Quest message for Whiterun. The Elder Scrolls V: Skyrim. Civil War - Imperial Legion. Joining the Stormcloaks

The task is an introductory one for the Skyrim College of Winterhold; no special magical skills are required.

First you need to get a task, which only requires talking to the woman on the bridge in Winterhold. So let's get ready to hit the road to visit this snow-covered stronghold of civilization. You can get to Winterhold on foot or by cab, which awaits clients on the outskirts of any large Skryim city. You can also receive this task along the way, when completing the main quest storyline Elder Knowledge, where we will also have to visit Withnerhold College. The passage of the tasks of the main quest is also available on the site, as well as a description of the main guilds of the game, which our character can join and then achieve significant career growth. But let’s continue to complete this task, or rather, let’s get it to begin with. From Venterhold we head to the bridge that leads to the flying fortress of the college of magicians. The college itself is also marked on the global map, so the likelihood of getting lost is minimal - only a bridge from the city leads there.

However, it makes sense before traveling to this northern city of Skyrim to acquire basic spells that will be useful to us (and indeed will be necessary) to complete the First Lessons quest. You need to buy a spell to summon a fire atronach and a protective spell from the school of restoration that absorbs damage (lesser ward or more powerful). Without this gentleman's, or rather student's, set, completing the current task will be problematic. After talking with the woman on the bridge, we learn that we need to confirm our intentions to study the magical arts. To do this, it is enough to summon a fire atronach. After this, the gates of the college will be open for us, and we will receive the next quest item - talk to Tolfdir.









Finding the venerable old man will not be difficult - he is in the center of the courtyard of the college, and not alone. Tolfdir is surrounded by a whole bunch of college recruits, so finding this company will not be difficult. The conversation with our new mentor will be sparse, unnecessarily drawn out and practically meaningless. As a result, we will receive from him a task that has little to do with magical art. But the beginning of the lecture was related to the topic of the safety of magic, so our task is and will be connected with safe magic. Therefore, we won’t have to create flashes of fire in the first task of the Mages Guild of TES 5. That’s right, restoration magic is the safest magic in the Ancient Scrolls series. In total, we need to approach the indicated point, activate a protective spell and withstand several negative spells of the mentor Tolfdir.









We go to the circle indicated by the marker, it is located in the same room. Then we wait for the leisurely Tofdir until he takes his place in the adjacent circle. Then it makes sense to immediately prepare the Lesser Ward spell (Steadfast ward is also suitable). It is not worth activating protection in advance - your mana reserve may be depleted, especially if your character is not very strong in magic. The mentor will warn you before the attack, then you can activate your protective spell. The choice of spell is carried out through the magic menu, it is called up with the “P” key, the school of restoration magic (Restoration). There will be several attacks in total; you need to successfully repel two in a row. After this, the First Lessons task will be completed, and we will receive the next back guild of Skyrim mages, which is called the College of Winterhold. Skyrim does not require a character to develop special magical skills to join the guild of magicians, so even a desperate grunt and a cunning thief can successfully complete the Winterhold College quest line in The Elder Scrolls 5.

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

You don’t have to study any complex magic to become an Archmage - just the initial spells are enough. Based on this, the road to the College of Magicians is accessible to any beginner and foreigner.

First lessons

In order to become not just a good magician, but a magnificent magician, you need to go to the College of Mages, which is located in Winterhold. As the inhabitants of the province of Skyrim themselves say: “There is a lot of magic here.” But before you begin your training at this prestigious institution, you need to master a couple of simple spells.

Advice: It's best to visit the Winterhold College of Mages as soon as possible - if you visit later, then the "entrance" tests that Faralda requires you to take may require much more mana than was originally required, so you will have nothing left to do except pump up your current mana supply.

So, let's get to the point. To begin your training with the coolest magicians of Skyrim, you must first get to Winterhold, and then go to the big stone bridge, which leads directly to the College of Magicians. Immediately near the bridge you will meet a girl named Faralda - she is accepting new students.

When you ask Faralda to let you through, she will ask you to take a short magic test, or if you have developed eloquence, then you can convince her that you will be extremely useful for the College of Mages. If everything is clear with the persuader, then nothing is yet unknown with the test. The essence of this exam is that you will need to show your magical abilities - that is, show several spells. As soon as you do what she tells you, then she will take you inside the College of Magicians all the way to Mirabella Erwin. Mirabella, in turn, will give you a short tour of this place, after which she will send you to listen to a speech for beginners from Tolfdir.

Once you listen to the old magician speak, the students will require practice. At this point, Tolfdir will ask whether it is worth carrying out the practice or not. But why not? Let's support the rest of the students of the College of Magicians. First, old Tolfdir will test your ability to use protective magic. You will need to stand in the indicated place, then activate the spell and hold it for some time. You can use a spell called "Small Amulet". As soon as you put up your barrier, Tolfdir will throw a fire spell at you once, after which the practice will be over.

Note: It is best to save before training begins, since a bug is possible if during training you do not catch the fireball, the task may simply “get stuck”.

Next, Tolfdir informs all students that it will be necessary to gather near a place called Saarthal, where the College of Mages is engaged in excavations. At this stage, joining the College of Mages of Winterhold is over and it’s time for you to go to the indicated place.

In the depths of Saarthal


Traveling to a place called Saarthal, you eventually meet old Tolfdir near the entrance to this mysterious place. After waiting for the rest of the students (if necessary), go inside this tomb. Tolfdir gives the order for everyone to start searching for artifacts that could be of some use to the College of Mages, but during these searches he still doesn’t say something. If you ask Tolfdir what you should do, then he will send you to Arnel Gein, who could use some help in finding some magical artifacts. Well, let's now go to Arnel Gein. Upon arrival at this NPC, he tells you that you need to examine the rooms in the northern part of the tomb. There you will have to find the four indicated items.

Note: In this task, when you find yourself in Saarthal, never close the doors behind you, since Tolfdir is so old that he sometimes forgets that he knows how to open them.

On the left side of Arnel there will be a locked passage on which a strange and apparently ancient amulet will be attached. So, take off this little thing and you will have Saarthal's amulet in your inventory. At some point, the bars will close behind you and, as a result, you find yourself in a kind of trap. Soon Tolfdir comes running up to you - talk to him. He tells you that in order to get out of the trap, you will need to somehow use the amulet you found. Put this amulet on yourself and the once closed door begins to emit an incomprehensible magic.

At this stage, Tolfdir again continues to instruct you with his tips. This time he tells you that you may have acquired some new abilities. Now it's time to use your Flame spell on the locked door. In the end, under the onslaught of this magic, the wall collapses and the passage becomes open. Go further and move forward along the tunnel. Tolfdir will follow you. As soon as you find yourself in the hall, an unknown person named Nerien soon appears in front of you. At the same moment, everything around you changes to black and white colors. At this moment, an unknown person named Nerien visits you and says that he is from the very ancient Psijic Order and that everyone is in great danger, but his entire order believes in you, that you can protect everyone from a future threat . In the end, this unknown person disappears. Your vision, despite the long duration, in reality was completely invisible, so old Tolfdir could not see anything, much less hear, so he will need to tell him about what just happened.

Of course, after such news, Tolfdir is very surprised, because no one has heard anything about the Psijic Order for quite a long time. Once you've shared your knowledge, move on. At some point, you stumble upon a hall with tombs, where the undead attack you. You'll have to stretch their old bones a little, so give them a beating. As soon as they are finished, a passage opens for you - go through it. You will find yourself in a round room in which draugr will attack you from all sides. As soon as you fight them off, on the opposite side of the hall, activate the two chain levers that are located on the sides of the grate and then go into the passage that has opened for you. Now the doors to the “heart” of Saarthal are finally open, so quickly move deeper. At the same moment, Tolfdir goes somewhere on his “important” business.

The further path is constantly interrupted by draugr, who constantly attack you, but they are not as strong as you, so they should not give you problems. Move to the iron doors that are located near the chest. Ahead you will soon be able to see a passage that is blocked by a grate and a nearby lever. There will also be columns on which animals will be depicted. There are clues on these columns that can help you. If you look at the lever on the left side, then set the following hieroglyphs: bird, snake and fish. WITH right side will be: fish, bird and bird. Now you can pull the lever and move on. Finally, go through the iron doors and kill another pack of draugr, then go up the log stairs. There will be doors here - enter. Next, turn to the right and here be extremely careful, as there are magical and very dangerous traps on the floor here!

At some point you will come across a new grate with a secret. This time everything will be a little more complicated, since when you rotate some columns, other columns will also rotate, but still, as usual, everything works according to a special principle: the column that is located on the left side will rotate the columns on the right side; another column on the left side will rotate the other three columns; the column on the right side (the first one) - one will rotate, that is, it will not cling to the others in any way; second column on the right side - will rotate the first column on the right side. Now it's time to make sure that all the columns rotate in the correct sequence. The order looks like this: first place the fish on the left side in the desired position, then the snake on the left side, then the bird on the right side and finally place the fish on the right side in the correct position.

Now you can finally pull the lever. After the grate opens, move on and at some point old Tolfdir catches up with you. There will be iron doors ahead - open them. As soon as you pass through them, you see an unusual sight: a huge rotating sphere, which is guarded by a very strong drurg named Yurik Goldurson. You will have to defeat this Boss. At first everything will not be so simple, since ordinary weapons do not damage him, but at some point Tolfdir casts a strange spell on this huge sphere, after which this strong draugr becomes vulnerable to weapons, so now you can easily defeat his. As soon as you kill the draugr, take the Gauldur amulet from its body along with the sealing letter. If you read this letter, then you will activate an additional task called “Forbidden Legend”.

Finally, you can get out of this gloomy dungeon. Near this huge sphere there are doors that will lead you out of here. In addition, there will also be a word of power on the wall, so don’t forget to study it. Exit through the doors on the left side. At some point, you will need to open the next grate by first pressing the handle on the left side. Eventually, you find yourself at the very beginning of this tomb. Get back out into the fresh air and quickly move back to the College of Mages of Winterhold. Upon arrival back at the College, move to the chambers of the local Archmage and tell him about what happened in Saarthal. As soon as Savos Aren listens to you carefully, he will send you to Urag gro-Shub. At this point the task is completed and the next task begins.

Library books


It's time to go see Urag gro-Shub, so go down to the Arcaneum. After talking with this orc, he will tell you that he cannot help you in any way, since the books that contained the necessary information were stolen by one of the students named Orthorn. He will also tell you that this thief fled to a fortress called Fellgolow.

Well, it’s time to find this thief and at the same time return the stolen books. Right at the exit you are stopped by a character named Ancano - he is a very arrogant and self-confident elf, moreover, he is also an adviser to the Archmage. In general, he begins to ask you very suspicious questions about what happened in Saarthal.

Anyway, head to Fellglow Keep. Outside you will notice a couple of very chatty sorcerers. Kill these renegades and make your way inside the dungeon. There will also be magicians and sorcerers inside, so be careful. Along the way, you can also free the vampire who was locked in one of the cages, and after being freed, she will fight with you against the magicians.

In the end, in the circular hall you can find Orthorn, who will be locked in one of the cells. You can open this cage using the nearby lever. As soon as you free this thief, find out from him about the stolen books. He will tell you that they were stolen from him. After this news, you can either order the thief to escape, or order him to help you in your future business. To be honest, Orthorn is no fighter at all, and magical abilities also don’t provide any benefit.

Continue moving further through this dungeon and along the way kill various evil spirits along with the magicians. Eventually you will reach the doors to Fellgolow Fortress. Go inside and quickly kill everyone you see here. In one of the rooms there will be a Berenziah stone (it is also Unusual stone). Overall, keep moving forward. Soon you reach the local ritual hall. Here you will meet a certain “Caller” - talk to her. If your eloquence is well enough developed, then you will be able to agree to give you the books, thereby avoiding a fight, but you can also, in the old fashioned way, kill everyone who is here. The most important thing: take the key to the ritual hall from the corpse of the Caller.

On the pedestal there will be the following books that need to be picked up: “Night of Tears”, “The Last King of the Ayleids” and a fragment “About Artaeum”. As soon as you take these items, you can say goodbye to the thief Orthorn, if you have not previously ordered him to save himself. Using the previously taken key, you can open the locked doors and get out of this place using the hatch. Then all you have to do is lift the bolt on the doors and go to the doors, which in turn lead back to Skyrim.

After getting out of this place, return back to the College of Mages of Winterhold to Urag gro-Shab. Return the books to this orc and he, in turn, will very generously reward you for a job well done. Since the task is completed, return back to Tolfdir, who will give you a new task.

Good intentions


Go to the old town of Tolfdir. You will find him studying the previously found sphere. He is trying to figure out the symbols that are drawn on it. He says that these symbols are not familiar to him, since the language does not belong to any of the languages ​​he knows. At some point Ancano barges into your conversation. This arrogant elf very rudely interrupts Tolfdir and tells him in a commanding tone to follow him. Ancano is interested in the Psijic Order, since one of their representatives came to the College of Mages. Go with Ancano to the Archmage's chambers and talk there with a Psijic named Quarnir. At some point, the surrounding world becomes paler again and Ancano and the Archmage simply freeze together.

In general, Quarnir tells you that you have found a very powerful and no less powerful sphere. The name of this sphere is the Eye of Magnus. And the most important thing is that as long as this ball is in the College of Magicians, it will pose a huge threat and danger, since someone can use it for evil. In order to get more information about this ball, you will need to go to a certain Augur of Daylensky, who was also once a member of the College of Magicians.

For the others who were present in this room, the conversation never began. Ancano, in turn, is completely furious, because he does not know what is happening. Psijic only tells him that he has the wrong address and calmly leaves from here. Now it’s time to ask Archmage Arena about the Augur. He will tell you that these were supposedly stories that Tolfdir composed. Now it's time to go to Tolfdir and find out about your goal from him. Ask him the same questions. The old man goes to a place called Midden, which is located directly below the College of Mages. Tolfdir will tell you that Augur's pursuit of a very powerful artifact did not lead to anything good.

You can get to a place called Midden through a hatch, which is located right in the courtyard of the College of Magicians. Finding your target won't be difficult, but keep in mind that there will still be a couple of creepy monsters along the way. Once you find the Augur in a place called Midden Darkness, you will see something incredible. All that remains of the Augur is the energetic part, after talking with it, it becomes clear that Ancano’s plans are not destined to come true and that all his ideas are doomed to failure. The Augur also tells you that you need to find the Staff of Magnus. The Augur sends you to chat with Savos about this topic.

Archmage Aren sends you to find out all the details from Mirabella Erwin, and he also gives you a magician’s hoop. This ends the current quest and begins another new quest called “Discovering the Unseen.”

Discovery of the invisible


Now go to Lady Mirabella and talk to her about the Staff of Magnus. It turns out that she was already somehow interested in this subject, and the magicians from the Synod were interested. The most interesting thing is that they mentioned a certain Mzulft, where they were going to start searching for the Staff of Magnus. Based on this, it’s time for you to go to this place. Mzulft is a Dwemer ruin. Going inside, you find a certain Gavros Pliny, who is a member of the society of magicians of the Synod. More importantly, he is already dying, but still manages to tell you about Parata, which is located in the Oculatory. Take the notes and the key to Mzulft from the dying magician, and then move deeper into these Dwemer ruins.

Open the doors using the key you received and move deeper into this place. In the future, you will have to go through many different rooms, doors and halls, killing along the way local residents like Dwemer spiders. Eventually, you will reach a mine with coruses, behind which there will be other ruins. You will need to get to the section called Mzulft-Steam Engines. It is in this place that you will have to fight the Falmer. Move through caves and halls that are separated by doors. In any case, you will reach Mzulft. Here, try to be extremely careful, since one of the killed Falmers has a focusing crystal, which you will have to return for if you do not immediately take it with you.

In the large hall, move to the left door, but it will soon turn out that it is locked, so we go through the doors on the opposite side. Eventually, you find yourself in a room where a Dwemer centurion is located. After killing him, examine the chest that is located here. Inside this chest is the key to the Mzulft Oculatory. Taking this key, you can return back to the forbidden doors, and you can open them using the previously found key. Having opened the doors, climb to the top, where you come across new doors. Trying to open these doors is futile. A voice is suddenly heard behind the doors. It turns out that this is Parat Decimius. Having opened the doors for you, he mistakes you for the deceased Gavros. After a short dialogue, tell him that Gavros died and if you took the focusing crystal, then you should immediately tell Parat about it. As soon as you talk to him, you go together to the Oculatory room.

The previously found crystal must be placed in the Dwemer sphere. After that. Once you insert it, the crystal will also have to be focused. It is necessary to obtain an effect in which rays of light will fall into the green circles that are located on the large dome. The “Flame” spells along with “Frostbite” will help you in this matter. If you still don’t know these spells, then near the control buttons there will be two volumes with the necessary spells. You will need to use flame and frostbite alternately, and you will have to influence the sphere until the rays point exactly to the middle of the three rings that are located on the dome. As soon as you do this, you will need to rotate the rings using the buttons, thereby adjusting the green circles to your rays. Eventually the rays will be reflected.

At some point, Parat begins to talk about how the light is not going as expected. He notices that some interference is happening and even finds out where it comes from - Winterhold. Parath claims that the College of Mages of Winterhold is hiding something powerful. Soon Decimius informs you that you can find the Staff of Magnus in a dungeon called “Labyrinthian”. He also threatens that he will come to the College for the Council. By the way, you can remove him so that he doesn’t say anything unnecessary to anyone.

Now it's time to talk with Archmage Aren, so leave this place quickly. In the corridor to the Oculatory, turn to the right towards the doors. At some point, you are unexpectedly visited by one of the Psijic Order. He tells you a couple of very mysterious things and then disappears no less mysteriously. Now go back to the expanses of Skyrim and quickly return back to the College of Mages. As soon as you enter the Hall of Elements, you see very scary and unknown things. The room will be filled with magicians, and Archmage Aren himself is located near the arch along with Mirabella.

Savos orders Mirabella to remove this enchantment, which she assumes was cast by Ancano himself. After talking with Archmage Savos, he tells you that he is unable to explain what is happening now and urgently asks for your help. At the same moment, Mirabella lifts the spell and you can again enter the Hall of Elements. It turns out that this is true - Ancano is actually trying to do something with this ball, but with the help of unknown magic. At one point, Archmage Aren tries to prevent what Ancano is doing and approaches him, after which a huge outbreak occurs, after which Mirabella remains wounded, and Savos disappears without a trace. This ends the current task and begins a new one called “Elimination of Consequences”.

Elimination of consequences


On behalf of the wounded Mirabella, it is time to begin the search for the lost Archmage Arena. Go outside. All the magicians gather at College Square. Immediately you need to talk to Tolfdir and tell him about what Ancano is doing. The old man tells you that you don’t have to look for Savos, since he died and despite all efforts, Winterhold is in danger. It's time for you to go to protect what's left of this town. On the way to the village you meet Faralda, who, if you wish, can join you and help clean up the village.

Note: Sometimes it happens that one of the creatures that attacked the village is lost, so in this case you need to leave the territory of Winterhold and then return back using fast travel, or try to find this creature using the cheat command "tcl" .

You have to destroy more than a dozen magical creatures that attacked this place. After you kill everyone, go back to Mirabella and talk to her. She will tell you that you need to find the Staff of Magnus as soon as possible. Answer and go to a place called "Labyrinthian". In addition, the wounded girl will also tell you that Archmage Aren was aware that someday he would have to go there and for this he left a couple of things that will undoubtedly be useful during the search. The wounded Mirabella gives you the Door Ring along with the amulet of Archmage Arena himself. At this stage, the current quest ends and a new quest called “The Staff of Magnus” begins.

Staff of Magnus


Leave the College of Magicians and quickly go to the indicated place. Near the entrance you will meet the ghost of Archmage Arena. Judging by the fact that no one sees you and the current Savos has a beard, these are ghosts of days gone by. In general, they all go inside the dungeon and use the Door Ring that Mirabella gave you earlier.

As soon as you go inside, you will see ghosts inside, and from their conversation it becomes clear that they came here for one artifact, besides this, the magicians think that there is nothing dangerous inside. Well, move on. Eventually, you reach a passage that is blocked by bars. You can open the passage using the ring on the wall on the left side.

Advice: If you find it extremely difficult to defeat the bone dragon, then you can return back to the narrow passage. In this case, the dragon will not be able to pass, and you will be able to attack this monster without any problems.

Continue on to big hall, where you are already greeted by a huge bone dragon along with a company of low-level undead. After killing all the enemies, move further through this dungeon and at some point you will need to go down. Soon you see ghosts again, of which there are already noticeably fewer. There is a carved tablet right there on the pedestal - read it. The found tablet glorifies a certain city called "Bromunar". After this, turn to the right, go a little further and find yourself in the abyss. Immediately you hear a very strange voice. At some point you will be attacked by a frost spirit, so be careful. On the opening from which the frosty spirit came out, use a spell called “Flame,” but if you don’t know it, then you can find the volume with it on the pedestal on the right side.

Eventually, a passage further opens for you. Now go lower and soon you will hear a strange voice again. Immediately the draugr will suddenly attack you. After the massacre, a strange voice is heard again in a language unknown to you. Move on and kill all the draugr along the way. At some point, a voice addresses you calling you Aren. Upon entering the Gallery, open the gate in the form of a lattice and move on. In the end, you find yourself near a huge arch, where there will also be an extended grate. Immediately the voice understands that you are not Aren. You can open the grill using the lever on the left side. Having opened the gate, you have to fight with evil spirits. As soon as you reach a closed passage, a fiery spirit comes out at you, and a voice at that moment tells you of imminent death. After killing the spirit, go to the passage and use the Frostbite spell on it. If you don’t know this spell, then there will be a volume with it lying nearby - use it.

Continue on and go through the bars on the left side. Here you again meet projections of ghosts, of which there are already three, however, they still have not stopped their search, despite the fact that they have already lost a bunch of their friends. Having gone a little further, you meet a bunch more evil spirits that will attack you. At the same time, the voice threatens you with death even more. Once you reach the hall where the grate is located in the floor, turn to the right and go through the doors to the local Grandstand.

As soon as you find yourself inside, move through a very narrow cave, still killing the draugr along the way. Having opened the wooden doors, you will find yourself in a corridor that is shot through with magical pillars. Here you need to get to the stairs on the left side, which will be located in stone tower. Eventually, you will find yourself near a cave descent. Get down and move to the right. Here you will come across an iron gate. Open them and study the new word of power that will be located on the wall here.

Continuing to move forward, you soon find yourself in a new room, where you again see projections of ghosts. Turn left and open the iron doors. After passing through these doors, you find yourself in a huge cave, in which you will see how two magicians are somehow still influencing the magical barrier, inside of which there is a certain Morokei. Since he is protected by a barrier, there is no way to reach him. Therefore, you will need to kill the wizards whom he enslaved, since it is they who hold this barrier. As soon as the magicians die, you can kill Morokei. From the corpse of this monster you can take the same Staff of Magnus along with Morokei's mask.

Advice: If the battle with Morokei has become too difficult for you, then we recommend that you use the same tactics with him that you once did with the bone dragon: hide in some corridor and attack him from there without leaving your shelter.

Now it's time to go back to the College of Magicians and Tolfrid. You can leave here through the iron doors, which are located immediately on the right side of the waterfall. Climb up the steps and turn to the left side of the stairs, then go down the adjacent stairs. In addition, along the way you will also find a chest with all sorts of things. Passing through the doors you meet a projection of Savos, who is left completely alone. On wooden doors, lift the bolt and move on, then use the lever to lift the grate in front.

At some point, Estorma, who is the girlfriend of the scoundrel Ancano, unexpectedly comes out. She came here on his instructions to take the Staff of Magnus from you. Well, you can finally finish off a couple of Thalmors, so kill her. After a little carnage, go higher up the stairs. Having stumbled upon the next doors, remove the bolt on them and move on. If you finally get out into the fresh air, go quickly to the College of Magicians. When you arrive there, talk to Tolfird. From him you learn that Mirabella fell in the fight with Ancano, but now, having taken out the Staff of Magnus, you can return to Ancano and put an end to all his actions.

Eye of Magnus

The road to the College of Magicians will be blocked by an unknown barrier, but since you have a powerful anti-weapon, it will not be difficult for you to dispel it! Once the barrier is destroyed, go to the Hall of Elements and defeat Ancano. The self-confident elf thinks that you cannot defeat him. At this point, Tolfdir recommends that you use the staff on the Eye of Magnus. Take the Staff of Magnus in one hand, and a sword in the other hand, and direct the energy of the staff to the Eye of Magnus. As a result of your actions, Ancano is left without protection, so kill him quickly.

After you kill this scoundrel, talk to Tolfdir, who tells you that he doesn’t know what to do next. At some point, you are visited by one of the Psijic Order, who says that he is taking the Eye of Magnus, since the world, as well as the College of Mages, are not ready for such power.

Tolfdir at the same moment gives you the Archmage’s clothes and the key to his chambers. You now stand as the head of the College of Mages of Winterhold. This ends the chain of tasks and adventure for the magicians of Skyrim.