about the impending catastrophe and that we can prevent it. When the magician disappears and time goes as it should again, tell Tolfdir about what happened. He will find this quite interesting and will ask you to continue exploring the ruins with him. Then everything is simple: we go along the corridors, kill draugr and skeletons (if you are of a low level, then it is better to expose Tolfdir to attack, and finish off the undead from behind with weapons or spells). Darling will always be in one direction, there won’t be any puzzles along the way, so I won’t dwell on this. As a result, with battles you will reach a huge hall, in the middle of which a huge sphere will hang in the air, guarded by a named draugr-warlord, to whom the sphere gives invulnerability. We wait until Tolfdir begins to attack the sphere with lightning, when the glow around the boss goes out, it means he is vulnerable. After defeating the draugr, take part of Goldur's amulet from his corpse (needed for the quest "The Forbidden Legend (The Legend of Gauldur)" and go to the archmage with a report on the find.

Library books
After listening to our report, Archmage Savos Aren will ask us to find out more about the found sphere. We go to the library of the college and talk to its manager Urag Gor-Shub (the orc caretaker of the library - this is extremely surprising), who will tell us that the information we need can be found in three volumes, but bad luck, not so long ago they were stolen by magicians who were do not agree with the rules of the board. Our task becomes more complicated, we have to go to the Fellglow fortress (northeast of Whiterun), find the thief and take the stolen books from him. At the exit from the library, Ancano (an observer mage from the Aldmeri Dominion) will speak to us and ask us about what we found. Answer him whatever you want, personally, I didn’t really tell him anything, because he’s a very slippery guy.
We go to the fortress. If you are going to play as a pure mage, and the college is one of your first guilds in the passage, then this quest will be the most useful for you, because... As you complete it, you will learn many useful spells. I will try to describe as fully as possible where they can be found. And so, upon reaching the fortress, you will be greeted unfriendly by three sorcerers at once. From the corpse of one of them you can pick up the book of the "barkskin" spell. First we go to the dungeon. Before the main prison hall there will be nothing interesting (except for a room with 3 vampires in cages, where you can complete the quest of our college friend "The J"Zargo Experiment" ). We open the cage with the thief (the middle lever approaches it) and talk to him. He thanks us for saving us and tells us who has the books now. We need to find a certain Summoner in the fortress and take away what does not belong to her. The thief can be taken with you as a companion or cannon fodder. If you are of a low level, then be sure to take it, because... The opponents in the future will not be weak. We go down from the prison. In the first room, you can pick up the books “Fire Rune” and “Summon Pet” from the corpses of your enemies. Next there will be a room with necromancers, where you can pick up the book “Raising Zombies”. We make our way to the last door and go to the Fellglow Fortress location. There, in the first room on the pedestal, we read and take the book “Gates of Oblivion”, which gives +1 to witchcraft. We move on, destroying everyone and everything, and get to the stairs upstairs. First, go to the right room and take Barenziah's stone from the chest of drawers (Thieves' Guild quest ). Then go through the through room with a huge number of cabinets standing in a circle, to the last door in this location. In this room, on one of the tables there will be a book +1 to destruction. We go through the door. The Caller will meet us on the other side. She will be alone, but she is a strong sorceress. So if you have a high eloquence skill, it is better to convince her to give the books kindly, and then kill her from behind by cutting her throat with a dagger. It’s mean, but this, alas, is inevitable, because... She has the key to the exit, and for some reason you can’t steal it... Having taken the books from the pedestals and going out into the fresh frosty air of Skyrim, we return to Shuba’s college. He will be overjoyed and as a reward will give us as many as 5 books, each of which increases the skill of the corresponding school of magic.

Good intentions
We go to Tolfdir and talk about what we learned from the returned books. Ancano (an impudent and scoundrel) will interrupt us, saying that a representative of the Psijic Order has come to the college and wants to talk to us. We go with Ancano to the hall, where Psijic and Archmage Aren are waiting for us. As soon as we approach, Psijic will stop time and tell us that the sphere brought from Saarthal is an ancient and powerful artifact, and that now the world is not yet ready for such discoveries. The Eye of Magnus (the so-called sphere) can be used for evil and then a huge catastrophe will occur, the consequences of which we will have to clean up. Psijic will send us to a meeting with a certain Augur of Dainlen, after which he will start time again and, turning on the fool, will drive Ancano into a rage. Everyone knows about Dainlensky, but they are silent. You can, of course, use persuasion and force the archmage or Mirabella to talk about it, but the easiest way is to return to Tolfdir, because he will tell you everything at once. You need to look for Dainlensky in Midden (catacombs under the college of magicians). The entrance to them is in the courtyard through a hatch. There is nothing dangerous inside, just an ice ghost and a couple of skeletons. we find the door to the location "Midden. Darkness" then go along the left corridor until we find a door locked with a key. In a moment, it will be revealed to us by Dainlensky, who is something like a faceless know-it-all spirit. From him we learn that only the ancient artifact, the Staff of Magnus, can help in saving the world. He will also tell you that Ancano visited him shortly before us and asked something about power and the Eye of Magnus. Having finished the conversation, we return to Archmage Savos Aren.

Discovery of the invisible
Savos Aren will give us a magician's circlet (+70 mana) and send us to talk with Mirabella about our further actions. She will tell us about an expedition of Cyrodilic magicians who were recently at the college, and then went to look for something powerful in the Dwemer ruins of Mzulft (located in the eastern mountains of Skyrim far north of Riften). We go to the ruins. At the entrance we speak with the dying magician. We take the key from him and go inside the Dwemer city. At the first level, the enemies are not difficult, mostly Dwarven worker spiders, although there are also guards. There are a couple of Dwemer spheres. It is not so much the Dwemer creatures that you should be afraid of here, but various traps (if you are of a low level, they can even kill you). The first really dangerous opponents for you will be the Corus (Falmer pets), and especially the Corus Reaper. Its poison can kill you in no time. Carry a lot of health elixirs with you, use the healing spell in time and then you will defeat him. At the second and third levels, your main opponents will be the Falmer. There will be many of them and they are far from weaklings. I can recommend two tactics: bow + stealth and casting magic runes (fire, ice, thunder) + luring out. Only a very experienced and well-equipped warrior can fight them head-on with swords. As a result, you will reach the leader of the Falmer - the twilight guard. There is nothing special about him, he’s just thicker in health and hits a little harder. We take the focusing stone from his corpse. There are 2 passages leading from this hall. The passage upstairs is locked. Therefore, we need to find him and the only place he can be is in the lower rooms. Let's go there. Before opening the iron door, save, because... behind it, a master centurion (the most powerful type of Dwemer creature) will immediately attack you. He has a weak point - he cannot leave his room due to its huge dimensions. This is what we use. We stand at a safe distance so that he cannot reach you with his steam cannons, and begin to shoot him with fire arrows or from a bow. When you're done with him, go to his room and search the chest. the key we need to the upper rooms will be in it. We return to the locked door, open it and go to meet with the only surviving Cyrodiilian magician. We talk to him, give him the focusing crystal and follow him to the Oculatory. There he will ask us to place the focusing stone in the center of the huge device and then adjust it. Setting up an oculatory is a long and creative process. I will explain its basic principles. The roof of the oculatory consists of 3 huge ring-shaped plates, with one green lens on each of them. The lenses can be moved in their orbit by pressing the corresponding button on the oculatory control panel (located at the top and highlighted with a marker). Now let's look at the focusing crystal. It is a lens that divides the beam falling from the central hole in the roof into 3 parts. The direction of these parts can be changed by influencing the focusing crystal with the “flame” and “frostbite” spells (the books are located next to the control panel). Our first task is to heat/cool the crystal in such a way that each individual beam is directed to each individual plate. Once this is done, climb up to the control panel and move the lenses towards the beams. Playing for the first time in about 10 minutes you will cope with this task.
Note: The oculatory can be adjusted only during daylight hours, otherwise there will be no rays for adjustment.
Once the oculatory is set up, talk to the Cyrodiilian mage again. He will be dissatisfied with the results of the adjustment, citing the fact that something from the board is causing huge interference. He will also accuse us that we were sent to him specifically to disrupt his research. However, he will still tell us where to look for Magnus' staff. After which he will threaten that the Cyrodilic order will find out that the college is hiding something powerful. You can send this would-be snitch to his grave, or you can just walk away. We leave the ruins and speak with Psijic for the third time. We need to return to the college as quickly as possible, there is trouble there. At the college we find that Ancano has locked himself in the hall with the sphere and erected a magical barrier. Savas Aren and Mirabella try in vain to overcome it. We help them do this by using the “flame” spell on the barrier at Aren’s signal. As soon as the barrier falls and we run up to Ancano, a magical explosion will occur. When we wake up, we will see the wounded Mirabella, who will ask us to find the archmage. We go out into the street and at the very door we find the body of Savas Arena. Literally right there, Tolfdir will run up to us and tell us that, due to the actions of Ancano, Winterhold was attacked by strange creatures and we need to quickly deal with it.

Elimination of consequences
Everything is simple here: we come to Winterhold and kill 10 magical anomalies. They are very nimble and tenacious, so it is better to use melee weapons. They will not cause you any significant damage. Don't forget to search their remains. A charged soul stone is removed from each anomaly (the value is random), which will help you upgrade the enchantment by a couple or three levels. When you're done, return to Mirabella's college.

Staff of Magnus
Mirabella will tell you about the latest events in the college during our absence; we inform her that the staff is in Labyrinthian. She will say that before his death, Aren already mentioned this place and asked her to give us the amulet and the door ring. The amulet is good +20% magic resistance (there are rumors that there is randomness here and the amulet may have other parameters). We go to Labyrinthian (northwest of Whiterun), insert the ring into the door. Now the ruins are open and you can go inside. In principle, the ruins have nothing difficult to traverse. I’ll just touch on a couple of points that can cause difficulties especially for low-level characters. In the first large hall behind bars, we will have a fight with... an undead dragon (dedicated to fans of Gothic 2). The lizard will not be alone, but in the company of 8-10 skeletons. I advise you to first get rid of the little things, and then deal with the dragon. I crawled in stealth mode to the farthest corner from this crowd and shot the bony ones one at a time with my bow. In the first two levels of the ruins, your enemies are draugr and skeletons. In general, nothing complicated. However, still try to lure military leaders onto uneven terrain or into narrow passages, one at a time. The fact is that these guys love to use the cry “Ruthless Force”, when you hit it, you will fly like an acrobat under a circus big top.
The voice of an ancient dragon priest who lives in these ruins will also periodically speak to you. After each conversation, your mana will be reset to zero. Therefore, if you are playing a mage, wait until your strength is restored before moving further along the map.
At the third level of the ruins, the opponents will change somewhat; you will be attacked not by ordinary draugr, but by ghost draugr. Their health is lower than that of their “living” relatives, but they have magical weapons that take away your mana (bows), your HP (axes), or your stamina (swords). Another unpleasant surprise at the third level will be the shooters pedestals. To neutralize them, you need to remove soul stones from them. In one place there will be 3 of these pedestals at once and they will shoot fireballs. If your resistance to fire is high and you have a lot of health, then you can simply sprint up to them and quickly remove the stones, but if not, then there are 2 more ways to solve the problem. Firstly, you can use the amulet spell that Tolfdir taught you in the first lesson. Not long before this nasty place in the ruins you will find an improved version of the amulet - “Steady Amulet”. True, it consumes an enormous amount of mana per second, so this option is suitable only for pure magicians. Secondly, you can use the “quick dash” shout if, before going through the college, you already went to the Greybeards during the main plot.
At the end of the ruins, first a mini-boss awaits you in the form of the ghost of a draugr warlord (in his room, do not miss the stone wall with the word of power for the cry “slow down time”), and then the main boss in the form of the lich-dragon priest Morokei. This is the most powerful lich in the game out of 8! His mask increases mana regeneration rate by 100%. The tactics are as follows: from stealth mode, kill two ghost magicians who control the force field over the lich; then sneak up higher, pick up one of the ghostly bows with the effect of drawing mana and shoot at the scoundrel, knocking down his health to 1/3, start an open battle with any type of weapon acceptable to you (including magic). After shooting, I advise the warrior to use a scroll of paralysis on him. We kill the lich, take the mask and head to the exit from the ruins. At the exit we will be met by Ancano's assistant from the Thalmor. We kill him without any regret and return to the College, where complete chaos has already reigned.

Eye of Magnus
Ancano's power is growing. The entire college is already shrouded in a force field, and its inhabitants are fighting magical anomalies everywhere. We help everyone we can. We find Tolfdir, he tells us the sad news of the death of Mirabella, who sacrificed herself to save others when they fled from the college building. We set off with Tolfdir to storm the college. First, let's destroy the force field around her. We take Magnus' staff and shoot at the barrier with it until it completely dissipates. We go into the hall with the Eye of Magnus, where the main villain Ancano has settled down. The bastard is invulnerable. We shoot from the staff at the Eye without stopping. At some point it will start to fall apart. We continue to shoot until it regains the shape of a sphere. Once this is done, Ancano will become mortal. The Thalmor mage himself is a weakling, so I won’t dwell on killing him. As soon as Ancano is defeated, the Psijics will appear in the hall again and after a short dialogue they will take the eye with them, appointing you as the archmage of the college. Tolfdir will confirm this appointment and give you the key to your new chambers and the robe of the archmage. A magical catastrophe is averted, the traitor is killed, the fallen are avenged, and life in the college goes back to normal.
Now you can start completing individual tasks for members of the board.

Echoes
Visit Tolfdir about a week after all the events mentioned above and ask if he has anything for you. He will tell you about problems with magical anomalies in one of the surrounding areas of Skyrim (this is random). We go to the right place, marked with a marker on the map, kill the anomalies and hand over the task to Tolfdir.
Reward: 1200 gold.
Notes:
1. The quest may appear in different parts of Skyrim several times, so do not forget to periodically visit the college.
2. You don’t need to carry Magnus’ staff on these missions, although Tolfdir says that you can’t do without it.
3. Don’t forget to search the remains of defeated anomalies; free charged soul stones have never bothered anyone.

Completing individual tasks at the College of Magicians
J'Zargo's experiment
Before heading to Fellglow Keep, visit your feline classmate. He will ask you to help him with an experiment. Agree and take from him 10 scrolls of "J" Zargo's fire cloak. This spell must be used three times on any undead. The fastest way to complete this quest is to cast the scrolls on three vampires languishing in the prison of the Fellglow fortress.

Tolfdir's Still
Tolfdir asks you to find his alembic. There's nothing complicated here. Follow the marker to the Support Hall on the second floor, pick up the item in the room with the alchemy table (the cube is on one of the barrels), give the item to Tolfdir.
Note: There may be a non-display bug with this quest, i.e. Tolfdir will tell you that he lost the cube and you agreed to find it, but the task will not appear in your diary as started. In this case, simply restart the game before taking this quest.

Brelina's experiment
Talk to her after returning from Saarthal. She will ask you to help her with an experiment. Agree, it will be quite funny. First, she will cast a spell on you that will cause you to see everything in green for 4-5 hours of game time. Then she will apologize and ask you to help her a little more. We agree. Now she will turn us into different animals 5-6 times. After which he will apologize again, give all sorts of magical trinkets, and the quest will end there.

Onmund's Request And Enthir's request
Talk to him after returning from Saarthal. He will ask you to talk to Enthir about his amulet. We go to Entir (he is here at the college) and ask him to return the amulet. There are 2 options for completing this quest:
1. Convince Entir to give the amulet.
2. Bring Enthir the great staff of enchantment from the ruins of the Bloody Throne, in which we also complete the quest About Fiori and Holgeir. There is nothing complicated in the ruins, except perhaps a riddle with 4 pedestals that need to be turned like this: eagle - snake - dolphin - snake.

Arnel's project
Part 1
Upon returning from Saarthal, Arnel Gein will ask you to find 10 Dwemer gears for him. They are easily collected in Mzulfta.
When you bring them to him, he will give you 750 gold as a reward.
Part 2
Ask Arnel about the project again, then he will ask you to go to Enthir and force him to fulfill his part of the agreement (you need to get a modified soul stone from him). Enthir will demand in return that you bring him Tandil's staff from the ruins of Runveig Abode (south of Morthal). Let's go there. In the ruins, strange ghosts will attack us. They will be strange in that before the attack, they will apologize to us for the fact that they are going to kill us. We make our way deeper into the ruins until we find ourselves in a huge hall with a wall of dragon words in the middle. There will be a chest in the center of the wall. Approach the wall on the left or right, otherwise you will fall into the trap hatch. Study the words of power "Trust. Harmony Kin". Now you can stand on the hatch. You will fall down, but your health will not be taken away. You will find yourself in the lair of Sild the Warlock, or rather in his trap, which is a cage with a small amount of water at the bottom and three floating corpses of poor fellow bandits. You can pick the lock of the cage yourself, or you can wait until the warlock finds the key and lets you out. As soon as you are free, the battle will begin. There is no enemy from Silda. Kill him, take the staff and the key to the ruins from his body. Get to the surface, take Barenziah's stone from the warlock's table (thief guild quest "Look under every stone" ) and return to Arnel for your reward.
Part 3
Ask Arnel about the project a third time. he will complain to you that he did something wrong and as a result, the soul stone that we brought to him in the previous part has lost its magical properties. He will also tell you why he started all this. The magician decided to unravel the mystery of the disappearance of the Dwemer, and according to his words, he was quite successful in this. In order for him to continue his research, it is necessary to restore the magical properties of the changed soul stone. To do this, we have to place it three times in various Dwemer convectors and heat it with a special spell, which we will receive from Arnel. Convectors can be found in almost every ruin, but if you don’t want to once again fight with the Falmer, spheres and centurions, then you can run around the places where the Dwemer ruins come to the surface along with the convectors (such places can be easily identified by the markers that appear on the map after taking the quest a great multitude will appear). After charging the stone, return to Arnel for another portion of gold.
Part 4
A couple of days after restoring the modified soul stone, ask Arnel again about his project. He will say that he needs the last component for the experiment, but he is again let down by Entir, who promised to organize the delivery of this item, which is still unknown to us. We go to Enthir and ask about everything. He will say that he does not know exactly what item Arnel ordered to deliver, but he knows that this package was supposed to come from Morrowind. Moreover, the parcel is in Skyrim, but the courier is missing in Fort Monvuskar. We go there, clear the fort from a bunch of black magicians, make our way to the basement, in which we find the corpse of the courier. We search him and take away the legendary Dwemer dagger Separator (10 units of mana, health and stamina with each hit, does not require recharging). We bring the dagger to Arnel and ask what to do now. He will say that now everything is ready for the experiment itself, after which he will give a short lecture about his project, take out the separator and hit the charged modified soul stone three times. A couple of seconds will pass and Arnel will disappear forever, leaving only the changed soul stone and the Separator. The quest ends completely here. Well, alas, the mystery of the disappearance of the Dwemer remains unsolved, well, to hell with them, but we still have a very good knife as a souvenir (it’s a pity it can’t be sharpened in a forge).

Shalidor's works
Librarian Urag gro-Shub will ask you to find the ancient records of the greatest archmage Shalidor. To do this, you must go to a place called the Riften Watchtower. It is inhabited by bandits. Make your way through them to the top of the tower, kill the leader and open the chest there. Take Shalidor's diary from it and bring it to the librarian.

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A distillation cube is a container in which the mash is heated. It is the basis for any moonshine still and is extremely important for the entire distillation process. You can easily buy it from almost any manufacturer, and you can do it yourself, saving from 5 to 20 thousand rubles.

We will share the most popular and interesting ideas that you can implement at home. A moonshine still does not have to cost 10–15 thousand rubles when hands grow from the right place And have some free time to work.

Before choosing a container, you need to know a number of requirements and wishes that will simplify your moonshine brewing process in the future.

Depending on the base you choose (we'll talk about this a little later), you will need to rework it and make it as comfortable as possible. Things to consider:

  • Only stainless steel or copper. Food grade aluminum and enameled steel as a last resort. The metal should not oxidize or produce foreign odors during distillation. This is why 99% of moonshine stills are made of stainless steel and copper.
  • Optimal volume from 12 to 30 liters. The more mash you put in and the more often you distill it, the more volume you need. It is more efficient to work with large volumes, but for this you need and the raw materials themselves would also be useful. 🙂
  • Availability of heating element. Many moonshiners equip their tanks with a tubular electric heater, as a result of which they can distill the mash in any conditions where there is a 220 V outlet. If you are interested in this, then you need to take wide containers into which the heater will fit as a basis.
  • No ferromagnetic bottom. It is very difficult to find a stainless steel container with a flat bottom that is suitable for working on an induction hob. Therefore, immediately count on gas, electricity or wood.
  • Take into account the height along with the steam line, steamer and refrigerator. You cannot place a tall cube on a kitchen burner, so look for another container or another “kitchen” (a place for distillation with a heat source).

A wide rectangular container is best suited for the stove., resembling a box. It can be placed on several burners at once and it will be the lowest in height.

What can you use to make a distillation cube for a moonshine still?

Milk can

The most popular container in villages and villages. Old models are made of food-grade aluminum, and new ones are made of stainless steel.

A possible option for implementing a moonshine still from a flask with a steamer.

Can has excellent tightness, so it’s very easy to convert it into a cube. It is enough to make a hole in the cover for the steam hose and screw the adapter into it. For convenience, you can add a thermometer, which is inserted according to a similar principle.

The disadvantages are associated with the metal, which is not of good quality. They seem to be designed for milk, but even stainless steel sometimes fails, not to mention old Soviet aluminum (in most cases you won’t get good moonshine at the end).

Before distillation, pay attention to neck gasket. After prolonged use, it begins to smell bad, so it is better to replace it immediately.

You can read more about modifying the milk flask at this link -.

From a beer keg

It is considered almost the coolest still on the market, although it requires serious modernization. Popular volumes are 20 and 30 liters.

Beer keg converted into a moonshine still. In analysis.

Manufacturers love beer more than milk, since they make such high-quality containers for storing it. The beer keg is made of excellent stainless steel, which will serve you faithfully for decades, so it’s perfect for you as a distillation container.

It will be necessary to make a neck for your distiller (grinder and welding to help), a tap for draining the stillage and a hole for the heating element (optional). For convenience, the keg is equipped with legs if you do not plan to heat this keg with gas or wood.

Details about modifying a stainless steel beer keg for a distillation cube -.

From the pan

The simplest option, for the implementation of which you do not need to look for anything. Almost everyone already has everything they need in their kitchen.

Ready-made apparatus from a saucepan

A stainless steel pan works best, but enameled steel will work too. The lid must be made of metal, otherwise it will not be possible to make a hole in the glass, and securing it will also be problematic.

To seal the container we will use ordinary paper clips, as well as a gasket under the cover. This whole system has been tried and tested for a long time, so it definitely works and is capable of producing moonshine.

From the bucket

An idea for seasoned moonshiners who love experiments and “everything that is cheaper.”

Distilling mash in a bucket.

The upgrade involves somehow inserting the hose into the bucket and making an adequate seal.

Drilled into an enamel bucket a hole for a silicone hose that connects to the bucket through a fitting. Then you can send the product directly to the refrigerator or add a steamer to clean the moonshine from harmful impurities. Alternatively, you can make one or more.

Helps you press the lid securely wooden stops or any other things that can push against the lid and handle (as shown in the picture above).

After this, you need not to overdo it with the heating power, otherwise it will happen. or a bucket explosion. Both the first and second options can be resolved by simply reducing the heat to minimum strength.

From a pressure cooker

An idea from Soviet times, when people used a pressure cooker to cook food. Now it can be used as a cube.

External view of the finished distiller from a pressure cooker.

This saucepan has perfect tightness, so you can safely not be afraid that the mash will run away or something will explode. The worst thing is splashback, which can completely ruin the entire product (you will have to distill everything again).

It is enough to make a hole in the lid for the hose, after which you can start distilling. The obvious disadvantage is the small volume: you are unlikely to get more than 2 liters of moonshine at the exit even with a very large amount of mash.

From a slow cooker

If your multicooker has not been used for a long time, this can be corrected by distilling any alcohol-containing liquid (mash, sour beer or wine).

A working moonshine still from a multicooker with 4 bubblers.

The whole idea is that the multicooker releases steam through a special valve. This is where we need to install a silicone pipe or stainless steel hose, after which we simply pour the mash and set the maximum temperature for heating.

The equipment is made of excellent material, the temperature can be adjusted itself in case of any problems and the tightness is very worthy for carrying out the distillation. The problem is small volume, because you can’t pour more than a few liters into a container.

Where to start making a distillation cube

The cube is part of a moonshine still, which requires serious work. To do something normal, it is important to understand the structure of the moonshine still and know those.

All this information can be studied in the publication about. There we examined in detail all the issues related to the size of the holes, the tools used and the nuts. It will probably be useful for you to study this publication after choosing a container for distillation so that you know how to proceed further.