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Under Saarthal

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Under Saarthal
Under saarthal
Quest Giver Tolfdir
Location Saarthal
Prerequisite First Lessons
Next Quest Hitting the Books
Reward Staff of Magelight
Faction The College of Winterhold
Type Faction main quest

Contents

ObjectivesEdit

  1. Meet Tolfdir outside Saarthal.
  2. Follow Tolfdir.
  3. Find Arniel Gane.
  4. Use the Saarthal Amulet to escape the trap.
  5. Follow Tolfdir.
  6. Tell Tolfdir about the vision.
  7. Follow Tolfdir.
  8. Find danger within Saarthal.
  9. Talk to the Arch-Mage.

WalkthroughEdit

Saarthal excavationEdit

Tolfdir's class meets outside the ruins of Saarthal before beginning an academic exploration of the ruins. The Dragonborn may travel there with the other students as a group, and they will help deal with any bears or trolls encountered on the way. 

After some touring inside, Tolfdir will ask the Dragonborn to find Arniel Gane. (The Dragonborn may simply run ahead to the quest marker and speak to Arniel without waiting for Tolfdir.)

The Dragonborn must now find several artifacts, one of which is the Saarthal Amulet. The others are very small and hard to see, but clearly marked on the quest indicator. The artifacts do not have to be returned to Arniel and can be kept.

Retrieving the Saarthal Amulet will trap the Dragonborn. Escape can be achieved by equipping the amulet and casting any spell on the tablet from which it originally came. (Tolfdir will approach outside the trapped area and suggest using the amulet if the Dragonborn should try to return to Arniel.) The tablet will break into pieces, revealing a passage and removing the blocking gates.

Tolfdir will then take the lead. When he gets to the room at the end of the passage, there will be a vision sequence, which only the Dragonborn will be able to see. After talking to Tolfdir about the vision, the Dragonborn will have to deal with draugr that appear from the three coffins in the room. The draugr can be killed with little or no risk of injury using archery; Tolfdir cannot be killed, so an effective tactic would be to shoot the draugr attacking him. If Tolfdir is knocked down the draugr will likely switch their attacks to the Dragonborn until Tolfir gets up again.

The Dragonborn should then follow Tolfdir to a barred gate in a room. The lever to open the gate is on the right; the room beyond holds more draugr to be dealt with. Tolfdir will pass through the middle coffin into a large room where four draugr will arise from their wall crypts. The Dragonborn will help Tolfdir slay all of them (again, good sneak and archery can help the Dragonborn remain unnoticed and unharmed).

The two chains, one on each side of the gate, open the way to the next area.

Saarthal itselfEdit

There are a number of inconveniently placed traps that have the potential to provide a great deal of problems for some of the Dragonborn's followers, especially dogs. Most are pressure pads, so they can be avoided with some caution. The swinging pendulums are also difficult for followers to navigate, so keep healing spells handy or be ready to wait.

Ideally the Dragonborn should proceed alone, killing draugr as necessary. In a large room, there is a draugr, a rune trap, and two more draugr. An effective tactic would be to kill the first draugr and get the attention of the next two, so that when they approach, the trap can be triggered to damage them.

Pillar Puzzle 1 Edit

In this area, the way leads through a door on the second floor near a broken coffin. Beyond there is a puzzle with six different movable pillars. The correct position for each pillar is shown on the wall directly behind them, respectively. This fact could easily be missed if the Dragonborn were not up close to the pillars. The Candlelight spell makes them easier to see.

In the next room there is a Draugr Deathlord, Draugr Wight or Draugr Scourge (level dependent), rising as the --Dragonborn nears the top of the ramp. An effective tactic would be to lure the draugr back to the pillar puzzle room and shut the gate. The Dragonborn would then be able to shoot arrows at the enemy whenever it appears from around the corner. Alternatively, a high sneak skill and a potion of invisibility could be combined to sneak through the door near the top of the ramp, and close it. Provided the Dragonborn were quiet, the draugr would almost certainly remain unaware. There is a chest and other items to loot here. Beyond, there are two rune traps to pass. Activating either trap using a shout or magic will make noise and attract the draugr, while walking over the traps will not. You can easily walk around the first rune trap and jump over the second rune trap in the doorway without taking any damage. Passing over the second trap means the draugr is ultimately evaded.

Pillar Puzzle 2 Edit

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Pauldobbins1Added by Pauldobbins1
There are four pillars that give you the solution to the spinning puzzle pillars ahead. The first pillar on the left must be turned to snake, then the second to whale. Turning the second to whale will turn the first again, but no worries the first pillar on the left & right can be turned again without reacting with the other pillars. Turn the first one back to snake on the left. Then on the right turn the first to whale, second to eagle. Turning the second will change the first pillar on the right, but simply change it back to whale. Activate the lever and the barred door will open. (All Pillar patterns are on the ceiling behind each pillar)

Final battleEdit

In the final room, approaching the glowing will summon the draugr-shape of Jyrik Gauldurson. Initially Jyrik is invulnerable, but after about 30 seconds, Tolfdir is able to weaken Jyrik by casting a spell on the glowing orb in the room, allowing the Dragonborn to deal damage.

Jyrik Gauldurson is powerful, on the level of a Draugr Deathlord, although the Dragonborn can easily defeat him by grabbing the Staff of Jyrik Gauldurson and wielding it against him. One attack is enough to destroy the draugr lord.

Alternatively, if the Dragonborn possesses good sneaking and archery skills the Jyrik can be defeated him without risk. The Dragonborn should stay on the balcony, standing close enough to see the floor below without standing near the balcony's edge, and shoot Gauldurson with arrows. Gauldurson will run up to the balcony but will only run along the edge and will fail to spot the Dragonborn; enough arrows and he will eventually perish.

Last stepsEdit

Jyrik's corpse bears a fragment of the Gauldur Amulet and the Writ of Sealing. The writ, when read, will start the quest Forbidden Legend, if it has not been previously started. The Dragonborn should talk with Tolfdir to advance to the next stage of the quest (Return to the College). The Staff of Jyrik Gauldurson, which is on the altar, is an artifact worth collecting. Through the door behind the artifact and down to the garden is a Word Wall with the Dragon shout Ice Form. Upon finally leaving Saarthal, the Dragonborn should travel back to the college to find the Arch-Mage (Savos Aren) and inform him of the discovery. The Arch-Mage will reward the Dragonborn with the Staff of Magelight.

BugsEdit


Start a Discussion Discussions about Under Saarthal

  • Suggestions for defeating Jyrik Gauldurson

    2 messages
    • So I had seen that Jyrik was supposed to be difficult to kill, however I just killed him in one shot using the Fire Breath Shout, which I o...
    • If i may ask, what dificulty are you playing on? While i will trust you killed him in one hit, there has to be more to it then you using fire on him.
  • Enchanted Rings

    4 messages
    • My game freezes everytime I cast a spell on the wall. Everytime it blows up it freezes. One of the solutions i read was put on the rings bu...
    • Try using a different spell, destruction spells aren't the only ones that work. And if you're inside the cage, then then there aren't any ri...
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