Monday, March 5, 2012

Destruction Ritual Spell


Quick Look
  1. Talk to Faralda, she will give you a book.
  2. Visit Windward Ruins, activate the pedestal and cast a fire spell on it.
  3. Visit North Skybound Watch, same as before, but casting a frost spell.
  4. Visit Four Skull Lookout, same as before, but casting a shock spell.
  5. Learn the spell contained within the book.
In Depth

Once your Destruction skill reaches 100, a new conversation option ("What else is there to be learned about Destruction magic?") opens up with Faralda, the Destruction trainer at the College of Winterhold. Selecting this option will result in Faralda giving you a book, Power of the Elements. The incomplete book contains only a clue in the form of a poem:

This clue points to Windward Ruins, a small barrow just outside Dawnstar. Inside the barrow is a pedestal upon which you can place the book. Once you have done so, cast any fire spell at the book. A small explosion will occur. Pick up the book again, and you will notice it has acquired a new page:

The second pedestal is found at North Skybound Watch, another barrow on the Southern slopes of the Throat of the World, not far north-east of the starting town of Helgen. It is easiest to get there from Orphan Rock, as it is within sight of the fast travel point. The pedestal is on a stone lookout post. This time, cast any frost spell at the book to receive the next clue:

This final clue points to Four Skull Lookout, another small barrow near Karthwasten and north of Karthspire in The Reach (east and slightly north of Markarth - directly East across the gorge from Lovers Stone). The pedestal is on the other side of the stone building. Casting any lightning spell at the book completes it.

Pick up the book and read it to complete the quest.

Conjuration Ritual Spell

Quick Look
  1. Speak with Phinis Gestor and receive Summon Unbound Dremora
  2. Go to the top of the Hall of Attainment
  3. Cast Summon Unbound Dremora
  4. Defeat the Unbound Dremora and speak to it.
  5. Cast Summon Unbound Dremora again.
  6. Defeat the Unbound Dremora and speak to it again.
  7. Cast Summon Unbound Dremora again.
  8. Talk to the Unbound Dremora and receive the Sigil Stone.
  9. Talk to Phinis Gestor
In Depth

To start this quest, go to the College of Winterhold when you have level 90 in Conjuration. Talk to Phinis Gestor and ask him if you can learn more about Conjuration. He will need a Sigil Stone. He will give you the spell Summon Unbound Dremora. Head to the top of the Hall of Attainment. Note that you need to go outside. Stand in the circle and use the spell. This will summon an Unbound Dremora. Defeat it once then ask it to submit, which it refuses. Summon it again and demand submission, this time it will agree and tell you next time you summon it it will have the Sigil Stone. Summon it one more time and it will have the stone as agreed. Bring the Sigil Stone to Phinis Gestor and he will give you Flame Thrall. He will also now have in his store inventory Frost Thrall, Storm Thrall, and Dead Thrall.

Sunday, March 4, 2012

Alteration Ritual Spell

Quick Look
  1. Talk to Tolfdir
  2. Find Kahvozein's Fang
  3. Harvest Dragon Heart Scales.
  4. Talk to Tolfdir
In Depth

To start this quest you must have an Alteration skill of 90 or higher and ask Tolfdir if there is anything new he can teach you. He will tell you he has been working on a new spell, but to complete his research, he needs Dragon Heart Scales cut from a dragon's heart using a dagger called Kahvozein's Fang. He tasks you with retrieving the dagger, which can be found in a radiant dungeon.

Once you have the dagger, you must locate a dragon's corpse (either by killing one or finding the remains of a previously-deceased dragon). It is not necessary to kill the dragon using Kahvozein's Fang, but rather equip the dagger in your right hand and slash the dragon's corpse repeatedly.
Once you have the scale, bring it to Tolfdir. He will reward you with the Dragonhide Spell Tome, as well as selling the tome for Mass Paralysis.

Shalidor's Insights

Quick Look
  1. Talk to Urag gro-Shub
  2. Retrieve Shalidor's Insights
  3. Return to Urag gro-Shub
In Depth

This quest can send you to nearly any dungeon in the game, so for specific details pertaining to the dungeon search for its page. Note, however, that this can send you to a cave that is associated with another quest, which can lead to conflicts. Some examples are listed below.
  • Wolfskull Cave: This can conflict with the quest "The Man Who Cried Wolf". It is recommended to complete "Shalidor's Insights" before receiving "The Man Who Cried Wolf".
  • Rebel's Cairn: This is the location of the quest "Find Red Eagle's Sword" and the chest can only be accessed partway through the aforementioned quest.
  • Ysgramor's Tomb: In order to access this dungeon you need to complete the Companions questline.
  • The Katariah: If the book is placed on the Katariah, there will be no cursor placed on the map and the book will be unreachable until the quest Hail Sithis! begins.
  • High Gate Ruins: If the player has previously defeated Vokun, the book will be in an inaccessible area in the back of Vokun's Throne Room.
  • Hitting the Books: This sends you to Fellowglow Keep, and if you go there with on that quest, it seems the "insights" might be missing.
The book will almost always be in the boss chest at the end of the dungeon. Return to Urag gro-Shub and claim your reward.

Fetch me that Book!

Quick Look
  1. Talk to Urag gro-Shub
  2. Retrieve book
  3. Return to Urag gro-Shub
 Completing this Quest will make you Blood-Kin with the Orcs.

Aftershock

Quick Look
  1. Speak with Tolfdir
  2. Travel to location where the rupture is and defeat enemies in the vicinity
  3. Return for your reward
In Depth

This quest is initiated from Tolfdir at the College of Winterhold after becoming Archmage. When asked "Is there anything I should know?" Tolfdir will respond that there is some sort of magical disturbance which seems to be related to the Eye of Magnus, and will provide a quest location.

Travel to the quest location given. The map marker will point you to any one of twenty-seven locations in Skyrim (there are three possible locations in each hold). Defeat the magical anomalies and return to Tolfdir for a leveled gold reward.

Tolfdir the Absent-Minded

Quick Look
  1. Speak to Tolfdir.
  2. Hunt down his missing alembic in the College.
  3. Return to Tolfdir.
In Depth

At least twice during the game, Tolfdir will ask for the recovery of his missing alembic. The alembic will appear in one of three randomly-selected locations in the Hall of Countenance:
  • On the top floor: in the northern room, on top of a barrel to the right of the central dining bench.
  • On the top floor: underneath the left display case in the enchanting room.
  • On the bottom floor: on a crate in the eastern room, with the big barrel in it.
Tolfdir compensates the player with 30 gold and an empty lesser or common soul gem.

Rogue Wizard

Quick Look
  1. Deal with the rogue wizard in a random location.
In Depth

Head to the dungeon or building where the enemy mage was last sighted, and battle your way to a confrontation. The Insane College Wizard is usually powerful and may have strong allies to defeat, too.
The wizard is always wearing the College’s robes. He is hardly a good role model for the organization, considering its ongoing struggles for acceptance in Nordic Skyrim.

Finish the foe off, grabbing any nearby loot that is dropped or on the corpse.

Restocking Soul Gems

Quick Look
  1. Talk to Sergius Turrianus.
  2. Give him a certain amount of Soul Gems. Type and amount are randomly chosen.
In Depth

Sergius Turrianus wants empty Soul Gems because he's almost out of stock. After giving him the requested number of the type he's asked for, he pays an amount of gold per gem. To start his next quest you must leave the current conversation and start a new one.
Rewards for each empty gem:
  • 12 Gold per Petty Soul Gem
  • 30 Gold per Lesser Soul Gem
  • 60 Gold per Common Soul Gem
  • 120 Gold per Greater Soul Gem
  • 240 Gold per Grand Soul Gem

Filling Soul Gems

Quick Look
  1. Talk to Sergius Turrianus.
  2. Bring him a Filled Grand Soul Gem.

Enchanting Pick-Up

Quick Look

This quest is repeatable and given by Sergius Turrianus in the College of Winterhold. It requires you to collect an item for enhancement from various NPC customers all over Skyrim. Collect the item from the NPC and return it to Sergius.

In Depth

Prior to commencing this quest, you must complete the Restocking Soul Gems quest given by Sergius Turrianus.

Sergius will request that you pickup an item to be enchanted from a customer, located somewhere in Skyrim. Locate the NPC and speak with them to obtain the item required. Return to Sergius to complete the quest and be rewarded. Your rewarded will be 600 Gold for the delivery of the item.

Rejoining the College

Quick Look

If you get kicked out of the college you need to go to Tolfdir and pay a fine to be able to rejoin the College of Winterhold.

Out of Balance

Quick Look

Travel to each of the focal points around the College and activate them with the Mystic Tuning Gloves equipped.

In Depth

There are three focal points in total: the large, blue, glowing well in the center courtyard of the College, directly in front of the statue of the man in a billowing cloak, and two more similar wells on the bottom levels of the Hall of Attainment and the Hall of Countenance. Once all three focal points have been activated, return to Neloren for your reward.

Onmund's Request

Quick Look
  1. Speak with Onmund.
  2. Speak with Enthir.
  3. Retrieve the Grand Staff of Charming from a random location.
  4. Return the staff to Enthir.
  5. Return the amulet to Onmund.
In Depth

Start this quest by speaking to Onmund at the College of Winterhold. He will talk about his regret for trading his family amulet to Enthir. He will not tell you what he traded the amulet for, but will ask your help in obtaining the amulet back from Enthir.

Speak with Enthir about this. With a sufficiently high speech skill he can be persuaded to just return the amulet. Otherwise he will say that the trade is final. However, he will trade the amulet for the Grand Staff of Charming from a certain (randomly selected) location. The selected location will usually include a Boss-level caster foe, guarding a chest containing the staff, among other appropriate items.

Return the staff to Enthir, and he will give you the Onmund's Amulet. Return the amulet to Onmund to complete the quest.

J'zargo's Experiment

Quick Look
  1. Obtain the scrolls from J'zargo, which cast a modified version of Flame Cloak.
  2. Travel to any location populated by the undead (such as Draugr) and use the scrolls to kill at least three undead enemies.
  3. Return to J'zargo with your results (you will retain any unused scrolls).
In Depth

Simply use J'zargo's scrolls near undead enemies; you should have no trouble finding them in any barrow, ruin, or tomb. The scrolls will surround you with a flame cloak which will damage any enemy in close proximity to you.

J'zargo's cloak causes a massive explosion whenever it comes into contact with undead. Clearly, this makes the scrolls as harmful to yourself and your allies as to the undead. Damage seems to be around 100-110 hp, so players with low health caps or reserves might be killed instantly. Also be wary of using this spell when dealing with multiple undead enemies, as multiple explosions can quickly kill even the hardiest of characters.

Another of J'zargo's oversights, is that the cloak burns friendlies, too. Ask your follower to stay behind when you test the scrolls, otherwise your follower will become hostile to you or simply walk away--in the latter case, talking to him or her can restore your normal relationship.

Make sure you use the scrolls to kill only undead enemies. A quest marker will appear with each undead killed while under the effects of J'zargo's Flame Cloak Scrolls. Undead do not need to be killed by the scrolls' damage; dying of other weapon or spell damage while under the effects of the scroll will satisfy the quest conditions. However, undead that are killed indirectly by the explosions of other undead do not count. If you use up all ten scrolls without killing three undead enemies, the quest will be failed.

Undead enemies may be found in most crypts and ruins, including Bleak Falls Barrow, Saarthal, Whiterun's Hall of the Dead and Folgunthur. Undead may also be encountered in The Midden, allowing convenient completion of this quest without travel if the quest is accepted before venturing down there.

Brelyna's Practice

Quick Look
  1. Talk to Brelyna Maryon
  2. Let her cast a spell on you
  3. Wait a few in-game hours to let the effects wear off
  4. Let Brelyna try again
  5. Wait for her to finish
In Depth

After you've completed Under Saarthal you can find Brelyna Maryon back at the College (likely in the Halls of Attainment). When you talk to her she'll request your help. Agree to help, and she'll cast a flawed spell that will put a green film over your vision.

It fades after a few in-game hours, then you'll be able to give her a second chance. She'll fail again, several times, turning you into various forms of wildlife including a horse, cow, and a dog. She turns you back and thanks you for giving her a "starting point" for her experiments.

Arniel's Endeavor

Quick Look
 
Part 1
  1. Talk to Arniel Gane.
  2. Obtain ten Dwemer Cogs.
  3. Return to Arniel.
Part 2
  1. Speak with Arniel once again.
  2. Acquire the staff that Enthir sold.
  3. Return to Arniel.
Part 3
  1. Speak to Arniel
  2. Place the Warped Soul Gem inside a Dwemer Convector three times
  3. Use Arniel's Convection spell to heat the Dwemer Convector three times
  4. Return to Arniel
Part 4
  1. Talk to Arniel in the Hall of Countenance
  2. Talk to Enthir
  3. Retrieve item
  4. Watch Arniel's experiment

In Depth

Part 1

 Talk to Arniel Gane and ask if there is any College business you can assist him with. He'll state that its nothing official, but he is working on a "project". He refuses to say anything about it, but he asks you to bring him 10 Dwemer Cogs. They can be found randomly throughout any and all Dwemer ruins. If you have not already found a Dwemer ruin, Alftand is near the College of Winterhold and the ruin under Markarth is easy to find and lower level friendly.
There are at least 10 Dwemer Cogs scattered around in display cases and on tables at the Dwemer Museum in Understone Keep. The main College quest line will take you to Mzulft, which also has more than 10 Dwemer Cogs. Depending on the ruins and your carry capacity you may end up needing two or three trips to get all the cogs.
Once you have obtained the ten Dwemer Cogs, return to Arniel and he will reward you with a level-specific amount of gold.

Part 2

Arniel needs a very specific item for his project and is having trouble getting Enthir to give it to him. He'd like you to speak to Enthir and return with the item to him. After speaking to Enthir he reveals that the item Arniel wants never belonged to him and is Enthir's property. He agrees to relinquish it though if you'll retrieve the Staff of Tandil he sold to an unscrupulous character.

The character is a boss level caster in a radiantly assigned dungeon. Depending on which one you get the quest may be increasingly more or less difficult. Some of the dungeons such as Boulderfall Cave and Cragwallow Slope are extremely small while others might be rather involved or of a difficult nature. The staff should be either on the boss level caster, somewhere nearby, or in the boss level chest.
Once you have the staff return to Enthir. He'll give you the Warped Soul Gem which can then be returned to Arniel for your reward




Part 3

Begin this quest by asking Arniel about the progress of his project. He will say that it is going terribly. He reveals that he is trying to simulate the disappearance of the Dwemer but he needs the Warped Soul Gem that you acquired for him charged. Unfortunately, the apparatus he was using to charge it was destroyed in the process and he has no time to build another. Thus, he is only too happy to accept your generous offer to charge it for him.
Arniel tells you that the Dwemer used to use convectors to charge their soul gems and that some of these devices probably still exist among Dwemer ruins. He needs two more charges after his own initial charge to power the gem. Due to the nature of the warped soul gem, it will destroy the convector it is charged in. What you need to do is find a few Dwemer Convectors and place the Warped Soul Gem inside. He will teach you a spell called Arniel's Convection that must be channeled onto the Dwemer Convector until the stone is charged. Keep channeling the convector until the quest updates. You will then have to find a new Convector and repeat this process up to two times. There seems to be some variance on whether it takes one to three times to fully charge the stone and use of dual casting can complicate the matter.
There are six Dwemer Convectors in all of Skyrim:
  • Druadach Redoubt: Across the river from it in an unmarked ruin.
  • Deep Folk Crossing: Across the bridge from it at an unmarked ruin.
  • Dwarven Storeroom: Simple freestanding Dwarven structure near Mzulft. No enemies.
  • Mzulft: Near the entrance in one of the first rooms after the hall. Must have started Revealing the Unseen.
  • Ruins of Bthalft: Exterior only ruins, Bandits here.
  • Shor's Stone: Southwest of the village at an unmarked ruin with a single Warlock.
Two northward of Karthwasten, one south of Ivarstead, one southwest of Shor's Stone, and two among the ruins of Mzulft. The two northwest of Karthwasten are probably the easiest to use since no enemies spawn at their locations (wild animals may be a nuisance however) and they are relatively close together. One is directly north of Karthwasten, northeast and across the river from Druadach Redoubt. It is at the base of the unmarked Dwemer pillar. If you cross the river and follow it upstream you will come to Deep Folk Crossing. Cross the bridge and the second Dwemer Convector will be in front of you. The one south of Ivarstead is at the Ruins of Bthalft and has bandits. The one southwest of Shor's Stone is between there and Autumnshade Clearing and has a rogue mage. At Mzulft, one is inside the storeroom (a separate building to the right of the ruin entrance when you arrive) and the other is within the ruins proper.

Part 4

Wait a couple of days and talk to Arniel again. He is often to be found on the upper floor of the Hall of Countenance. Once more he's used Enthir's services, and once more you have to pick up the pieces.
Talk to Enthir, who is almost always in his room in the Hall of Attainment. He's quite annoyed since he has no idea where the item is — or even what it is, for that matter. He was only tasked with providing transport for it from Morrowind and it simply hasn't arrived. Enthir tells you to go look for the courier somewhere in the east, and marks a location on your map.
The precise location of the courier varies. When you finally do locate him, it's immediately apparent why he didn't complete the delivery. Retrieve the blade "Keening" from his body and return it to Arniel. He is outraged that it wasn't wrapped properly, and amazed that you didn't die when you touched it. By way of explanation he relates something of the background of Keening and Sunder, the legendary tools of the Dwemer Tonal Architect Lord Kagrenac.
Arniel now conducts an experiment in an attempt to figure out how and why the Dwemer disappeared. Striking the warped soul gem twice with Keening, he achieves no apparent result. Having now lost his temper, he lashes out a third time — and disappears in a flash of light.
The quest is completed. Pick up Keening from the floor if you wish (although it seems to have come down in the world somewhat since the Third Era). Summon Arniel's Shade will be added to your spell list automatically.

The Eye of Magnus

Quick Look
  1. Breach the barrier around the college with the Staff of Magnus.
  2. Confront Ancano in the Hall of the Elements.
  3. Defeat Ancano with the help of the Staff of Magnus.
In Depth

After returning to the College of Winterhold with the Staff of Magnus, use it to breach the magical barrier around the college and enter the Hall of the Elements with Tolfdir.
Ancano and Tolfdir will talk for a short time before Tolfdir launches a spell at him, but with no effect. Tolfdir is knocked down and remains incapacitated while Ancano attacks. He will still have his protective barrier, which can be removed by using the Staff of Magnus on the Eye of Magnus. It is important to use the Staff for a sufficient amount of time on the Eye of Magnus—until it returns to a solid, non-glowing sphere—because the protective barrier gives Ancano near immunity to magic and physical attacks when the Eye of Magnus is only partially weakened. When the glow surrounding Ancano dissipates he will be vulnerable to attacks. During the fight he may approach the Eye and regain his protective barrier, which must be removed again. When the Eye separates into several hovering and rotating pieces, it is gaining strength, so Magic Anomalies may appear; be sure to use the staff on the Eye, so as to get it to lose more power and return to its original form for some time. The Magic Anomalies will yield soul gems when killed, allowing the Staff of Magnus to be recharged if it depletes during the battle.

It is possible to leave Ancano to fight the magic anomalies and get himself killed that way, as they will attack him as well.

When Ancano is defeated several members of the Psijic Order will appear once more. The player is congratulated on their efforts, and declared worthy of being the new Arch-Mage. They will also state that the Eye of Magnus is unstable, and too dangerous for this world. Shortly after they will vanish in a glow of light, along with the Eye.

After speaking with Tolfdir he will agree that with the old arch mage dead, you are now the best person to be Arch-Mage, and will give you the key to the Arch Mage's Quarters and the Archmage's Robes.

The Staff of Magnus

Quick Look
  1. Travel to Labyrinthian
  2. Kill the Dragon Priest Morokei
  3. Retrieve the Staff of Magnus
In Depth

As the Containment quest comes to an end, you will be given the Torc of Labyrinthian, and the location of Labyrinthian will be marked on your map. Bring the Torc with you as it is required to enter the Labyrinthian indoor ruins, and travel to the ruins. Approach the Ceremonial Door and a ghostly after-image of a younger Savos Aren and five companions, Atmah, Girduin, Takes-In-Light, Hafnar Ice-Fist and Elvali Veren, will appear. Apparently, the late Arch-Mage had explored the ruins before; the apparition will replay certain dialogues and events as you progress through the ruins, although the number of companions diminishes until Savos is left as the lone survivor of the group, forcing Atmah and Hafnar ice-fist, the only surving mages, to stay behind and seal Morokei, a Dragon Priest away so he could escape.

The common path through the ruins detailed in the rest of the walk-through leads to an exit hatch located on top of a stone platform, directly southeast from where you arrive when fast-traveling to Labyrinthian, in line with the the circular barrow. This hatch can be reached and entered, allowing you access to a door that is "barred from the other side". However, if you want to get to this place after you've cleared the dungeon for access into the final rooms, use these directions. From the barrow, follow the path with stairs southeast, past the pillar. The platform is on the right, between the broken stone arch and the stone archway. Proceed through the archway and perform some creative jumps to your right to get on top of that stone archway. The hatch will be visible.

The Labyrinthian indoor ruins are fairly straightforward and guarded by a number of undead. The entrance room is littered with Skeleton corpses; at the opposite end of the room, on your right, you should find a random Alteration Spell Tome on an altar. You will proceed through a passage leading to a closed gate opening on a wide room. A lever on each side of the gate can be used to raise the gate, but it will fall down after a few seconds. A number of Skeletons await beyond the gate, as well as a Skeletal Dragon.

As you enter this zone, at the top of the stairs, on your right (west), you can find a chest hidden in the corner of an alcove. At the bottom of the stairs you will enter a room with a blue-glowing ice crystal on your right. Approaching the crystal will trigger Morokei's voice (which drains your Magicka), as well as activating a nearby Draugr and spawning a Frost Spirit. After the fight, you should cast a fire spell on the ice crystal and the wall beyond to open a secret doorway. If you have no such spell available, a Spell Tome: Flames is on a podium nearby.
Next, you will enter the Chasm room, where you will hear Morokei's voice again and you will face a couple of Draugr. The passageway you walk on as you enter the Chasm will spiral downward, but you can enter a side passage after the first turn. This leads to a small room (patrolled by a Draugr) where you will find the corpse of Draugr, the skeleton of a Novice Conjurer, an Arcane Enchanter, an Alchemy Lab, a Spell Tome: Equilibrium, and a variety of ingredients.
Back to the Chasm room, after another turn, the passageway will fork, with a bridge in front of you and a side passage continuing deeper into the Chasm. You will hear Morokei's voice once again, this time in intelligible language, and a Draugr patrolling the side passage may detect your presence.
Both directions (across the bridge and down the side of the Chasm) lead to the bottom of the Chasm. The bridge leads to a room where you will find a couple of Draugr, a few spare potions and some ingredients. Beyond, the cave leads to the river running at the bottom of the Chasm (a small passage on your right as you descend will lead to an Argonian corpse and a chest).
If you descend without crossing the bridge, you will find a Nirnroot. Either way, a door by the river at the bottom of the Chasm leads to the next section of the ruins. Approaching the door will trigger another message from Morokei.

The entrance to this zone is a small semi-flooded room with a Skeleton and a Draugr. Once you eliminate them, you can open a locked (Novice-level) gate on your left to enter a small passage with some additional loot (one Gold Ore, two chests). The passage leads at the top of the next room, which is accessible also without unlocking the gate and taking the right-hand side path, meeting a Skeleton on the way (and, if you check the water pool to your right, picking up 4 Malachite Ores). Note that if you can't reach the ores, hitting them with a weapon will allow you to eventually be able to pick them up.
As you enter the next room, Morokei speaks to you once again. The room is otherwise empty, and leads to a larger room where you will find a few scattered Skeleton corpses and a patrolling Troll. Three grated openings provide a view upon the next room, which is even larger, and is guarded by a group of Skeletons. There is also a lever-controlled gate, beyond which you will find a growing group of Wisps and a Wispmother. Kill the wispmother as fast as possible, as she will summon additional wraiths over time. Avoid using melee attacks as she will remain just past your reach. One method is to use fireball spells (the wispmother has a weakness to fire) while using the slow time shout to harm her while avoiding her attacks. As you approach the gate, Morokei will speak once more.

Past the Wispmother, you will find an area filled with short stone pillars, the coffins nearby hint it is a burial ground. Beyond, a sealed door with a fire burning in front of it awaits. As you approach, you will hear Morokei's voice one more time, and a Fire Spirit will spawn and attack. Once the spirit is dead, you need to cast an ice-based spell to the door in order to open it. If you have none available, you can use the Spell Tome:Frostbite or the ice-based scrolls found to the left of the door.
Beyond this door you will find a short passage and a gate leading into a circular room. As you enter, you will be treated to another vision of young Savos Aren. The next room is guarded by a skeleton, and a pair of ghosts: a Spectral Warhound and a ghostly Draugr Wight. Be careful as you approach them because Morokei will talk one more time, and the room where the ghosts are found has a trap door on the floor that can drop you onto more enemies. Bypassing the trap door, the passage continues into a small room where a pair of ghostly Draugr Wights await. Beyond, a Skeleton awaits, and a passage to the bottom of the trap door, where another pair of ghostly Draugr Wights will attack you. Finally, you will find a door leading to the next zone.

You enter the Tribune area through a tight passageway guarded by a few ghostly Draugr Wights (possibly accompanied by their Spectral Warhounds). Soon you will find a Spell Tome: Steadfast Ward on a podium and enter a corridor with a few Spellcaster Traps set up to cast a combination of Frost Bite, Fireball, and Flames as you enter their range. Frost runes have also been found on the floor of this corridor, and a Ghost Warhound or other guardian may await at the other end.

The passage leads to a ledge on a cave with a pool. From here you can climb up to a room with some additional loot and a couple of ghostly Draugr. Back to the ledge and down into the cave, you will face another ghostly Draugr (there is also a Gold Ore at the bottom of the pool).
At the bottom of the stairs leading out of this cave you will find a skeleton shackled to a wall; as you approach it, you will trigger another Magicka-draining effect from Morokei. To your left, a locked (Adept-level) gate leads to a few valuable items, among which an Honed Ancient Nord Greatsword of Scorching, and a Ancient Helmet of the Unburned sticking out of a brazier. To your right, more steps (and possibly another Magicka-draining trigger) lead to a door.
Beyond it you will find a throne with a leveled Draugr (capable of using the Disarm Dragon Shout), with a Spectral Warhound companion. Once the fight is over, you can approach the Word Wall for part of the Slow Time shout.
After the throne room, you will enter a corridor with a series of columns on each side. Progress with care, as you will trigger another Magicka-draining effect, and activate a group of Skeletons and ghostly Draugr (one of which should be able to conjure a Frost Atronach). Once the fight is over, check the sides of the corridor, behind the columns, for some ingredients and a few Ebony Ingots.
At the opposite end of the corridor, a brief after-image of Savos plays out, hinting that some of his companions have been lost or left behind, but the remaining members are determined to stick together and move forward. The door beyond this room leads to the encounter with Morokei.

As you enter the large room, Morokei is completely protected by an energy shield cast by two mages. Later events (an after-image from Savos' expedition) explain they are two of Savos' companions who sacrificed their lives to keep the Dragon Priest in check. You need to attack the mages for them to interrupt their casting and initiate the fight with Morokei himself. A variety of strategies and techniques can be used to win this encounter; here are the most common suggestions and tips:
  • Against the Mages:
    • Drainspell Bows (from the ghostly Draugr encountered in Labyrinthian) have been proven to be effective against the mages protecting Morokei;
    • The mages can be targeted from the corridor leading to the room, allowing you to replenish your resources before engaging Morokei;
    • The mage on the higher platform commands a vantage point within the cave; you may want to take his place;
  • Against Morokei:
    • Morokei can conjure a Storm Atronach, although it seems he will not summon the Atronach again once you kill it;
    • Morokei can Command Daedra, turning your own summoned Atronachs against you;
    • Morokei seems to prefer ranged and magical attacks, avoiding close-up quarters;
    • The platforms around the walls of the room provide defensible positions that should provide you with an edge in the fight;
    • It appears that if you can back him into the small pool in the room, he cannot get out of the water trapping him, but he can still fight back.
    • You may be able to use the doorway to the room where Morokei is found as cover by engaging him from the distance and stepping to the side of the door or closing the door: Morokei will not remain within the room giving you the opportunity of recharging your spells and taking aim.
Once the Dragon Priest has been defeated, collect both Morokei's Mask and the Staff of Magnus. There are three chests in the room, including one underwater (protected by a single Slaughterfish).
Proceed into the exit path, and you will see one more apparition of Savos, leaving the room by himself and sealing it up to keep the Dragon Priest contained while bemoaning the fate of his companions. As you open a gate to the next room, Estormo, a Thalmor associate of Ancano will appear on your path. Apparently Ancano wants the staff kept safe and you dead.

Once this fight is over, you can check the chest on the side of the room for some valuable items, leave Labyrinthian, and return to Tolfdir.

Containment

Quick Look
  1. Head to the Great Hall
  2. Find the Arch-Mage
  3. Head to Winterhold and defeat the 10 Magic Anomalies.
  4. Once clear, report to Mirabelle Ervine
In Depth

After regaining consciousness and speaking to Mirabelle Ervine, head to the College’s central courtyard. There you will find the Arch-Mage’s body and a group of mages. One of the mages will mention that the release of magical energy has caused Magic Anomalies to infest the town of Winterhold and that the town needs help. Go across the bridge to the town with a few of your fellow mages to defeat the ten Anomalies. Once you have secured the town, return to the College and talk to Mirabelle Ervine. She will give you Savos Aren's Amulet and the Torc of Labyrinthian and tell you to find the Staff of Magnus in Labyrinthian.

Revealing the Unseen

Quick Look
  1. Speak with Mirabelle in Winterhold College.
  2. Travel to the ruins of Mzulft and listen to Gavros Plinuius.
  3. Make your way to the Mzulft Aedrome and recover the Focusing Crystal from a levelled boss.
  4. Find a key to the Oculory. Open the door to the Oculory and meet Paratus Decimius.
  5. Speak to Paratus and follow his instructions.
  6. Align the beams of light of the Oculory, and activate it.
  7. Speak to Paratus again.
  8. Leave Mzulft and return to Savos Aren in Winterhold College.
  9. Help Savos and Mirabelle bypass a ward.
  10. Watch the scene, exit to the College courtyard, and protect Winterhold.
In Depth

Arch-Mage Savos Aren has mentioned that Mirabelle was talking about the Staff of Magnus not too long ago. Ask her what she knows about it and its whereabouts. She will direct you to Mzulft, as a group calling itself the Synod have approached her and asked her about the location in a secretive manner.

As you enter Mzulft, you will find one of the members of the order; he will mention the Falmer and die. His corpse yields a key necessary to continue into the ruins. Mzulft is a fairly lengthy Dwemer Dungeon with many Dwemer items and the usual mix of dwemer automatons, as well as a few encounters with Falmer and Chaurus.

As you reach the Aedrome, you will meet a levelled boss Falmer with a Focusing Crystal in his possession. Defeat him and loot the Crystal, which will become necessary once you enter the Oculory. However, your way is barred by a locked door. Turn back - straight across from the locked door (straight east from the locked door, in the same room, there is another, unlocked, door) - and follow a little further into the ruins, to find a room with dead Falmer a levelled Dwemer Centurion or other boss automaton. Destroy the automaton and loot the Key to Oculory from a chest in the same room.

Head back and open the locked door; behind which you will find another closed door. No key is required to open this door, though, as you will hear a voice from the other side once you approach it. This is Paratus Decimius, another imperial mage, who will assume that you're Gavros and then open the door. Talk with him and explain what you're looking for, deciding how much you want to tell him. Finally, tell him that you've recovered the Focusing Crystal: he will then lead you to the Oculory.

You will reach a room with a huge spherical device in it and a domed ceiling. The ceiling has three horizontal blue bands, with a large mirror on each band. Paratus will lead you to the top, and will tell you to place the Crystal in the device, at which point three reflected beams of light will be generated from the beam entering right at the top of the dome. Next, you need to focus the Crystal by casting Fire and Frost spells on it until each beam reflected by the device is pointing to the middle of one of the bands, one beam for each band. Finally, you have to use the buttons on a pedestal overlooking the device to rotate the bands in the ceiling so that the mirror on each band intercepts its respective light beam. Each button controls one of the bands.

When you're done, Parathus will comment that this is not what he was expecting; go down to see what he's talking about. On a wall under the pedestal is now shown a map of Tamriel (mostly just northern provinces and Cyrodiil). Parathus will tell you that the Synod members were searching for a way to scan the continent in order to find powerful sources of magic. The map is showing only two major magical sources: one in the College of Winterhold (it's the Eye of Magnus, but you don't have to tell him that if you don't want to), the second in Labyrinthian. Parathus will presume that the Staff of Magnus is in one of the two places, but will mostly complain about the College interference. As you leave Mzulft, you will receive another vision from Nerien, urging you to return to Winterhold immediately, where you will be called upon to take swift action.

As you enter the Hall of the Elements, you'll see Savos and Mirabelle looking at a strange magical barrier, blocking your way to the Eye. It seems that it's a deed of Ancano, who's doing something with the orb. Mirabelle will start casting a Destruction spell on it; Savos will ask you to do the same and will then join you in casting. When the ward is dispelled, go with your superiors inside the Hall. You'll see Ancano casting a spell on the Eye; as Savos approaches him, he won't be interested in conversation but simply renew his effort on the casting; the intense magical energies will blow you away and you will pass out.

When you regain consciousness, you will see Mirabelle sitting nearby, breathing heavily. She will also ask you to search for the Archmage, starting the Containment quest.

Good Intentions

Quick Look
  1. Speak with Tolfdir
  2. Listen to Tolfdir
  3. Follow Ancano
  4. Speak with Quaranir
  5. Find the Augur of Dunlain
  6. Report to Savos Aren
In Depth

Speak with Tolfdir in the Hall of the Elements and he will marvel at the Eye of Magnus that was retrieved from Saarthal. He will explain how the markings are something they have never before witnessed, and that they do not appear to be Elven, Daedric, or Ayleid.

Ancano will interrupt your discussion and demand you follow him to meet a mysterious visitor who has asked to speak with you. Follow Ancano to the Arch-Mage's quarters and you will meet Quaranir, another representative from the Psijic Order (the first was Nerien, met during the Under Saarthal quest). He will freeze time as he speaks with you. He will explain that you must prevent anyone from using the Eye of Magnus, as "the world is not yet ready for such power." He suggests that you seek out the Augur of Dunlain, somewhere within the college, who may be able to give you better guidance.

As your conversation with him concludes, Ancano and the Arch-Mage will appear confused because Quaranir had frozen time in order to speak with you in secrecy. Ancano will become highly suspicious of you and the monk and warns that he will eventually figure out what's going on.
Speaking to the various mages at the college about the Augur will usually direct you to either Tolfdir or Mirabelle Ervine for more information. You can either persuade Mirabelle to tell you where the Augur is, or talk to Tolfdir, who will reveal the location immediately. He will also provide some additional background information. Either way, you learn that the Augur can be found in The Midden.

You can access the Midden from a trap door in the northern corner of the College's courtyard, or by a stairwell in the Hall of Countenance. Making your way to the Augur of Dunlain is relatively easy. You will likely encounter a few Ice Wraiths and Frostbite Spiders along with a small number of undead, such as Draugr or skeletons. If you have received the quest J'zargo's Experiment, this is an ideal place to complete it by using his Flame Cloak scrolls against the undead enemies.

Perhaps the Midden's most interesting feature is the the Atronach Forge, found on a lower level near a door leading to the Midden Dark zone. This produces various kinds of magical effects and items, the most powerful of which are available to you only when your conjuration skill reaches 90.
Proceed into the Midden Dark, which contains a curiosity called the Relic Index Finger. See The Midden location page for details. There is also an alchemy table on which sits an alchemy skill book. Eventually you will reach a door. When you approach it, the Augur will warn you from the other side that your efforts will only end in disappointment. The door will then open.

The Augur, appearing as a radiant orb, will inform you that others have sought the Eye of Magnus before you and have thereby met their ruin. Ancano is searching for the key to its power as well, and you are told that your paths will cross. The Augur will inform you that The Staff of Magnus is required to avoid the "disaster of which you are not yet aware." You are directed to inform the Arch-Mage (Savos Aren) that the Staff is needed, and then the Augur will vanish.

You will likely find Savos Aren in the Hall of the Elements with The Eye. Informing him of what you have learned will complete the quest, and activate Revealing the Unseen. You will be rewarded with a leveled item, the Mage's Circlet.

Hitting the Books

Quick Look
  1. Speak with Urag gro-Shub.
  2. Find the three stolen books in Fellglow Keep.
  3. (Optional): Free Orthorn.
  4. Return the books.
In Depth

Find Urag gro-Shub, who is probably in The Arcaneum. He will tell you none of the books in the library at the moment can help on the topic of the artifact found Under Saathal. However, he suspects that three books that have been removed from the library could help your research. The books were stolen by Orthorn, a former member of the College that has left to join a group of renegade mages in Fellglow Keep.

Travel to Fellglow Keep, and make your way through the Fellglow Keep Dungeons. In one of the holding cells you will find Orthorn, who will beg you to set him free. If you do, he will offer to come with you while you search for the books. As you progress further, you will find an unusual gem on a table in an upstairs room, to left of a door that is barred from the other side. You may encounter a Frost Atronach and several mages in the downstairs area.

Make your way through Fellglow Keep Dungeons, Fellglow Keep, and reach the Fellglow Keep Ritual Chamber, where the three books are found, guarded by The Caller. You may chose to trade the books for Orthorn, persuade The Caller to let you have the books, or fight her for them If you choose to fight, there are some elemental resistance potions and spell scrolls just outside the Ritual Chamber that may be helpful.

If you have an invisibility potion or spell, you can use it immediately following the conversation, before she conjures up her assistants, then attempt to remain undetected and kill her stealthily from behind. You could also agree to trade Orthorn for the books, then sneak up behind her and kill her. Alternatively, you can make yourself invisible when the conversation ends, then hide behind one of the bookstands in an alcove until everyone calms down. If you don't want to kill her, the book she is reading is the most difficult to get, as she is apt to notice you taking it. If taking this approach, you must also pick her pocket for the key to the exit door.

If your Speech capabilities are good enough, you may be able to convince The Caller that you will just take the books and leave, causing no further harm. If you are holding a grudge against her, this is an excellent time to sneak behind her and finish her off.
The books to be collected are: Night of Tears, The Last King of the Ayleids, and Fragment: On Artaeum.

Return the books to Urag gro-Shub to complete the quest and receive your reward.

Under Saarthal

Quick Look
  1. Meet Tolfdir and the trainees outside Saarthal.
  2. Follow Tolfdir into the ruins.
  3. Find Arniel Gane and help him find some artifacts.
  4. Use the Saarthal Amulet to escape the trap.
  5. Follow Tolfdir deeper into the ruins.
  6. Discover the danger within Saarthal.
  7. Talk to the Arch-Mage and receive your reward.
In Depth

First, head off to Saarthal and wait for Tolfdir and your fellow trainees or just join them for the way. When all have arrived, follow them into the ruins. Once inside, Tolfdir will tell you to help Arniel Gane, a fellow mage researching the ruins, in finding magical artifacts. Follow the path till you meet Arniel; he will ask you to find 4 artifacts. They are all close-by: 3 Enchanted Rings, and 1 Ancient Amulet. When you pick up the amulet, it will trigger a locking mechanism and you will be trapped in the small area. Talk to Tolfdir through the gate and he will suggest to try and use the amulet. The Amulet will be listed in your equipment as Saarthal Amulet, and wearing it will trigger a resonance effect with the wall from which you picked it. Tolfdir will wonder if this effect has any impact on your spells, which is your hint: cast any of your spells to the wall and it will break down. At the same time, the gate behind you will be released and Tolfdir will join you.
He will then start exploring the new passage and you should follow him. You will enter a small room where a ghostly apparition of Nerien will warn you that you have apparently set in motion a series of events which will test you. Nerien says "you alone can avert the disaster" and that the Order will be watching you, but reveals nothing more. Once the apparition disappears, you will find out that Tolfdir did not see any of it, although he felt something was happening. You will inform him of Nerien's message and he will be quite surprised to hear about the Order's involvement (since the Saarthal's ruins are not associated with their faction). He will then suggest to check out the surrounding coffins.
Two Draugr will attack right away, and reveal a passage to further depths, and a lever-activated grate. Beyond, a circular room is populated by a few Draugrs ready to attack your group. Once you dispatch this group, Tolfdir will say he wants to examine the room closer, but that you should press on and find out what might be lurking ahead. The only other exit from this room is a door locked out of reach, but easily accessible (by activating the two chains on the sides of the door), leading you to the next zone.


In the first room of this section, you will find a group of Draugr (including, possibly, a shout-capable Draugr Scourge), and a magic trap (fire rune). Once you clear the area you can climb the stairs and check above the side where you entered from for a locked (Adept-level) chest. At the opposite end of the room (South-East corner), you will find an unlocked chest and a door, leading to a down-ward passage with a pressure plate trap, another unlocked chest, and more Draugrs. Beyond lies a catacomb with 6 rotating pillars, a locked gate and a lever.

First Puzzle: You will have to rotate the pillars until they are in the correct place, then pull the lever. The answer to each pillar is on the wall behind the pillar.
Continue exploring the ruins, watching out for Draugr and traps (mostly pressure plates and magic runes). You will encounter a level dependent Draugr, and eventually you will be faced with another lever-activated locked gate.

Second Puzzle: The four pillars close to the gate must be arranged according to the symbols displayed by the four statues right before them. However, some of the pillars, when activated, will move some of the other pillars as well. The easiest way is to find out which pillar has what reaction and then start with the one who moves the largest number of other pillars, working your way down. When the pillars are in the proper position, activate the lever to open the gate. Alternatively, just start with the first pillar as soon as you walk into the room on your left and work your way around clockwise, turning each pillar just once.
Tolfdir will catch up with you right before a large room with a massive floating orb. As you walk into the room, a Draugr will animate and attack. He is named Jyrik Gauldurson and will be essentially immune to damage until Tolfdir approaches the orb and starts draining its power. At that point you can fight and defeat Jyrik. He will glow with sparks, flames, ice, or some combination thereof during the fight. He can be injured by elemental magic that he is not glowing with. For example, if he is flaming and has sparks coming from him, he can only be injured by ice magic. However, he is not invulnerable to other methods of attack. On the PS3 with all recent patches intalled, Jyrik was quite vulnerable to physical damage as expected, as were his summoned frost atronachs.
Once Jyrik is dispatched, Tolfdir will tell you to reach the Arch-Mage at the College, while he remains behind to keep an eye on the artifact. Check the room for loot, including a Gauldur Amulet Fragment, the Writ of Sealing for Jyrik (related to the Forbidden Legend quest), and a Staff of Jyrik Gauldruson. Make your way through the door behind the orb to enter a room with a chest and a Word Wall (with a word of the Ice Form shout). Follow the passage for a shortcut back to the first area of the ruins.

Talk to the Arch-Mage in the College. He will thank you, give you a Staff of Magelight, and ask you to check with Urag gro-Shub for any possible lead regarding the nature of the artifact, initiating the Hitting the Books quest.

First Lessons

Quick Look
  1. Approach the bridge to College of Winterhold.
  2. Speak to Faralda.
  3. Prove your ability OR persuade her you don't need to.
  4. Cross the bridge and enter the courtyard
  5. (Optional)Speak to Mirabelle Ervine
  6. Enter the Hall of the Elements
  7. Listen to Tolfdir's lecture and participate.
In Depth

Following the main path past the ruined building in Winterhold, you will come to a large but narrow bridge. Standing at the start of the bridge is Faralda. She will ask you about your intentions and what you expect to find on entering the college. Whichever option you choose, she will continue by saying that you must take a small test to show you have some degree of skill with magic.
If you agree, she will randomly select one spell from any one of the five schools of magic for you to cast. This may be:
  • Casting a Firebolt at the eye-shaped seal next to her.
  • Summoning a Flame Atronach on the seal.
  • Casting Fear at the seal.
  • Casting Healing Hands on her.
  • Casting Magelight at the seal.
If you do not have the spell she asks of you, she will offer to teach it to you for 30 gold. This is an easy and cheap way to learn any one of the above spells, if you do not already possess them.
You must cast the spell at the circular impression in the floor behind her. Casting the spell in any other location will not progress the quest.
Alternatively, you can attempt to Persuade her and avoid this test, or if you are here for the main quest Elder Knowledge you can tell her you are Dragonborn after which she will ask to see a shout. Either of these will get you in without needing to cast a spell.
Regardless of which path you take, Faralda will allow you across the bridge and direct you to Mirabelle Ervine.

After you speak to Mirabelle Ervine, she will want to give you a tour of the facilities. Before that, however, she will give you two items to wear (although wearing is not mandatory for membership): a Novice Hood (+30 to Magicka) and a Novice Robes of Destruction (-12% to Destruction Spell Magicka Cost, Magicka regenerates 50% faster).
As the player follows her around, she will point and explain the few areas and what their purpose is.
She will lead you to your new quarters, which is an Apprentice room held in a circular chamber with 5 rooms total. One for each of the apprentices, and one for Tolfdir. Your room is the first on the right, which includes a bed, a drawer, some starting items such as a few soul gems.

Upon completing the tour, she will ask you to join the lecture hall and listen to Tolfdir. Tolfdir will start talking to you and your 3 other peers. Their anxiety is palpable. Your peers will badger the professor to teach them the practical magical knowledge, eventually asking you for what you think. Even if your dialog choice is "I think safety is important and should be learned first", Tolfdir will still cave in and ask you to perform a protection Ward spell. If you do not have this spell, he will give it to you freely. You will be asked to cast the spell and fend off his attack with it.
After you successfully defend yourself from one of his fire balls, the quest is finished, and the next quest will automatically begin.

College of Winterhold: College Objective Quest

Quick Look
  1. Hear or ask about the College of Winterhold
  2. Travel to Winterhold, and approach the College

Bards College: Rjorn's Drum

Quick Look
  1. Giraud Gemane within Bards College has requested that the player retrieve Rjorn's Drum from the ruins of Halldir's Cairn.
  2. Travel to Halldir's Cairn, defeat the monsters present and retrieve the drum.
In Depth

To receive this quest, one must have already completed Tending the Flames. When that quest is completed and you are a full member of the Bard's College, you can speak to Giraud Gemane, who is usually found in the Bard's College, and he will ask you to retrieve Rjorn's drum in Halldir's Cairn. Halldir's Cairn is a cave located southwest of Falkreath.

Travel to Halldir's Cairn and enter it. In this room, there will be a rather noticeable pillar of energy. Next to it are strewn several bodies, and on a nearby pedestal lies a journal detailing their demise and a key to the locked door ahead. Go through the door and up the stairs and you will be confronted by several ghost enemies. Continue, and go through the closed door. At the intersection you can go right, but watch out for the plate which activates a swinging spike wall. Behind it there may be a Potion of Extreme Healing. To continue towards the drum take a left at the intersection and follow the hallway, fighting ghosts. You will come upon a throne with a seated draugr, which will then proceed to attack you. Defeat it and activate the lever behind the throne to open the iron gate. Go through and fight the assorted ghosts and draugr. When you come to another gate and lever, look around the rooms on the walls to find a pillar puzzle. The pillar should match the two pictures on the ceiling opposite it. Pull the lever to open the gate. There is also a locked door with a locked chest behind it in these rooms.

Continue and take a right at the next turn, fighting two more ghosts. Going straight will yield a chest and some burial urns. Follow the corridor until you come to a large room with a blue energy pillar in the center similar to the one near the entrance. A powerful draugr (Halldir) will be immersed in it. Begin fighting him, but he will soon disappear leaving you to fight his clones, some of which have very powerful spells. After defeating his clones, Halldir will reappear and you will be able to finally kill him. The drum, and other loot, is in the chest next to the throne. You can also pick up Halldir's unique staff. For a quick exit simply open the trap door in the middle of the room and you will find you are right over the entrance room, and that was the same energy pillar. Use the three ledges to break your fall. Exit the cave and head back to the Bard's College in Solitude.

Find Giraud Gemane, most likely in the Bard's College, and give him back the drum. He will thank you and boost all warrior skills (two handed, one handed, smithing, block, heavy armor, and archery) by 1.

Bards College: Pantea's Flute

Quick Look
  1. Talk to Pantea at the Bards College.
  2. Travel to Hob's Fall Cave and find her missing flute.
  3. Return to Pantea for your reward.
In Depth

When the Fire Festival marks the end of the Tending the Flames quest, talking to Pantea will make her say: "That damn fool! I should wring her neck!" When asked to elaborate she will explain about a foolish student, Larina, who stole Pantea’s Flute and sold it to a bunch of Necromancers. Pantea is understandably upset as the Flute has been passed down through seventeen generations, so she asks you to retrieve it for her – right away.

A mapmarker will now point you towards Hob's Fall Cave, a Necromancer Den east of Frostflow Lighthouse in the Winterhold region. While the cave itself seems straightforward, it has quite a few secrets worth exploring, so enter and take a look around. The ledge overlooking the first room is where you will return after a successful trek, so locate the icy path to the left and make your way through the tunnels and fight the hostile Necromancers guarding the desk with a soul gem and a treasure chest. Proceed forward until you reach a suspension bridge. Look over the edge and notice the Necromancer camp deep down below, with an Alchemy Lab and several bedrolls. Use the ledges to jump down for a surprise attack, then loot the camp for a rare Unusual Gem and the Restoration skill book The Exodus.

Head back up and use the path to get back on track then fight the Necromancers guarding the next room. Examine another Arcane Enchanter for a copy of the Enchanting skill book Enchanter's Primer, then activate the pull chain and either dodge or destroy the Spellcaster Traps. The final room is guarded by three Necromancers and contains the chest with the Flute, a black soul gem, and a locked cage with a deceased Redguard. Jump down from the ledge and exit the cave the way you came.
Back in the Bards College, Pantea will be overwhelmed with joy and will teach you a few tricks she learned while playing for the Winterhold Wizards, specifically a one-point boost to all your Magic skills.

Bards College: Finn's Lute

Quick Look
  1. Talk to Inge Six Fingers
  2. Locate Finn's Lute in Stony Creek Cave
  3. Return for your reward
In Depth

Right after the Burning of King Olaf ends the quest Tending the Flames talking to the otherwise strict Inge Six Fingers will reveal that she is sad. When asked, she will reveal the reason. A year ago, a bunch of thieves broke into the College and stole her most precious item, the very first 8-course Lute ever created, namely Finn's Lute. As the Dean of Lute, Inge has been devastated ever since, but recently learned the location of the thieves, specifically Stony Creek Cave, a cave in southeastern Eastmarch.

A small pond hides the entrance to the cave, complete with a dock and a boat. Upon entering, the sight of a waterfall and a dead Breton hanging from a tree trunk hints at things to come. Follow the only available path upstream and fight the expected Bandits trying to protect their treasure. When the path splits in two head right and beware of the swing mace trap right before the chamber with the Bandit Leader. Pick the fight and search the body for Treasure Map X, then look around the the area for interesting items, including the Illusion skill book Mystery of Talara, Part 4, an Unusual Gem, along with a few ingredients and an Alchemy lab. Finally, open the chest and claim the Lute and some valuable loot.

Before exiting the cave, it is possible to investigate the rest of the cave which will net you another fight against a Bandit, along with a locked treasure chest, two moonstone veins and a waterfall hiding a shortcut from Kagrenzel. Exit the mine the way you came and return to the Bards College. Back at the College, Inge Six Fingers will be overwhelmed with joy; as she is unable to pay what the Lute is worth, she will instead teach you a few tricks she has picked up over the years, and raise all your Stealth skills by one point.

Bards College: Tending the Flames

Quick Look
  1. Locate the Bards College
  2. Learn about the Festival and Jarl Elisif the Fair's plan to cancel it
  3. Travel to Dead Men's Respite to receive a missing Verse
  4. Return to the Bards College and pay a visit to the Blue Palace
  5. Participate in the Festival
In Depth

All over Skyrim, the Bards performing at the various inns and taverns will point you towards the Bards College in Solitude. When you enter the building, you will be greeted by Headmaster Viarmo; he will explain a bit about the college and will proceed to hand you a task as part of your application to join. He explains that the ancient college ritual The Burning of King Olaf is about to be canceled due to the recent assassination of High King Torygg. The grieving widow, the newly-promoted Jarl of Solitude, Elisif the Fair reasons that burning a King in effigy is distasteful at this time and wants the festival shut down. The Festival itself is centuries old and is, according to Viarmo, held to celebrate Solitude and the heroic acts of the mythical King Olaf who apparently slew Numinex, a fearsome dragon who terrorized Skyrim during the First Era.

To ease the mind of Elisif and thus save the Festival, Viarmo wants to recite King Olaf’s Verse, originally a part of the Poetic Edda, but lost for thousands of years. The Poetic Edda is a living history of Skyrim, written by each bard studying at the College and as such, a precious item. King Olaf’s Verse was Svaknir’s contribution to the Edda and dared to question the heroic acts of King Olaf, the very King to whom the Festival is held. Because of the Verse, King Olaf sentenced Svaknir to death and all copies of the Verse burned. The residing Dean of History, Giraud Gemane, suspects that the lost Verse can be found inside Dead Men's Respite, which he also believes to be the burial tomb for King Olaf himself.


The ancient barrow is located in the mountains southwest of Morthal and you will, immediately upon entering, notice a strange ghost wave at you, then disappear through the sealed entrance to the north. Pick up the Ruby Dragon Claw from the table, which will cause four of the previously dead Draugr enemies to reanimate and attack, but will also raise the gate and allow you to follow the ghost. It soon becomes clear that the ghost shows you the correct path, so follow it and pull the chain at the dead end. The next area is a maze-like tomb where you will have to pull several chains to open up different areas. Use your map to your advantage and make sure to access the easternmost room for a copy of the Speech skill book The Buying Game, guarded by a well-placed Battering Ram. Watch out for several Draugr and frostbite spiders and continue north. Beware of the pressure plate at the foot of the stairs, which will release a flame trap. Fight the spiders in the next room, loot the shelves for some potions and soul gems then pull the chain, which will open the grating in the floor and reveal a watery pit. Take the jump and proceed forward to a chamber with several enemies, including an archer on the ledge above. Proceed to the level above and open the gate, which will trigger several swinging blade traps (at the bottom-right corner of the gate you will find a trigger for the trap, which you can remove by picking the Adept-level lock), so cross the bridge carefully and pull the chain to make them stop. Go up another level and open the huge door.

At the end of the next tunnel, use the Arcane Enchanter if you must, then turn around and watch your ghostly guide disappear through yet another door; due to a magical seal you are not allowed to follow, so make your way through another set of catacombs and fight the residing Draugr. The locked door hides a master-locked treasure chest, with a boss-leveled amount of gold. In the next chamber, the gate will shut behind you and five Draugr will attack. After the battle, explore the southeastern room for a chest, but beware of the Dart Trap protecting it. Pull the chain and head down the path. Activate the handle and watch the rock wall lower and behold the sight of the ghost sitting next to the mummified corpse of Svaknir, the Bard executed for questioning the King in ancient times. You cannot interact with the ghost, but the corpse still holds the forbidden Verse, so claim it and learn the truth behind the annual Festival in Solitude. As soon as you take the Verse, the ghost disappears and you will have no choice but to backtrack through the Catacombs.

On your way back, you will encounter the Ghost of Svaknir near the magically sealed door. He will turn towards the door and break the barrier and run headfirst into the Chamber. Follow him to a Nordic puzzle door; it is finally time to investigate the Ruby Dragon Claw you found when you initially entered the barrow, so take an extra look and you will find the symbols Wolf, Hawk, Wolf, so adjust the corresponding images for the three rings on the door, then insert the claw in the keyhole. Proceed forward and equip yourself for a lengthy battle.

In the final chamber, the ghost of Svaknir will stand in the middle of a small pond, surrounded by Draugrs all seated on thrones. There are eight on the ground floor, and an additional four on the ledge in the other end of the room. Everything seems quiet, until you get close to the ghost. He will then shout out:

His words will make the entire room tremble and the first wave of Draugr enemies will rise from their thrones and attack. As a ghost, Svaknir is immortal and will pick up the fight, so do your best to help him out. When all eight enemies are slain, Svaknir will shout:

This will make the four Draugr on the ledge rise and attack, so once again help Svaknir get his revenge. These Draugr are all higher level than the first ones, but Svaknir will once again prove his skills and help you defeat them. When they are dead, he will finally shout out: "Olaf!" This will finally cause Olaf One-Eye himself to burst out of his coffin screaming: "Insolent Bard. Die!" He will then attack the both of you, so do your best to avoid his attacks and beware of his ability to disarm you. He can be a tough opponent, but will eventually fall to the ground and die. The tormented soul of Svaknir will finally be set free; he will head to the nearby door, pull out his lute and disappear in a ray of light. Loot Olaf’s corpse for a leveled weapon and the key to his treasury, then examine the wall behind his coffin for a Whirlwind Dragon Shout. Unlock the treasury door and examine the area for considerable loot, then pull the lever and make your way out of the barrow.

Back in the College, Viarmo will be overwhelmed with joy when you hand him the Verse, but will soon be disappointed. He complains about the quality of the rhymes themselves, and, even worse, that some of the writing is unreadable due to age. He will, however, accept a suggestion about making the missing parts up, simply to save the Festival. The next step will involve him reciting the poem and you making up the missing parts. Reading the book Olaf and the Dragon, found in the upstairs library, will give more background about the deceitful King. Although there is no correct version, how much the court likes what you make up will affect your reward. The persuade options in particular will be very well received at court. Once Viarmo is convinced that the Verse is worth reciting to the Jarl, he will leave the College and heads towards the Blue Palace, and he will invite you along.
Choice #1
1. Olaf found him asleep
2. Olaf made a deal with Numinex
3. Olaf was Numinex A dragon in human form! (Persuade)
Choice #2
1. Olaf ordered disguised troops to attack Solitude?
2. He convinced Solitude to attack Winterhold
3. He sacked it and used magic to blame Solitude
4. Olaf sacked it in dragon form (Persuade)

Option 4 from choice 2 is only available if beforehand you choose option 3 from choice 1. These rewards may be leveled, but they are confirmed for at least a level 41 and a level 63 character.

In the Blue Palace, you will find Viarmo in the lobby, waiting for his audition with Jarl Elisif the Fair. Ask him if he’s ready and follow him up the stairs, then watch while he recites the embarrassing truth about the legendary King Olaf to the Court. At the conclusion of the verse, Elisif will admit that Olaf was indeed a thief and a scoundrel and that the Festival is a celebration of Solitude and a condemnation of false Kings. She will reinstate the Festival and promise Viarmo a decent reward for the College. He will then turn to you and express his gratitude, even if he still will not promote you to Bard; you will have to wait until the Festival, when he will declare you a Bard in front of all College members.


He then tells you to seek out Jorn and tell him to finish the preparations for the Festival. He will then leave Blue Palace and you are free to decide when to start the festival. Back in the College, Jorn will be excited about the news and will start right away, with a request to meet him after dark, and then the festival will be on. Wait around until 8pm then approach him again. He will then lead you around the College, to the courtyard where every member of the College is gathered, along with several residents and the resident Bards from the local inns. Talk to Bendt or Evette San for free snacks, then watch and listen as Viarmo sets the effigy on fire and declares you the newest addition to the Bards College. All guests will applaud and Viarmo himself will seek you out and explain that several College professors will have jobs for you and that the burning of the King will now be a weekly event. Finally, he will hand you your reward, a leveled amount of gold, and leave you alone with the burning King Olaf.

Bards College: Investigate the Bards College

Quick Look
  1. Speak to any bard in Skyrim
  2. Speak to Viarmo at The Bards College
In Depth

Speak to any Bard you meet in Skyrim. Bards can be found wondering around the countryside or in taverns. The bard will suggest that you should investigate The Bards College. Following their advice, go to Solitude and speak to Viarmo.

Main Quest: Dragonslayer

Quick Look
  1. Meet with the heroes of Sovngarde
  2. Coordinate your shout with theirs to clear Alduin's mist
  3. Defeat the World-Eater in combat
In Depth

Leave the Hall of Valor and cross the Whalebone Bridge to the edge of the Shadowed Vale, where your Nordic brethren are gathered. They are eager to slay Alduin just as much as you are. When the three heroes have assembled you will take your place by their side. Once you have done so, one of them will suggest that you all use the "Clear Skies" Shout together to blow away the mist - your companions will wait for you to shout then use their Thu'um as well. You need to do this three times when requested, as Alduin covers the field in mist again the first two times you clear it away. After your third shout, the mist dissipates, Alduin becomes enraged and flies towards you and the final battle is joined.

This is when you begin your last fight with Alduin. Alduin launches a barrage of fire attacks at you, the Nords, and any of the lost souls that have been freed from their permanent fog. Alduin's rain of fire ability hits a large AoE so have wards, healing spells and/or potions ready.

To defeat Alduin, you must once again strike him with Dragonrend to force him to land. Until you do, he is invincible and will take no damage. While on the ground, it is relatively easy to kill him due to the fact that the three Nord heroes will help in the battle. Alduin is basically the same as every other dragon the Dragonborn has thus encountered: melee from the sides to avoid the potent tail attack, have a shield handy if you're planning to go head to head. For archers, Alduin is just as susceptible to potent poisons as other living creatures. Hit from a distance with high damage lingering poisons and he will stay down fairly quickly. For magic users, the "Marked for Death" Shout is very useful as it increases his susceptibility to damage from spells.

After you strike the killing blow, Alduin writhes in agony and his soul begins to vanish. Alduin thrashes on the ground as his soul leaves his corporeal form. As his essence drains away, a black tar like skeleton is revealed underneath. His form continues to corrode, fading into wisps and with a final, thunderous spasm, Alduin is torn apart; not even his skeleton remains in this afterlife.

Tsun awaits.

As the mist of Alduin's soul snare dissipates and the sky clears, Tsun congratulates you on your mighty deed, as do your three helpers and all the characters lost in the mist, who will make their way to the bridge. Before leaving Sovngarde, Tsun teaches you the Call of Valor shout which allows you to summon a hero from Sovngarde to fight by your side. When you are ready to leave, talk to Tsun and he will shout you back to Tamriel.

You will be returned to the Throat of the World. Several dragons are perched there, all acknowledging the Dovahkiin and the destruction of Alduin World-Eater, and one by one they depart. If you did not already kill Paarthurnax, he will have a final conversation with you, and expresses hope to convince other dragons to join the Way of the Voice. Afterwards, if you are still on the mountaintop, Odahviing will come to admit his allegiance to you so that you may freely use his Thu'um to call him, though he warns that not all dragons are willing to follow Paarthurnax's example.
Congratulations! You have completed Skyrim's Main Quest, and may now continue your adventures.

Saturday, March 3, 2012

Main Quest: Sovngarde

Quick Look
  1. Once you've entered Sovngarde, continue down the path
  2. Find out how to defeat Alduin
  3. Gain admittance to the Hall of Valor
  4. Talk to the heroes of Sovngarde
In Depth

The player is transported to a misty realm, filled with statues of Nord warriors. The mist has no noticeable effect and can be temporarily cleared with the Clear Skies shout, but it quickly rematerializes. Upon continuing down the stone steps, the player is stopped by a Stormcloak soldier who says that the mist is extremely dangerous and that you should not go in. He died fighting the Imperial Legion, and all his companions have been swallowed up by the mist, where, he says, Alduin lurks, devouring souls. He also tells you that at the end of the valley of mist lies Shor's Hall, where the heroes of Sovngarde gather. He begs you to allow him to follow you.

True enough, Alduin will periodically swoop in and grab many of the fallen Stormcloak and Legion soldiers in the misty valley. On the way, you may run into High King Torygg, and you may see heroes such as Kodlak Whitemane, Ulfric Stormcloak, or Legate Rikke, if they had previously died during your journey. Once clearing the mist, you'll reach the edge, and are stopped by the gate guardian, Tsun. He challenges your right to enter the Hall of Valor, and declares that you must prove your worth in a warrior's duel. He is fast and deals an exorbitant amount of damage, so if you are having trouble beating him, you can run back down the steps and into the water, as he will stand at the edge and be unable to attack you. Fire spells work particularly well against him. It's important to note that if you attempt to sneak past him and go on the bridge anyway, you will be obliterated by a lightning strike.

Inside, you are greeted by Ysgramor, founder of the Companions and harbinger of men, who asks you to speak to the Nord heroes of old who battled Alduin (as seen in the Elder Scroll): Gormlaith Golden-Hilt, Hakon One-Eye and Felldir the Old. The Hall is filled with Heroes of Sovngarde, including some very notable ones, such as Jurgen Windcaller, the founder of the Greybeards, Olaf One-Eye, Ulfgar the Unending and Erlendr. When you meet with the three heroes, they decide to join Shouts with you to clear the mist from Sovngarde. The quest ends with you running out to join them near the misty valley.

Main Quest: The World-Eater's Eyrie

Quick Look

1.Set Odahviing free
2.Talk to Odahviing
3.Reach Alduin's portal to Sovngarde
4.Enter Sovngarde

In Depth

In order to free Odahviing, talk to the Whiterun Guard standing on the second floor. (There is a stone staircase near where the Jarl is standing) After a short section, the guard will release Odahviing for the Dragonborn. You can also pull the chain to release the dragon yourself without talking to the guard.
Upon arriving at the temple courtyard, you'll encounter two dragons, and multiple Draugr Wights and Deathlords. Battle your way through them to enter the temple complex. (Alternatively, if you have a high enough sneak skill, it is possible to sneak past all enemies, including the dragons. For lower-leveled players or players with low sneaking skill, it is also possible, though tedious, to scale the mountain beside you as high as you can go, and jump along the mountainside until you reach the temple. At this point you can drop down and sneak through the Snowberries at the base of the mountain.)

The first puzzle in Skuldafn is to open two doorways. The puzzle is made up of three pillars, each separated by a wall, and a switch between the pillars and the doorways. Each pillar has three pictographs: bird, snake and whale. On the walls beside the two outside pillars are matching pictographs for those pillars. The west pillar is a whale, east is snake. Set the outer pillars so that the pictographs face each other. E.g., snake faces snake. Above each doorway are more pictographs. Above the east doorway is a bird. This way leads to a treasure chest but little else. Above the west doorway is a snake, which leads to the destination. Face the pictograph on the central pillar that matches the desired door to face north, toward the doors. Pull the lever to open door. (In simple terms; while standing at the switch seeing bird-bird-bird will open the "bird" door and bird-snake-bird will open the "snake" door)
The second puzzle, is whale-snake-bird. (Upper level left, middle lower level, upper level right) Note: Whirlwind sprint from the platform can bypass the puzzle
You will eventually reach a puzzle door guarded by a leveled draugr or dragon priest who carries the diamond claw needed to open it. The answer to the puzzle is fox, moth, dragon (top to bottom - the answer is also written on the diamond claw itself if you check your inventory). Don't forget to get the storm call word of power from the word wall.

Before you enter Alduin's portal to Sovngarde you must kill a Dragon Priest, Nahkriin. Be warned, this Dragon Priest can be tough if you don't take the fight to him, and also there are two dragons nearby, so try not to engage all of them at once. When you reach the top of the stairs he will notice you and make his way toward his staff. It's best to start your assault immediately. He doesn't attack until he gets his staff so get to him quickly and use the shout Slow Time then do as much damage as possible. After Nahkriin grabs his staff he'll turn around to face you. Be careful with this one as his staff does 50 Lighting damage per second. Any Lighting resistance potions or enchanted apparel you have would be useful now. He doesn't start off with full health so if you jumped on attacking him before he grabs his staff you should be able to dispatch him in short time. He can also be pushed off the ledge, and will fall to his death. After defeating Nahkriin, pick up his staff and activate the Dragon Seal. It is possible to quickly run inside the portal without engaging the priest and skip the battle entirely.

Main Quest: The Fallen

Quick Look
  1. Prepare a trap for Odahviing
  2. Call Odahviing to Dragonsreach
  3. Weaken and trap Odahviing
  4. Interrogate Odahviing
In Depth

During the conclusion of the peace treaty negotiations, you will learn that you can use a Shout to call a dragon, as all dragon names are Words of Power. The Blades have uncovered the name of one dragon in their records, Odahviing. You will automatically learn these words. It is also possible to learn Odahviing's name from Paarthurnax, in case you did not have to negotiate a peace treaty.

Go to Dragonsreach to prepare and spring the trap with the help of Jarl Balgruuf or Jarl Vignar Grey-Mane, depending on the current allegiance of Whiterun. The area you need to go is located behind the throne room and up the stairs (you can just follow the Jarl). Tell the Jarl you're ready, then use the Call Dragon shout by holding it down for a moment. Odahviing will appear after a short delay and attack, being curious to test your power. Fight him, and draw him closer to the doors you came in through using the shout Dragonrend. Climb the stairs that start near the doors, or simply back up towards the rear of the room, and a large wooden yoke will drop down and snap around his neck, holding him in place. You can then interrogate him and he will start talking to you.

At this point, you can get him to tell you where Alduin has gone, a former temple of the Dragon Cult called Skuldafn. Prod him a bit more and he will tell you that it is impossible to get to without wings, and that he will take you if you release him. Before you accept his offer, make sure you have everything you need for a long mission, as you will not be able to leave Skuldafn until after you have completed the next quests.

When you are ready, talk to a guard on the upper level to release Odahviing, then talk to the freed Odahviing again for the flight to Skuldafn.

Main Quest: Paarthurnax

Quick Look
  1. Talk to Esbern or Delphine.
  2. Kill Paarthurnax
In Depth

This quest is given to you if during Season Unending, you talk to Esbern; it will start automatically at the end of the treaty conference anyway, if one is held and you haven't yet spoken to him. Delphine and Esbern have discovered that Paarthurnax is the Master of the Greybeards. Esbern will tell you that Paarthurnax is an ancient enemy of the Blades, and insist that you kill him.
Paarthurnax will be at The Throat of the World. If you talk to him after the conversation with Esbern, he acknowledges that all dragons thirst for power and that the Dragonborn shares this thirst, though he believes that he has overcome this in-built nature through sheer willpower and that he can be trusted.
If you talk to Arngeir and tell him that the Blades want Paarthurnax dead, he will tell you that - although what Esbern said is true - it was because all dragons were in league with Alduin at first, and that Paarthurnax could not help it. He will go on to say that Paarthurnax did eventually rebel against Alduin, and was instrumental in Alduin's first demise. You are given the option to tell him Paarthurnax must die or that you are going to spare him. This will affect the conversation between Esbern and Arngeir if in Season Unending you are forced to negotiate a treaty.
Paarthurnax is an easy foe for those who are leveled sufficiently, comparable to the average Frost dragon. You will receive a Dragon Soul and the usual set of bones and scales upon defeating him.
Killing Paarthurnax will enrage Arngeir who, if you return to High Hrothgar, will angrily lecture you on your decision and even go so far as to threaten violence if you do not leave. After this, the other Greybeards will also fail to acknowledge you. On the other hand, the Blades will talk to you again.
If you let Paarthurnax live, there will be a short scene with him after you have defeated Alduin for good, and he will tell you that he will try to round up the other dragons and bring them into the Way of the Voice, teaching them how to be peaceful. However, this does not make gameplay any different - all other dragons in the game except Odahviing will still be hostile.

If Paarthurnax dies:
  • Arngeir retracts the Greybeard's hospitality, and it is no longer possible to ask him for the locations of Word Walls.
  • Paarthurnax will no longer be around to provide meditation bonuses to certain Shouts.
  • The Blades will welcome you once again, enabling the completion of Delphine's recruitment quest.
  • Esbern will offer to take bones and scales in order to create a potion which grants a permanent perk for 25% melee damage reduction from Dragons (currently, however, the potion is bugged and does nothing - see Dragon Research bug section for solution).
  • The Greybeards will not host a peace treaty, making the Civil War questline mandatory to complete in order to proceed with the Main Quest (if Season Unending has not been completed and the Civil War questline has not already been completed).
If Paarthurnax lives:
  • The quest will never disappear from the journal.
  • Arngeir will still disclose the location of Word Walls.
  • Paarthurnax will still provide meditation bonuses for Shout words.
  • Paarthurnax will appear for an extra cutscene after Alduin's defeat, wherein he details his plans to rein in the Dragons and teach them to live under the Way of the Voice.
  • If you have not brought three people to the Blades already, Delphine's recruitment quest will remain uncompleted.
  • Esbern will not offer to create the potion.

It is entirely possible to recruit three followers for Delphine and receive the Dragon Infusion potion from Esbern before being given the quest to kill Paarthurnax. The only real consequence of not killing him is no longer having dialogue with both Delphine and Esbern, and thus no longer having the option to go on Dragon Hunts with your recruited Blades. They still, however, act like regular companions. The period in which you need to complete the recruitment and receive the potion is between the quest Alduin's Wall and reading the Elder Scroll step of Alduin's Bane. It is possible to acquire the quest even if you finished the civil war quest-line thus not acquiring the quest Season Unending.

Main Quest: Season Unending

Quick Look
  1. Talk to Paarthurnax, Arngeir, OR Esbern.
  2. Talk to Jarl Balgruuf.
  3. Get the Greybeards' help in negotiating a truce.
  4. Talk to General Tullius and Ulfric Stormcloak.
  5. Go back and talk to the Greybeards.
  6. Take your seat at the negotiating table.
  7. Negotiate the treaty.
Or
  • Complete the Civil War campaign
In Depth

When you have defeated Alduin (for now), he will fly off. It is important to know where he has gone. It may be possible to find out from one of Alduin's minions. Talk to either Paarthurnax, Arngeir, or Esbern to get ideas. You can talk to all three but only one is needed to continue the quest.
They will all tell you that Dragonsreach was once a prison to a dragon. If you speak to Esbern, he will also tell you that he knows who the Greybeards' master is, and he wants you to kill Paarthurnax for his past crimes. This will start the optional quest Paarthurnax.
Go to Whiterun and talk with the Jarl. Depending on your progress in the civil war, the next part of the mission is handled in a variety of ways:
  • If the civil conflict has been settled for either the Legion or the Stormcloaks, the Jarl will allow you permission upon speaking with him.
  • If the civil conflict hasn't been settled for either side, the Jarl will at first be hesitant and tell you he can't capture a dragon with the ongoing war threatening his hold. You have to get both sides to agree with a truce. He will suggest the Greybeards to host it.
  • Should you choose to complete Paarthurnax before the peace negotiations, and anger or kill Arngeir, you will have no way of negotiating the truce, but instead have to end the civil war through battle.
Travel to High Hrothgar and elicit Arngeir's help. Initially, he will be reluctant, but you may persuade him to agree. He will tell you to go see General Tullius and Ulfric Stormcloak to invite them to High Hrothgar for peace negotiations.
Go to Solitude and Windhelm and speak with the leaders. You may have to persuade them to go by indicating there is a dragon threat looming, at which point they will agree. Return to High Hrothgar, and talk to Arngeir. He will tell you that everything is ready, and the Greybeards have done their part in preparing. Delphine and Esbern will arrive, and you will see a small scene with the Blades and the Greybeards. This conversation can be affected by your conversations with Master Arngeir and Esbern in Paarthurnax. If you haven't yet received the Paarthurnax quest, they will not mention anything about it. Master Arngeir will allow them to sit in on the negotiations, as they have knowledge about the dragon threat, and that it is no time for past grievances. Go to the Council Room and take your seat.
It is possible at this point to talk to everyone and get some unique dialogue from both sides. Elenwen, in particular, will remember you from the party and warn you that she now knows who you are.

Once you are seated, the Imperial side will take their seats, while Ulfric will complain about Elenwen being present. He will demand that Elenwen leave. You can either kick her out or let her stay, giving you a "point" for whose side you favor. Either way, Ulfric will take his seat. The negotiations will finally commence.
  • While this is not officially part of the negotiations, it will affect how the two sides will react to your choices. For instance, if you play through the treaty twice and make the same choices, with Elenwen's presence being the only difference, it will cause one of the two sides to be disappointed in your fairness, being whoever you did not favor with Elenwen. In order to be completely unbiased if you have not started the civil war quests for either side: allow Elenwen to stay, persuade the Imperials to accept Winterhold as a trade for Markarth, and demand that the Stormcloaks offer compensation for the massacre. This elicits a neutral reaction where neither side is angry with you for an unfair negotiation.
The first thing on the agenda is Markarth. Ulfric will demand that the Empire hand over Markarth, at which point Tullius will be infuriated due to the large amount of silver Markarth produces. There will be no choice in handing over the Reach, and Tullius will be unhappy, saying that Ulfric can't expect to hand it over for nothing.
The next option gives you the choice of what territory the Stormcloaks must return to the Empire in exchange for the Reach. Depending on the choices you have made in your game so far, you will either be given the option of choosing between the Rift or Winterhold, or the option of choosing between the Rift and the Pale (it is not yet clear what choices govern which of these options the player is given). If you give over the Rift, Tullius' happiness will go up and Ulfric's will go down. If you gave over either Winterhold or the Pale, the Stormcloaks will be happier and Tullius will be less happy.
At this point, whatever side is unhappy with you will make some additional demands. If the Stormcloaks are unhappy with you, they may ask you to give up Falkreath, Hjaalmarch, or ask that the Empire pay compensation for their army's massacre against the people of a random radiant location. If instead it is the Empire that is unhappy, they may ask the Stormcloaks to give up the Pale, Winterhold, or ask the Stormcloaks to pay compensation for a massacre. The player will be given the option to decide the outcome of each of these demands.
One (sometimes both) of the sides will complain that it favors the other too much, question your fairness, but eventually agree to the terms.
At some point during the negotiation, Ulfric and Galmar Stone-Fist will get upset due to the fact that they consider even being at the negotiations a "generous gesture". Tullius will state that at least he is negotiating in good faith. Depending on your progress in the Civil War, the opposite may occur, with Tullius saying the "generous gesture" line. Esbern will interrupt and remind them all why they are there, because the dragons are decimating both sides and to allow you a way to defeat Alduin. Ulfric will get insulted and ask Delphine if he is with her, and tells her Esbern should watch his tongue, meaning being careful as to what he says. If you kept Elenwen in the meeting, she may interject, at which point she is reminded she is only an observer.
Once a mutually acceptable treaty has been made, Arngeir will lay the terms on the table; both Tullius and Ulfric will agree, and the meeting will adjourn. The Blades will remain, however, and talk to you about which dragon you will call to Dragonsreach now that the Jarl of Whiterun has gotten his truce. Esbern will tell you of Odahviing, and give you his words of power if you haven't already gotten them from Paarthurnax.
After Esbern is finished, and if you have not talked to Esbern and Delphine since defeating Alduin the first time, they will bring up the subject of Paarthurnax, giving you the quest to kill him. Delphine will demand that you kill him, right away, and say that until you do, they won't help you because it would be breaking their oaths as Blades.
At this point, you can talk to Arngeir for more advice.