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Passage and description: Skyrim (College of Winterhold)

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

Prehistory

The College of Winterhold has long been a mighty bunch of hermit mages who devoted their lives to studying the mysteries of the universe. Being the main attraction of the Skyrim capital, the College rarely attracted knowledge hunters. Not every guest dared to visit the guild because of the inherent dislike of the peoples of the north to everything magical.

Disturbed the reputation of the College and the mysterious storm that raged on the banks of Winterhold. Giant waves were blown into clods of rock, and part of the buildings of the town disappeared into the abyss of the Ghost Sea. In addition to the surviving street, the College remained indestructible, which gave rise to a number of rumors and discontent towards the magicians. However, they do not confirm their involvement in the cataclysm, which began with the eruption of the Red Mountain, but they also do not refute the rumors.

Nevertheless, stories quickly cross the whole Skyrim, the College of Winterhold is braided with gossip, like a thick web. Only the randomly encountered wizards on the way can say a kind word about the Academy.

Passage

Fans of the game Skyrim The College of Winterhold is remembered by a number of ornate quests, sending the player to various interesting locations, populated by mysterious creatures, dangerous opponents and unexpected turns of events.

And yet, how to get to the College of Winterhold? To gain access to the quest chain related to this location, you need to show your own interest in magic anywhere in Skyrim. The closest suitable character is a court magician in the Dragon Reach, the royal castle of the city of Viterran. The sorcerer will advise Dovakin to turn to the most suitable organization for the realization of the witch potential. The College of Wizards of Winterhold is just the right option.

After receiving the desired task to visit the "College of Winterhold", it remains to reach the north-eastern part of the continent, overcoming the charms of the severe Nordic nature, such as constant snowstorms, striving to attack wolves, hidden behind each bush forest bandits and, of course, dragons.

Adventure begins

The quests of the College of Winterhold are interesting and varied, but it is not necessary to hurry to step onto the threshold of the majestic Academy. Dovakin is given the opportunity to talk with the locals, to find out what the diners of the "Frozen Hotbed" have been talking about, to look at Byrne's goods at a store named after her, to examine the surviving Winterhold buildings and visit the local jarl.

In this location, there is a possibility of a dragon attack, because it is strongly recommended that Dovakin glance at the sky and observe the behavior of the local guard. The latter may not be numerous, but it's easy to understand by guards running back and forth that somewhere in the frosty fog of the northern night a giant winged monster flies to the city. In a battle with this, all means are good: starting with the existing weapons and ending with the dragon screams.

Going forward along a single street, the hero will stumble upon Faradu's dunmer, meeting with which will mark the end of the first assignment, which is offered by the Winterhall College quests.

Lesson one - prove that you are worthy

The guard is not just for that, her task is to guard the entrance. She will miss only when the incoming demonstrates the presence of his own magical skills. The player needs to apply one of the spells of any school of magic or one of the Dragon Cries, letting the elf know that before her is Dovakin himself.

Faralda will lead the hero along a long, narrow bridge, overhanging the abyss, at the bottom of which the waters of the Ghost Sea are washed by the remains of the collapsed supports. Without them, the bridge is kept at the expense of magic. Let it be free - welcome.

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

At the door stands Mirabella Erwin, a dialogue with which will be reduced to a verbal blitzxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx She will send the Dragonborn to the Elemental Hall for a lecture by Tolfdir. Here you can meet meticulous thalmorets Ankano, always sticking with various questions. Sometimes in the yard the archmage walks, welcoming new students. The sorcerer is teaching a lesson with a few other students, who now and then offer the master to move from boring theory to entertaining practice. After several variations with the study and use of spells, the quest will be executed.

Dungeons are waiting!

Old Tholfdier offers an unusual adventure in the form of a raid on the excavations of the ancient city of Saartal, where the story line of the next quest is taking place. Explore the ruins of the ancient Nordian settlement not alone, but together with the students and the master himself, who will immediately tell the story of this place.

It turns out that Saartal was once one of the settlements of the Nords, until the snow elves built a bloody slaughter, killing almost all the inhabitants except Isgramor and his children. Isgramor is known as the famous hero of Skyrim, the leader of the Nordian ancestors who once landed on the northern shores of Tamriel. It is assumed that the snow elves were looking for some powerful artifact, the knowledge of which is lost. Robbery remained in the memory of generations called "Night of Tears", it is described in a book with a similar title.

Dovakin gets the assignment to help one of the researchers from the College to collect valuables. On the way there will be several rings and a unique amulet, designated as the Amulet of Saartal, touching which will cause distortion of a piece of wall located near the player. Using the hint of the master, Dovakin needs to apply a spell that can bring down the wall.

Suddenly time stops, and the Dragonborn appears a mysterious figure in a cassock. It seems to be Neryen. An unknown guest will warn the player about an impending global catastrophe, the mechanism of which was activated by the magicians of the College of Winterhold. When the obsession disappears, a dialogue with Telfdir will shed some light on the mysterious guest. In particular, the teacher will ask in detail about the vision and tell a small story about the Psijic Order - a group of sorcerers from the island of Artaeum, who chose hermits to follow the "old ways" of ancient magic - forgotten mystical tracts, deliberately or accidentally hidden from the eyes of a mere mortal.

While master Tolfdir is leading the narrative, the sarcophagi next to him suddenly open, exposing his unpleasant interior - two draugrs (walking dead) attack the protagonist. One of the sarcophagi, as it turns out, is the door behind which lies the path by which Dovakin and Tolfdir go. Further exploration of the abandoned ruins of the Nords, inhabited by the same walking dead, will lead the mages into a large room centered on a large rotating sphere surrounded by mystical radiance.

The slightest approach to the artifact is awakened by a guard - a draugra named Yurik Goldurson - a dead man who was the son of a supreme magician in the service of King Harold. The battle with the boss is not so simple, because the dead man uses the Dragon Scream, capable of throwing the enemy away for a long distance, and also protected by the sphere itself. Suddenly, Tolfdir makes an attempt to attack the sphere, the draugrar loses connection with the object and becomes vulnerable. A portion of the amulet will fall from the murdered boss, the remaining pieces are stored in the tombs of his brothers, and their souls guard the father's tomb.

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

Arkaneum

This is the name of the library, where the protagonist will go to perform the next quest game Skyrim. The College of Winterhold, according to the librarian, does not have the necessary literature to identify the find. Therefore, the Hurricane will invite Dovakin to get into the necromancers fortress, located nearby, for the return of the books stolen from Arkaneum.

The battle with a small group of sorcerers Fellglow fortress will not cause much difficulty, except for the call of the ice atronachah one of the magicians.

From the shelf you need to take the following folios:

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

The contents of the first book will be very interesting for the librarian, but only ambiguous ambiguous hints will follow, which will lead to the need to again conduct a conversation with Tolfdir, who is in the same place - the Elements Hall. Only now the palace is replenished with a new find from Saartal - a sphere that rotates a few meters above the floor in the hall.

Find Augusta

Tolfdir does not cease to admire the unique find, day and night he works in attempts to read unknown symbols that cut the sphere along and across. Dialogue with the master is interrupted by the elf Ankano, reporting on a stranger who requires an audience with Dovakin in the archmage's rooms. A stranger in a hood awaits in the room, looking like a strange visitor in the ruins of Saartal. Psijik stops time to inform the hero of important information about the Oka Magnus (this is the name of the artifact) and the danger of bringing it into effect. The guest proposes to find a certain Augustus of Dunlane in the College to get answers to a lot of questions. When the spell drops, Quaranir tells Ankano that he has made his mark and leaves. Talmorets treats everything with suspicion and refuses to follow every step of Dovakin.

The search for the above-mentioned master leads the hero to the Middene location, which is located in the dungeons under the Collegium, which can be accessed through a hatch at the main entrance. Underground passages are inhabited by ice spiders, snow trolls and several ghosts. Separately, mention should be made of the unique place - the Atronakh Forge, capable of creating a special object - the Staff of Atronachs. Not far from the forge, in the location of "Darkness", the protagonist finds a huge beam of light, which is the goal of searching for the Dragonborn.

Augur Danlane was once one of the best sorcerers of the College of Winterhold, but an unsuccessful experiment led to his disembodiment. Deprived of a corporal shell, the master exists in the form of a beam of light in the Middene. The wizard informs that before many many people came to know the mystery of the Eye of Magnus, and now Dovakin must stop one of the Academy members going to bring the artifact into action. Augustus advises us to find the Staff of Magnus and speak to the archmage. After that, the quest is considered completed, and the interlocutor disappears.

Hidden

Questions about the staff among colleagues in the shop will lead Dovakin to Mirabella, the girl will send the player to the ruins of the city of Mzulf, located near the stronghold of the Storm Brothers, the town of Windhelm, to perform the next quest, which is offered by the College of Winterhold. The key to the ruins is next: a dying researcher, mentioning his colleague and some kind of construction under the ground.

Wanderings through the gloomy underground are complicated by the Falmer - the local inhabitants, periodically annoying Dovakin with a poisoned arrow from the darkness, then a sudden attack from around the corner. One of the encountered Falmer has the necessary quest item - Focusing Crystal. As a result, the player enters the Oculary - an old Dwemer structure, the mystery of which is unsuccessfully trying to unravel another researcher who agrees to help, only by learning about the Crystal.

Through the action of setting the crystal and manipulating the directions of the rays with the help of magic elements - fire and flame - the beam is divided into three beams and projects on the wall an image - a map of Tamriel. But the researcher is dissatisfied with the result, he says that the image should not be so small, and declares the presence on the territory of the College of Winterhold of a certain powerful subject. Nevertheless, after completing the quest, he reports the whereabouts of the Staff of Magnus - the ruin of the Labyrinthians.

Leaving Mzulft, Dovakin again encounters Neryen, who will say about the need to return to the College.

In the hall of the Elements of the College there is a panic, Mirabella and the archmage in confusion: the hall doors are blocked by a magic barrier, energy flows are discarded by anyone who dares to approach. Through the whitish shroud emitted by the rotating Eye, the already familiar outline of the tall figure, located next to the artifact, is seen - Ankano.

Attempts to break the barrier lead to a battle between the archmage Savos and Ankano, but the elf, taking advantage of the power of the Eye of Magnus, turns the situation in favor of himself. The next moment the hero wakes up not far from the College together with Mirabella, which will mark the end of the quest and the beginning of the next one, which implies the elimination of the consequences of the large-scale energy release due to the activation of the Eye of Magnus.

In the courtyard Tolfdir reports the death of the archmage and the emergence of a threat to the town, and not just the College of Winterhold. Passage of the quest continues with guard Faraldo and Henriel. Довакин goes to settlement for destruction of ten small magical anomalies outwardly reminding phantoms. After eliminating those, the hero will receive an amulet of Savos and a master key from the doors of the Labyrinthian from Mirabella.

The Legacy of Magnus

Wanderings through the long tunnels of the ruins will shed some light on the personality of the archmage: periodically the Dragonborn will come across the ghosts of Savos Arena and his friends of magicians who were engaged in exploring the ruins. In the depths of the catacombs, the draconian priest Morocai is imprisoned, who periodically tries to speak to the hero in an incomprehensible language. Each attempt leads to the draining of the mana reserve and the awakening of the crowds of draugrs, able to use the Dragon Scream, magic, and also to shoot from the bow.

The path to the goal is paved with a series of traps. There are opponents of varying complexity, as well as the aforementioned voice of Morocai. Closer to the goal, ghosts appear again. It turns out that Savos Aren not without regret sacrificed the lives of two comrades, imprisoning them in the dungeon, so that they would with the help of magic keep the sinister dragon priest.

To fight the boss, you must first kill the souls of the magicians. Morokey himself is the owner of the quest goal - the Staff of Magnus. The Morocco Mask is also of special value. At the exit of the Labyrinthian, a hero awaits an ambush in the form of a Thalmorian magician and an associate of Ankano, which testifies to a deliberate conspiracy.

Eye of Magnus

The growing anomaly, generated by a powerful artifact, seems to erase from the map of the world the College. Now you can get there only on foot. On the spot, they will inform Dovakin that the magic barrier is expanding. With the help of the Staff of Magnus, the protagonist manages to break through the barrier and enter the Elemental Hall. Enthusiastic in his occupation Ankano argues that in his hands the power that can bring the whole world into oblivion. The use of magic does not give any result, and the elf remains under the protection of the artifact. It remains only to use the power of the Staff of Magnus on the field itself, then the traitor becomes vulnerable to attacks, but periodically the Oka's defense is restored.

The defeat of Ankano launches the final scene: the appearance of Quaranir and the comrades of the Psijic Order who decide to place the Eye in a safe place, away from human eyes, where no one can find it. After this, the Eye disappears, and Curranir informs the Dragonborn of the assignment of the head of the College of Magicians, the archmage. It is this award that presents the hero for saving the province of Skyrim to the College of Winterhold. Passing the chain of quests on this ends. Everything turned out not so difficult.

The College of Winterhold: bugs and notes

  • Attacks of dragons of different levels on the Board happen quite often - with the growth of the level of the player. The fight takes place in the courtyard, the mages are put on alert, but not all take part in the fight, because without the help of Dovakin still can not cope. Under the friendly fire, some magicians can get to the scene, whose death will make it impossible to obtain quests from the quest chain.
  • Even after the assignment of the archmage to the protagonist, the court magician Vaitran, along with some magicians who meet, will not cease offering to join the College of Winterhold.
  • Guard Faradda sometimes does not miss the hero, even after demonstrating the ability to use magic. The only way out is to use the underground passage through Midden.
  • While exploring the fortress, Mirabella sometimes stops and stops. This quest is a side event, so it's better to go straight to Tolfdir for a lesson.
  • Also known are a number of common bugs that occur throughout the game Skyrim. The passage of the College of Winterhold is no exception. These include all kinds of jams in the doorways of mercenaries accompanying the hero, dips in the texture, the periodic disappearance of partners in an unknown direction.

Some fashion at the College of Winterhold

A number of authorial modifications that transformed the game "Skyrim" (fashion "College of Winterhold") are available for download on the Internet. Various add-ons mean changing the appearance of the characters (both the inhabitants of the College and the entire game world), as well as replacing the standard textures with more picturesque, colorful ones.

A number of mods available for searching on the keywords "expansion of the College of Winterhold", involves the correction of some bugs, the processing of the textures of the College, the upgrade of the model of behavior of characters in a given situation, the redesign of the appearance according to the level of the character, the addition of side quests and the completion of a set of spells both on Sale, and for studying.

The tendency to "wrap" the favorite games with all sorts of mods is far from new, because the number of masters exhibiting their creations can not be counted. In addition to the above mods, there are many others: from the introduction of characters from various animated universes to a complete reworking of the storyline of the game. Everyone will find something of their own, and connoisseurs of the original game will always remain true to the classical version of that.

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