Passage of the guild of skyrim bards. Passage of the guild of skyrim bards In the cave "Stone Stream"

In order to rob someone, it is not at all necessary to sneak, you can simply go into the house of a potential victim or a store, put a bucket or tub on the victim’s head and no one sees you.

Bug with horseback riding on Tenegriv

Periodically, when trying to climb Tenegriva, the following bug occurs: the player's character disappears, but the game still goes into riding mode. It looks like direct control of Tenegriv, though it’s impossible to get off it. If you use fast travel in this state, then at the end of the transition, the player's character will again be on Shadowheart, but only as a "dummy" (control will still remain on Shadowheart). The only way to fix the bug in the game itself is to fast travel to one of the capitals (Whiterun, Riften, Windhelm, etc.), which cannot be entered on a horse.

The bug occurs periodically and has not revealed any pattern in its appearance yet, it is also possible that it is distributed not only to Tenegriv.

In the cave "Stone Stream"

1) Finn's Lute has been found. You can’t throw it away, you can’t sell it, it’s not known who to give it to. It would be nice to block the ability to pick up quest items before starting the quests themselves. Otherwise, there is a risk that the player will have to carry a bunch of unpromising things with him. Or at least attach an additional quest to each such item - "find the owner of the thing."

Finn's lute can be given to Inga Six-Fingers, which is located in the college of bards, in Solitude.

2) A hard-to-reach exit from some other dungeon was found, perhaps there is a risk of breaking scripts by entering it (this place is located above the waterfall, from where the underground river flows) It would be nice for the developers to block the ability to climb up through this entrance.

3) And one more bug... Having taken a quest in the bards' college to return a flute, drum or lute, you may encounter the following difficulties if you have at least one of the quest items that "registered in the inventory" - turn in the completed quest and get what you deserve, but the items are not taken from you! !! And you carry extra junk, throwing away or stealing an item to the NPC who gave the quest will not work ... The only real way out is to complete quests, find the ID of the items and set the value of these items to 0

In the quests "Take the gold ore to Madesi", "Take the mammoth tusk to Madesi" and "Take 2 flawless sapphires to Madesi"

The quest marker does not indicate the direction to the merchant, even if you have all the necessary items in your inventory. For those who go through this quest and forgot where the merchant is, let me remind you that this is an Argonian who sells jewelry and jewelry on the market square in the city of Riften (where the Thieves Guild is). (This city is Riften).

Conflict of two quests in Riften:

"Chance meeting" from Brynjolf to join the Thieves Guild.

And quest:

"Find information about Brand-Shei's past" \ "Return to Brand-Shei". from Brandshey. To quote Brynjolf on the subject of this quest:

What didn't you like about Brand-Shei?

We were hired to hint at Brand-Shea so that he wouldn't meddle in other people's business. But we're not the Dark Brotherhood, so we won't kill him, we'll just put him in jail for a couple of days.

It's worth explaining. In Riften, to join the Thieves Guild, Brynjolf will ask you to break open the chest inside Madesi's counter and steal the ring from him, and then toss this ring to Brand-Shei. After tossing the ring, he will immediately be taken to prison by a guard. But the same Brand-Shei issues a quest to dispel the veil of the mystery of his origin. The situation is as follows - the character takes the quest "Find information about Brand-Shei's past", and then completes the quest "Random meeting" and Brand-Shei ends up in prison. When the character

He's telling the truth, I set him up! =)

returns to Riften ("Return to Brand-Shei"), he is faced with an unexpected surprise - Brand-Shei was never released! Moreover, attempts to talk to him in prison do not lead to the completion of the task, he scolds the whole rotten city, and is not at all interested in what the character managed to find out about his past. Having gained patience, he missed 5 days in a row. On the fifth day, he was nevertheless “released”. Now we can hand over the task to him. That's just "released" figuratively. He's still in prison, and he greets you with "If you're at the market, I'm selling luxury goods from Morrowind..." I think we should bring him back to the market after a couple of days. Everything suggests that over time he should be released, and the two facts that he does not communicate with anyone in the first week of imprisonment and will never leave prison for anyone lead to the idea that the quest is impossible.

Quest "Call of the Moon" You can get two bonuses at once.

We meet a werewolf, we agree not to kill him.

We kill all the hunters with him. We speak with him - we get a passive for his parishes.

Here we kill him. We take off the skin. God appears - gives us his prize.

We leave the cave - God appears again and says that it is a pity that we did not kill the Werewolf, and grants us a passive for killing animals.

Do not judge strictly cut, kick ...

Finn's lute in Skyrim is a game item that every player can meet. But where to get it? How to use? What is this tool for anyway? To understand all this and not only we will try further. In fact, everything is easier than it seems.

Description

Finn's lute in Skyrim is a quest item. It is an ordinary eight-choir lute. The instrument used to belong to a bard named Finn. The item in question is the first eight-choir lute. She is highly regarded in the world of Skyrim.

In addition to the item, Finn's lute is called the quest of the same name. It comes down to finding the cherished tool for the Bards Guild.

Where to looking for

Where can I find Finn's lute? She was stolen by thieves. You can find it in The tool is stored in a chest near the leader of a gang of thieves.

The quest is issued by the professor of the College of Bards, if the player has completed the task "Set it on fire!". The player needs to talk to Igne and go in search of the treasured tool.

Who to give Finn's lute in Skyrim after a short trip and a skirmish with thieves? We need to return to Igna in Solitude. She will take the tool and increase the Thief's skills by one point as a reward.

How to get without problems

In Skyrim, Finn's lute can be issued using the game console. This is a quick solution to complete the quest.

In order to use the technique, the player will have to:

  1. Open the console in Skyrim by pressing "~" on the keyboard.
  2. Type player.additem 000DABAB 1.
  3. Click on the "Enter" button on the keyboard.

After the done actions, 1 lute will appear in the character's inventory. She doesn't have any special skills.

Here are the characteristics that are prescribed for the tool:

  • weight - 4;
  • price - 25 coins.

As already mentioned, the item is used to complete the quest of the same name.

Important: in order not to die during the battles in Skyrim, you can turn on the "God mode". To do this, you need to write TGM in the console. The command disables the cost of life, mana and stamina in the game.

To join this guild, you need to get to Solitude. Find a house called "College of Bards", and there talk to a man named Viarmo. He will inform you that the Board accepts only those who will fulfill their task. That is, you must prove that you will be useful to the bards.

Set it on fire!

The passage of the game Skyrim will continue with this task. It turns out that the bards have long had a holiday, during which the effigy of the king named Olaf is burned. However, in modern times, the government has decided to cancel the celebration. To prevent this, you need to find the ancient "Song of King Olaf". Its location, a kind of dungeon, will be shown on the map. Go there and go. There you need to clear the premises and solve the riddles placed. Also beware of traps. To play Skyrim, do not skip the levers in the walls, because with their help you will be able to open the bars (they are also doors) and, thus, go forward. For example, one lever there moves the grate on the floor. In the resulting hole you will have to make a jump.

Use the beacon to find a closed room and press the lever on the left side. Then the "door" will open, behind which is the "Song of King Olaf." Take it and follow the ghost, who should open the locked magic door. And behind it, the passage of the game Skyrim has prepared a riddle for you. It consists in the correct arrangement of the rings on the door. By the way, just outside the entrance to the dungeon you saw a claw and had to take it. According to the picture below, arrange the rings, then use the claw and open the door

And then you will be attacked by many draugr enemies along with their commander Olaf One-Eye. Eliminate everyone, take the ebony one-handed sword and the key, then leave the dungeon. On the way outside, dig through the royal treasure chest. And on the wall, read and memorize the new word of the dragon - "Rage. Swift jerk." Now go to a meeting with Viarmo and give him the book. However, he will notice some broken places in it, so you suggest that he finish the book. Then visit the song chanter and look for Jorn. Let him know that the holiday will be and it is necessary to complete the creation of the scarecrow. Then you need to find a place marked with a beacon and watch the burning of this stuffed animal. Talk to Viarmo again and be glad that you have become a bard! Take your well-deserved 1000 coins and complete the current task. To complete other missions in Skyrim, you need to talk to the Bards College with three professors.

Inge Six Fingers will ask us to find Finn on the lute

Head to the cave called "Stone Stream". Move along the stream up. Be careful and watch the road - do not fall into traps. Deal with a few robbers and go right at the first turn. Ahead you will see a chest containing a lute.

A certain alchemist Marauder is the guard at the chest. By the way, you can take the heart of the Daedra from him. If you follow the stream forward, you will come to a place where moonstone is mined. Now you can return to Inge and receive a reward for your work. This time you will be taught Alchemy, Lockpicking, Stealth, Pickpocketing, Light Armor and Speech. Passing the game Skyrim will allow these skills to increase by one point up

Panthea Atheia wants to return the stolen flute

The necromancers bought the flute because it was said to be able to bring people back from the dead. You need to go and find her in Hoba's cave. You will pass through the icy corridors, where you will meet a couple of skeletons and necromancers. Kill them all and reach a small room with a locked passage. Pull the chain (to the right of the passage). By the way, on the left side on the shelf you can find the heart of the Daedra. An easy trap awaits you ahead. She can hit with "frostbite".

Next, you will see columns from which you need to draw soul stones. Also, you will see a ladder on the rise, necromancers and, finally, a chest on top and a flute on it. After taking it, make a jump from the ledge and get to the entrance. Come back for a reward. For completing this quest in Skyrim, Panthea will allow you to improve such skills as Sorcery, Destruction, Illusion, Enchantment, Alteration by one point.

Giro Zhiman needs Rjorn's drum

You must get to Cairn Holdir. In the cave you will see a mystical pillar with energy and corpses. Ahead of the top of the pedestal is a diary. In it you can read the life story of the unfortunate robbers. Take the key to the crypt near the diary. Go there and expect to meet draugr and skeletons. Click on the lever in the locked passage (right behind the stone chair).

Ahead of you is a room, the door of which is made of stone again. Be careful, the lever here will activate a trap. On the walls there are images of animals on a pair of tablets. You will also see stones on the opposite side of them. To complete the Skyrim game, they must be positioned so that the picture with the animal on the stone is identical to the image on the wall.

If you list according to the clockwise direction, starting from the entrance, it should be like this - an eagle, then a snake, and finally a fish. Click on the lever and go forward. Meet Holdir, who turns out to be a ghost possessing the Draugr.

Destroy it and take the expensive staff, as well as the drum in the chest. Open the hatch, make a jump to the entrance. Return to the College of Bards for a reward of new skills: Two-Handed and One-Handed Weapons, Blacksmithing, Marksmanship, Heavy Armor, Block.

The College of Bards is a music school located in Solitude near the Blue Palace, which, in theory, trains the best professional bards in Skyrim.

In order to start the quest to join the Bards College, it is advisable for us to talk to any bard in the game (they are in many taverns) and find out about the location of the Bards College, and after that it will be indicated by a marker on the map and we can easily find it.

After we find the College of Bards, we should find Viarmo, who is the director of the College of Bards in Solitude. Viarmo is inside the building and will come up to us if we go inside, and then ask how he can help us, and we will answer that we want to enter the College. Before you start the quest, I advise you to look into the section "Why is this needed at all?".

Quest line

The line of quests in the College of Bards is very peculiar, given that there is only one main quest, it is the entire plot of the college, and after it there are three more side quests, the main task of which is to find various musical instruments, but which are quite interesting, because they are quite interesting. to. passing them, we find ourselves in very interesting locations and learn interesting stories.

Set it on fire!

Viarmo tells us that there are many who want to enter the college, so he asks us to complete an assignment for the college, which is going through hard times, since Jarl Elsif of Solitude banned the old bard festival “Burning the effigy of King Olaf” due to the recent death of her husband. We need to find the "Song of King Olaf", part of the Edda, in which every bard leaves his mark in life. To begin with, we will talk with the bard historian Giro Zhiman, who can be found in the college, in order to find out the location of King Olaf's Rest. We leave for the "Refuge" and go inside. We pass a little forward and see the ghost of the bard, and in front of the table lies a ruby ​​dragon claw.

We take a ruby ​​dragon claw, and after that we are attacked by draugrs. We kill the draugrs and follow the bard into the passage that opened after taking the claw. We reach a dead end and activate the lever, which is located on the left on the wall, after which we go forward, then we kill the spiders and go left. The location itself is a certain labyrinth with several levers, by activating which we close the old parts of the location and open new ones.

Near the place where we first killed the spiders, there is a piece of wall that is walled up with cobwebs, and if we cut the cobwebs, we will get access to the glass hammer. From the place where we have the opportunity to find a glass hammer and next to which the spiders were killed, there are two passages, either forward or to the left, we need to go left, but in front of us there will be a chest of the "student" level, as well as several potions, which are also walled up with cobwebs. So, we go to the left, activate the lever, after which the location changes, we fight with the draugrs and examine the new rooms that have opened, and among them there are also two passages to the left and forward.

Ahead of us will be a trap-ram, as well as the book "The Game of Trade" and a couple of potions. We need to go to the left, and then go down, passing the corpse of a dead draugr and bypassing the fire trap. In the next room, a battle with frosty spiders awaits us and nothing more remarkable, except for two iron bars on the floor and a lever on the wall, which is illuminated by wall candlesticks. We pull the lever and jump into the opened passage in the floor. We will have to swim a little, and then go through a small passage overgrown with roots.

After passing through the passage, we find ourselves in a location where we are attacked by malevolent and draugr. We kill opponents and climb up the wooden stairs, open the gate and thereby activate a dangerous trap. We need to go through the trap and get to the other side, and there we can pull the chain, and the trap will deactivate. We climb up the wooden stairs, open the iron door, go forward and again see the ghost of the bard. This location contains a pentagram of souls and a sealed door, which means we will return here later. We pass forward through the location, kill the draugr commander and his minions.

To the left of the killed draugr is a room where we can find the Circle of Protection scroll, which can then be sold. We go to the right of the draugrs, there we will need to go down the stairs to the next location, but before that we can open the Expert level door, behind which there will be a Master level chest, which usually drops good loot.

In the location, a battle with draugrs awaits us, after which we should pull the chain located in the wall in the center of the room. After we pulled the chain, a grate on the floor opens, after which we need to go down the spiral staircase to a dead end, which we need to bypass by activating the handle to the left of the dead end.

The opened room is the burial place of the bard Svaknir and here is his ghost, body, but most importantly - the Song of King Olaf. We take the song, the ghost disappears, and we return back to the location with the locked door, where Svaknir will meet us and open the door, follow him, and ahead of us will be met by a puzzle door into which we need to insert a ruby ​​dragon claw. The correct sequence of rings on the door is Wolf, Hawk, Wolf, Ruby Claw.

Opening the door, we find ourselves in the tomb of King Olaf. Svaknir will shout: “Olaf, the time has come!”, and after that we will have to fight with a bunch of draugrs until the ghost shouts: “Get up, Olaf, I will avenge you!” and after that we have a battle with King Olaf One-Eyed himself, who will shout: “Insolent bard, die!” and his strongest draugr.

Is he really cute? Only it is not clear why One-Eyed, because both eyes work in a draugr. We kill King Olaf, select the key from his body, and also study the word of power "Rage, Swift Dash", which is located behind his coffin, and exit through the door of the "Master" level, using the key raised from Olaf's body. We pull the lever and go along the already familiar path to the exit from the tomb, and then return to the College of Bards in Solitude. Returning to the College, we find out that the Canto is no good, and we suggest Viarmo finish it. Depending on which answers we choose, our reward will vary.

We can get the highest reward by choosing the answers where we need to convince Viarmo. The reward also varies by level.

After the census of the song, we go to Viarmo in the Blue Palace. We need to demonstrate the "Song of King Olaf" to the Jarl of Solitude, go upstairs and listen to Viarmo read the Song of Elsif. Depending on the choice made, there will be a reaction from the jarl, but in any case, she will allow us to hold a holiday and issue a college award, which (award) will go to us in the future. After the introduction of the song, Viarmo refers us to Jorn, who should be told that the celebration will take place. Jorn will tell us that the holiday will take place when it gets dark outside, so we wait until 20:00 and talk to him again. And so the holiday begins, we leave the college and the first thing we can do is take two bottles of spiced wine from Yvette Sun and free sweets that are on the table next to Bendt. After we have plenty of fun, we go to the backyard of the Collegium, it is there that the effigy of King Olaf will be burned.

We approach Viarmo, Viarmo makes a speech, sets fire to a scarecrow, and then turns to us and makes us a bard, and also reports that now the holiday will take place every week! This is the end of the quest.

Find Panthea's Flute

This is one of the three minor quests to find musical instruments. We need to find Panthea Athea in Solitude and talk to her. Panthea will say that the necromancers took the flute from her relative, because. a relative told the necromancers that with the help of a flute, you can revive the dead. We have a long way to go, because Hoba Cave, the place where the flute is hidden, is located between Dawnstar and Winterhold. We find and go inside the Hoba cave. Hoba Cave is an ice cave that is the base of necromancers. Inside, our enemies will be the undead and necromancers, respectively.

We go forward, turn left, kill the skeleton, then in a small location of the apprentice necromancer, go down and kill the skeleton and the adept necromancer, then climb higher, go through the suspension bridge to the other side of the location, kill the apprentice necromancer, skeleton and novice necromancer .
We go a little forward, here we again have to fight with skeletons and necromancers, and we also find ourselves in a location with a pentagram of souls, we can go further from which we can by activating the lever hanging to the right of the barricade. We don’t need to go there yet, if, of course, we want to fully explore the location, find the stone of Barenziah and kill the adept necromancer, and for this we need to go back a little, to the beginning of the location with the pentagram of souls and find a small passage, which is located on the left, a little not reaching the location with the pentagram.

We pass along the passage, kill the skeletons, go down, kill the adept necromancer, find the stone of Barenziah, which lies on the closet next to the beds, and also read the book "Exodus", which lies on the table and increases the "Restoration" skill, return and continue moving forward along the main location (remember, we will need to pull the lever in order to lower the barrier). Further along the path, a trap of soul stones awaits us, which can either be bypassed or destroyed by knocking soul stones off the pedestals, and then we will have the final battle with necromancers and a sad sight - Larina, because of which the flute was stolen, is dead.

Next to Larina's body lies a black soul gem, which is valuable for characters who love enchanted things, because. With the help of a black soul stone, you can steal the souls of people.

After all our adventures in the Hoba cave, we take Panthea's flute from the chest marked with a marker, and we can also take loot from it. After that, we go to the end of the room, jump off the ledge and return back to Panthea Atea, who will be extremely happy that we found her flute and will not pay absolutely no attention to the fact that Larina was killed by necromancers, but she will teach us all magical skills + one.

Find Finn's lute

In Solitude, we have to find Inga Six-Fingers, who is usually located in the College of Bards. Inge is sad that thieves robbed the College of Bards more than a year ago and stole Finn's first eight-choir lute, which is now worthless. Recently, Inge found out where the thieves and the lute are now, and they are in the Stone Stream Cave, which is located far north of Riften. We go to the cave Stone Stream.

Stone Stream Cave is a cave located in the bay of a small lake that is part of a large underground lake system. Looks pretty impressive. Going inside, we will see a wonderful picture, namely, a Breton hanging on a beam. A small wooden path comes out of the water, which leads us to an overgrown passage. A small waterfall flows down from the passage, over which a Breton hangs. We go into this passage, kill several bandits along the way, and then we meet a fork, one passage leads forward and the other to the right, we need to go right, but there is a bandit and two veins of moonstone ahead. We go to the right, we rise, then we rise upward and we kill the marauder.

From the marauder's body, we can pick up Treasure Map X


(THIS SHOULD BE DONE AFTER WE TAKE FINN'S LUTE!

Location of the treasure: you need to get to the Lady Stone and if you look east from the face of the stone, you will see an old mystical fort located in the Illinata River. When you get to the fort, look at the available map and swim to the place that is marked as X in the circle, there will be a treasure.)

In the alchemy laboratory in the Stone Stream cave, we can find on one of the tables in the future a valuable stone of Barenziah, as well as the book "The Secret of Talara Part 4", which increases the skill of Illusion, and many different useful ingredients. After we pick up valuable things, let's not forget about the lute, which is located in the chest marked with a marker along with various loot. After we pick up the lute, we carry it to Inge Six Fingers. Inge will be grateful to us and will teach us what she knows herself, namely +1 to all thief skills.

Find Rjorn's Drum

In the College of Bards of Solitude, we should find Jiro Zhiman, who will happily inform us that they found the legendary Drum of the warrior-bard of the Second Era Rjorn, but in fact they found only the place of death of the legendary Rjorn, and along with him, according to legend, his drum rests. Giraud in a very insistent manner asks us to bring him a drum. After talking with Giro, the location of Rjorn's death will be indicated on the map, and it is the cairn of Holdir, located west of Falkreath. We leave for the cairn of Holdir, we go inside.

Inside, we see an extremely interesting sight: a column of incredible energy that shoots up into a special passage in the ceiling. First of all, we need to find the key to Holdir's tomb and the diary, which lie on a pedestal, opposite the sleeping bags and the energy column itself (the location of things is shown in the screenshot). Taking the key, open the door of the Adept level and go inside. We go up the spiral staircase, go to the iron door, simultaneously killing the ghosts attacking us, open the door and go further.

We kill the ghosts behind the door, go left, and then forward, kill the ghosts and the draugr and go to the throne on which the draugr sits, kill the draugrs, and then activate the lever that is located behind the throne. Next, we are waiting for a dead-end puzzle room, which is extremely easy to open. There are three columns in the room, which are quite easy to find, and opposite the columns on the walls there are paired signs, namely the sign of a hawk, snake, fish. We must arrange the signs on the columns so that they are identical to the signs that are depicted opposite the column, that is, if snakes are depicted, then there should be a snake on the column, but that's not all. After we line up the signs correctly, we will need to pull the lever, which is located opposite the secret dead end door.

Going a little further to the mysterious source, the hero will stumble upon ghostly draugrs and Holdir himself. Our task is to kill all the ghostly draugrs and Holdir that appear, thereby freeing the souls that fed the source. After we do this, we take loot and the treasured drum of Rjorn from the chest marked with a marker, which in no case should be sold, because. the reward for the task is much higher than the cost of the drum.

After the hero took the drum, we can extremely quickly go outside and return to Jiro Zhiman if we open the grate, which is located in the middle of the location in which we killed Holdir, and there, having jumped, we will quickly go outside. Upon returning to the College of Bards, Giro Zhiman will teach us blocking +1, two-handed weapons +1, one-handed weapons +1, blacksmithing +1, heavy armor +1, shooting +1.

A worthy reward for our adventures, better than gold, right?

Why do we need it at all?

The question that initially climbs into the head of every reader of this passage, and climbs quite persistently. This section is both an epilogue and a prologue to this passage at the same time, because. will be of interest to both those who begin their passage with this section, and those who finish their passage with this section.

But really, why do we need all this at all? After all, even becoming a bard, we will not be able to learn how to play musical instruments, which is a huge omission of the game developers. We will not be able to move up the career ladder of this faction, not to mention the fact that we will not be able to spend the night in the College even after we have been accepted into the bards. In general, if you say that the College of Bards is an under-faction, then you will be right, although not absolutely, because the faction still has quite large pluses.

Am I drunk, you ask, and I will answer you that yes, because during the passage of the quests of the College of Bards, I enjoyed the elaboration of interesting locations that we will visit during the passage, and got drunk on their originality. In general, the faction has practically no plot, except for the “Set it on fire!” quest, which, in fact, is the entire main plot and the main quest of the College of Bards. But after passing this quest, we will have access to three more fully-fledged, albeit far from the most twisted, side quests, after which the player will increase almost all his skills by +1 unit (mage, warrior, thief), and also enjoy extremely interesting locations and new, albeit insignificant stories.

The faction will add about three hours of gameplay to us, and maybe all five, because. the faction has four full-fledged quests behind them, albeit loosely connected to each other. Each quest counts as helping the people of Haafingar, which means that this walkthrough can significantly bring you closer to becoming the thane of Solitude, which is a plus. Also, if you are collecting Barenziah Stones, then know that the two locations that are the setting for the two faction quests contain two Barenziah Stones + Treasure Map X. In addition, Giro Zhyman is a master of eloquence and can teach this gift to the player.

List of usefulness:

  1. Lots of gold.
  2. Two stones of Barenziah.
  3. Four quests.
  4. Treasure Map X.
  5. Memorable locations.
  6. Quests count as helping the people of Haafingar.
  7. Increase almost all skills by +1.
  8. The Burning of the Effigy of King Olaf in Solitude.
  9. Access to the master of eloquence and other teachers.
  10. Free SWEET ROLLS at the Holidays in Solitude.

Here are ten pluses, among which there are both significant and not so.

To join the ranks of the bards, go to Solitude, find the Bards Collection building there and talk to Viarmo. He will say that not everyone is accepted, and in order to prove his usefulness for the board, you need to complete one task ...

The task is taken in Solitude, in the College of Bards, from Viarmo.

Viarmo will tell you that the bards, from time immemorial, have a holiday - the burning of an effigy of King Olaf. But now the holiday is under threat of cancellation, and in order to persuade the authorities to leave the holiday, you need to find the ancient “Song of King Olaf”

The map will mark the dungeon to which we go:

Get ready to clear a large dungeon, with a couple of riddles and traps. The first advice is to be more attentive to the levers on the wall, they open doors / grates to go further, for example, this lever on the wall opens a grate in the floor where you need to jump:

We find a locked room on the marker, use the lever on the left, the “door” opens where the “Song of King Olaf” lies. After you take it - follow the ghost.

He will open a sealed magical door, after which there will be a riddle - a door with rings that need to be turned in the right direction (by the way, at the beginning of the dungeon, there was a claw on the table - I hope you took it?). We turn the rings as shown in the pictures, use the claw, and the door opens:

Next is the battle with a huge number of Draugs, led by King Olaf One-Eyed. We kill them all, take the key and the ebonite one-handed sword from the body - and get out. Don't forget to open the king's treasure chest on the way to the exit. And also go to the wall to learn a new dragon word:

We return to Viarmo, we give the book. He will say that some pages are damaged, to which we suggest that he finish the book himself. I always chose the first options. After that, we have to be present at the performance of the song, then find Jorn and say that the holiday will take place, and we need to finish the effigy, and then come to the place indicated by the marker, see how the effigy of King Olaf will be set on fire.

In the same place we speak with Viarmo again - now you are a bard! We get 1000 gold, the task is completed.


To take other tasks - talk to three professors in the bards guild.


Inge Six Fingers will ask us to find Finn on the lute

To do this, we go to the cave "Stone Stream".

We go upstream, look under our feet for traps, kill a few bandits. The first turn to the right will lead us to a chest with a lute.

It is guarded by one Marauder alchemist (I got the heart of a Daedra from him). If you go further along the stream there will be a place where moonstone was mined. We return to Inga, she pays for our work with training - Alchemy, Light Armor, Lockpicking, Pickpocketing, Stealth and Eloquence increase by one point.

Panthea Atheia wants to return the stolen flute

The flute was sold to necromancers because supposedly can revive the dead. We go after her to Hob's Cave. Making our way through the icy corridors, we kill several necromancers and skeletons. Having reached a small hall, we see a closed passage, we pull the chain to the right of it.

(Here on the shelf on the left, in the pharmacist's bag, I came across a Daedra heart)

We take out the soul stones from each column and pass. Ahead we see an ascent with a ladder and several necromancers, at the top there will be a flute in the chest.

After jumping off the ledge, we find ourselves at the entrance and go back for a reward. Panthea will increase Alteration, Illusion, Sorcery, Restoration, Destruction and Enchantment by one point.

Giro Zhiman needs Rjorn's drum

Our path lies in the Cairn of Holdira. Entering the cave, we see a mysterious column of energy and several corpses. On the pedestal is a diary from which you can learn about the fate of unsuccessful bandits. Next we take the key to the crypt and go into it. Inside we will meet ghosts and draugr. Having reached the closed passage, we pull the lever - it is located behind the stone chair.

Next, there will be a room with a stone door on the left, do not rush to activate the lever - a trap will work. On the walls we see pairs of plates with the image of an animal. Opposite each pair there is a stone that needs to be rotated so that the image matches the tablets.

Clockwise from the entrance, it is an eagle, a snake, a fish. Now, pulling the lever, we go further and meet with Holdir. He himself is a ghost, but will inhabit the bodies of draugrs.



Having defeated him, we pick up a staff and a drum from the chest that are not bad for the price.

Open the hatch and jump down to the entrance. We return to the college of bards. Our reward is skill upgrades: Blocking, Shooting, One-Handed Weapons, Two-Handed Weapons, Heavy Armor, Blacksmithing.


Descriptions of the following tasks will be added later.