What does the College of Skyrim Bards give? Skyrim Bards Guild Walkthrough

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

Set it on fire!

Walkthrough Skyrim games will continue with this task. It turns out that bards have long had a holiday during which an effigy of a king named Olaf is burned. However, in current times, the government has decided to cancel the celebration. To prevent this, you need to find the ancient "Song of King Olaf." Its location, some kind of dungeon, will be shown on the map. Head there. There you need to clear the premises and solve the riddles placed there. Also beware of traps. To progress through the game Skyrim, do not miss the levers in the walls, because with their help you will be able to open the grates (aka doors) and thus move forward. For example, one lever there moves back the grate on the floor. You will have to jump into the resulting hole.

Use the beacon to find a closed room and click on the lever on the left side. Then the “door” will open, behind which lies “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 lies in the correct location 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. Destroy everyone, take the one-handed ebony sword and the key, then leave the dungeon. On your way out, rummage through the royal treasure chest. And on the wall, read and remember the dragon’s new word - “Fury. Swift Charge.” Now go meet Viarmo and give him the book. However, he will notice some spoiled parts in it, so you suggest that he finish the book. Then visit the singing of the song and find Jorn. Tell him that there will be a holiday 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 effigy. Talk to Viarmo again and rejoice 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 three professors at the College of Bards.

Inge Six Fingers will ask us to find Finn's lute

Head to the cave called "Stone Brook". Move along the current upward. Be careful and watch the road - don't fall into traps. Deal with several 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 Daedra's heart 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, Hacking, Stealth, Pickpocketing, Light Armor and Speech. Completing the game Skyrim will allow you to increase these skills by one point.

Panthea Atheia wants to return the stolen flute

Necromancers bought the flute because, according to stories, it can bring people back from the dead. You need to go and find her in Hob's Cave. You will pass through icy corridors, where you will meet a couple of skeletons and necromancers. Kill them all and go to 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 a Daedra heart. An easy trap awaits you ahead. She can strike with frostbite.

Next you will see columns from which you need to pull out soul stones. You will also see a staircase on the rise, necromancers and, finally, a chest on top with a flute on it. After taking it, jump off the ledge and get to the entrance. Come back for your reward. For completing this task in Skyrim, Panthea will allow you to improve skills such as Sorcery, Destruction, Illusion, Enchantment, Alteration by one point.

Giraud Zhiman needs Rjorn's drum

You must reach Cairn Holdir. In the cave you will see a mystical pillar with energy and corpses. There is a diary on top of the pedestal in front. In it you can read the life story of the unlucky robbers. Near the diary, take the key to the crypt. 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 again made of stone. Be careful, the lever here will activate a trap. On the walls there are pictures of animals, a couple of plaques at a time. You will also see stones on the opposite side of them. To complete the game Skyrim, they need to be positioned so that the picture of the animal on the stone is identical to the picture on the wall.

If you list them clockwise starting from the entrance it should be like this - eagle, then snake and finally 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 and jump to the entrance. Return to the Bards' College for rewards in the form of new skills: Two-handed and One-handed weapons, Smithing, Shooting, Heavy Armor, Blocking.

To join the guild of the Skyrim College of Bards, the player must get to the city of Solitude. The house itself is located not far from the Palace, so it’s impossible to pass by without noticing it. Going inside, we will meet a man named Viarmo, who will tell us about how you can join the bards.

About the guild

The College of Skyrim Bards has existed in Solitude since the time of the Alessian Order. Future singers, poets and musicians are trained there. Students, together with teachers, take an active part in holding noisy celebrations and provide the public with live music. During the main annual event organized by the College, celebrants burn a special effigy. By the way, the prototype for the scarecrow was King Olaf, hated by many.

Bards who have completed their studies at the College can go to taverns or rich houses to begin their independent career there. Some graduates choose a different path - the path of nomads, wandering between cities and settlements and bringing beautiful music to the most remote corners of the northern province.

This is a fairly interesting guild that gives exciting quests. The only disappointment noted by many players is that main character will never be able to learn to sing or play an instrument. Fortunately, this defect can be corrected with the help of special mods for the Skyrim College of Bards.

Joining the Bards

Anyone can join this guild, regardless of class and level. To do this, we need to find our future mentor, Viarmo, in the College itself - it is he who will tell us about the rules of entry. From him we learn that only those who can fulfill their instructions and prove their usefulness are accepted into the College.

It is noteworthy that after joining this guild, the main character will not receive either a room, a bed, or a chest (unlike the guild of magicians, thieves, etc.). By completing tasks, we will not be able to receive titles or advance through certain ranks. We won't learn to sing either. In fact, all that the College of Skyrim Bards gives is achievement, a good monetary reward and leveling up of skills.

Composition of the Board

  • Viarmo is the guild's chief director and art teacher. Likes to collect songs and legends, hold celebrations and test new members of the College.
  • Giraud Zhiman teaches new students about history and ancient legends, his archives are filled with a wide variety of historical books. If desired, the player can raise his Speech level to “Master” from Giraud.
  • Inge six Fingers - teaches new bards to play the lute and other musical instruments.
  • Panthea Anthea is another teacher who teaches flute skills.

Quest 1: "Set it on fire!"

In the first task that we will be entrusted with, we will have to talk to the local jarl about the ancient traditional holiday of burning the effigy of Olaf. To be more precise, we must convince the authorities that the holiday should take place this year (it was canceled due to personal reasons of the jarl).

First, let's go looking for "The Song of King Olaf." The book can be found in one of the crypts, in which many traps and enemies in the form of spiders and skeletons await us. We move forward until we come across the body of a dead bard named Sangvik. There will be a “Song” lying next to the corpse, so we grab it and run back.

On the way back, the ghost of Sangvik will help us - he will get rid of the force field that will block the passage, and will also act with us against several strong draugr. At the end of the battle, we will have to face Olaf himself - he is a fairly strong opponent, so it is important to go well prepared in search of the book.

We return the “Song” back to Viarmo and discover that part of the text has decayed over time. We add the necessary lines and go to meet with the jarl. If we manage to reconstruct the text convincingly, then the jarl will give permission to hold the holiday. Congratulations, we have completed the first quest of the Skyrim College of Bards and have been accepted into their ranks!

Quest 2: "Panthea's Flute"

We receive the next task from Panthea Anthea - she sends us for the flute, which is hidden in the Khoba cave. You'll have to fight your way through another crowd of enemies, fighting necromancers and the skeletons they summon. The flute is kept in the very last room, which is guarded by the most strong opponents.

We return to the College of Skyrim Bards, where Panthea, in gratitude for the returned relic, will increase several of our magical characteristics: destruction, enchantment, illusion, change, restoration and witchcraft.

Quest 3: "Finn's Lute"

For the third quest, we turn to a character named Inga - she is interested in Finn's stolen lute, which, according to rumors, is now in

Upon arrival at the place, it turns out that local bandits have moved into the cave, so things will not happen without a fight. We make our way along the corridors to a small room in which a chest with a lute is hidden. It is worth noting that the room is guarded by the most powerful bandit, and perhaps it will be a magician. We deal with the enemy, take the instrument and return to the College. In gratitude for the work done, Inga will upgrade several of our skills.

Quest 4: "Bjorn's Drum"

We complete the passage of the College of Bards of “Skyrim” with the fourth and final quest, which Giraud Zhiman will entrust to us. Without thinking twice, we go to the location marked on the map with a special mark.

Once in Holdir's cairn, we explore the ancient ruins next to the magic pillar. We learn about what happened at this place from several diaries found there. We select the key and go inside the cairn through the locked door. Inside the cairn we are greeted by several draugr, as well as the ghosts of fallen warriors. We make our way through all the obstacles, solving several riddles along the way. The riddles are related to the symbols of various animals that are already familiar to us: in a room with two fish, we choose a fish, in a room with two birds, we choose a bird, and, finally, in a room with two snakes, we twist a snake.

At the end of the path we will meet with Holdir himself. His opponent is not as strong as King Olaf, but he has a lot of health and a scream attack. At first he will attack us in the form of a ghost draugr, however, having lost half of his HP, he will immediately “split” himself into three phantoms. Our strategy in this case will be to win each individual phantom, after which Holdir will again acquire a single form. We kill him and take the drum. Now we head down and get out through the hatch.

We meet at the College with Zhiman and give him the drum. As a reward, we receive upgrades in the form of an additional unit to several combat skills. With this, our “training” in the Bards Guild can be considered complete.

To join the ranks of 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 your usefulness to 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 bards have had a holiday since time immemorial - 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 dungeon to which we are going will be marked on the map:

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

We find the locked room using 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 comes a fight with a huge amount The Draugov, led by King Olaf One-Eye. We kill them all, take the key and the ebony 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 and give the book. He will say that some pages are damaged, to which we suggest that he complete the book himself. I chose the first options everywhere. After which 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, watch how the effigy of King Olaf is set on fire.

There we talk with Viarmo again now you are a bard! We receive 1000 gold, the task is completed.


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


Inge Six Fingers will ask us to find Finn's lute

To do this, we go to the “Stone Brook” cave.

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

It is guarded by one Marauder alchemist (I came across the heart of a Daedra). If you go further along the stream there will be a moonstone mining site. We return to Inga, she pays for our labors with training Alchemy, Light armor, Burglary, Pickpocketing, Stealth and Speech are increased 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 the heart of a Daedra)

We take out the soul stones from each column and go through. Ahead we see a rise with a ladder and several necromancers; there will be a flute in the chest at the top.

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

Giraud Zhiman needs Rjorn's drum

Our path lies in Cairn Holdir. Entering the cave, we see a mysterious column of energy and several corpses. On the pedestal there is a diary from which you can learn about the fate of the unsuccessful bandits. Nearby 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 stone door on the left, do not rush to activate the lever a trap will be triggered. On the walls we see a couple of plaques 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 these are eagle, snake, fish. Now, having pulled the lever, we move on and meet with Holdir. He himself is a ghost, but will inhabit the bodies of draugr.



Having defeated him, we take a good-priced staff and a drum from the chest.

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


Descriptions of the following tasks will be added later.

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

In order to start the quest to join the College of Bards, 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 College of Bards, and after that it will be indicated by a marker on the map and we can easily find it.

After we find the Bards' College, we should find Viarmo, who is the director of the Solitude Bards' College. Viarmo is inside the building and will approach us if we go inside, and then ask how he can help us, and we will answer that we want to join the College. Before starting the quest, I advise you to look at the section “Why is this necessary at all?”

Quest line

The line of quests in the College of Bards is quite unique, considering that there is only one main quest, which is the entire plot of the college, and is followed by three more side quests, whose main task is to search for various musical instruments, but which are quite interesting because... passing them, we find ourselves in very interesting locations and learn interesting stories.

Set it on fire!

Viarmo tells us that there are many people who want to join the college, so he asks us to carry out an assignment for the college, which is experiencing better times, since Jarl Elsif of Solitude banned the ancient bards’ festival “Burning the Effigy of King Olaf” due to the recent death of her husband. We need to find the Song of King Olaf, the part of the Edda in which every bard leaves his mark throughout his life. First, let's talk to the bard historian Giraud Zhiman, who can be found at the college, in order to find out the location of King Olaf's "Resting Place". We go to the “Repose” and go inside. We walk a little forward and see the ghost of a bard, and ahead on the table lies a ruby dragon claw.

We take the ruby ​​dragon claw, and after that the draugr attack us. We kill the draugr and follow the bard into the passage that opens 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 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 gain access to a glass hammer. From the place where we have the opportunity to discover the 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 ahead of us will be a chest of the “student” level, as well as several potions, which are also walled up with cobwebs. So, we go left, activate the lever, after which the location changes, we fight with the draugr and explore the new opened rooms, and among them there are also two passages to the left and forward.

Ahead of us will be a ram trap, as well as the book “Game of Trading” and a couple of potions. We need to go left and then go down, passing the corpse of a dead draugr and avoiding the fire trap. In the next room we will have a battle with frosty spiders and nothing more notable except two iron bars on the floor and a lever on the wall, which is illuminated by wall sconces. We pull the lever and jump into the opened passage in the floor. We will have to swim a little and then go into a small passage overgrown with roots.

Having passed along the passage, we find ourselves in a location where we are attacked by skeevers and draugr. We kill the opponents and go up the wooden stairs, open the gate and thereby activate a dangerous trap. We need to go through the trap and end up on the other side, and there we can pull the chain, and the trap will deactivate. We go up the wooden stairs, open the iron door, go forward and again see the ghost of the bard. In this location there is a pentagram of souls and a sealed door, which means we will return here later. We move forward through the location, kill the draugr warlord and his minions.

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

In the location, a battle with draugr awaits us, after which we should pull the chain located in the wall in the center of the room. After we pull 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, Svaknir will meet us there and open the door, we follow him, and in front of us we will be greeted 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 draugr until the ghost shouts: “Rise, Olaf, I will take revenge on you!” and after that we will have a battle with King Olaf One-Eye himself, who will shout: “Insolent bard, die!” and his strongest draugr.

Isn't he cute? It’s just not clear why One-Eyed, because the draugr has both eyes working. We kill King Olaf, pick up the key from his body, and also study the word of power “Fury, Swift Charge,” which is located behind his coffin, and exit through the door of the “Master” level, using the key picked up from Olaf’s body. We pull the lever and follow 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 learn that the Song is no good, and we invite Viarmo to finish writing it. Depending on which answers we choose, our reward will vary.

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

After rewriting the song, we go to Viarmo in the Blue Palace. We need to demonstrate the “Song of King Olaf” to the Jarl of Solitude, we 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 the holiday and give us a board award, which (the award) will go to us in the future. After introducing 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 o'clock 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 spicy wine from Yvette Sun and free sweets that are on the table next to Bendt. After we have had a lot of fun, we go to the backyard of the College, it is there that the burning of the effigy of King Olaf will take place.

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

Find Panthea's flute

This is one of 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 they can revive the dead. We have a long way to go, because... Hob's Cave, the place where the flute is hidden, is located between Dawnstar and Winterhold. We find and go inside the Khoba cave. Khoba Cave – ice cave, which 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 below and kill the skeleton and necromancer adept, then go higher, pass along the suspension bridge to the other side of the location, kill the necromancer apprentice, 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, from which we can go further by activating the lever hanging to the right of the barrier grate. We don’t need to go there yet, if of course we want to fully explore the location, find Barenziah’s stone and kill the necromancer adept, and for this we must 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 before reaching the location with the pentagram.

We pass along the passage, kill the skeletons, go down, kill the necromancer adept, find Barenziah's stone, 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 (let me remind you, we will need to pull the lever in order to lower the obstacle). Further along the way, a trap of soul stones awaits us, which can either be bypassed or destroyed by knocking the soul stones off the pedestals, and then the final battle with the necromancers awaits us and a sad sight - Larina, because of whom the flute was stolen, is dead.

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

After all our adventures in Hoba’s cave, we take Panthea’s flute from the chest marked with a marker, and we can also take loot from it. After this, 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 any attention to the fact that Larina was killed by necromancers, but will teach us all magical skills + 1.

Find Finn's lute

In Solitude we have to find Inge Six Fingers, who is usually located in the College of Bards. Inge is saddened that thieves robbed the College of Bards more than a year ago and stole Finn's first eight-choir lute, which now has no price. 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 Stone Stream cave.

Stone Stream Cave is a cave located in the bay of a small lake, which 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 emerges from the water, which leads us to an overgrown passage. A small waterfall flows from the passage, above which the 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, go up, then go up and kill the marauder.

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


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

Treasure location: 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. Having reached the fort, look at the available map and swim to the place marked as X in a circle, the treasure will be there.)

In the alchemical laboratory in the Stone Stream cave, we can later find on one of the tables a valuable Barenziah stone, as well as the book “The Secret of Talara Part 4”, which increases the Illusion skill, 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 take it to Inga Six Fingers. Inge will be grateful to us and teach us what she knows, namely +1 to all thief skills.

Find Rjorn's Drum

In the College of Bards of Solitude, we should find Giraud Zhiman, who will happily tell us that they found the legendary Drum of the warrior-bard of the Second era Rjorn, but in fact they only found the place of death of the legendary Rjorn, and with him, according to legend, his drum rests. Giraud, in a very insistent manner, asks us to bring him a drum. After talking with Giraud, the map will indicate the location of Rjorn's death, and it is Holdir's cairn, located to the west of Falkreath. We go to Holdir's cairn and 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 the pedestal, opposite the sleeping bags and the energy column itself (the location of things is shown in the screenshot). Taking the key, we 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 move on.

Behind the door we kill the ghosts, go left and then forward, kill the ghosts and the draugr and go to the throne on which the draugr sits, kill the draugr, and then activate the lever that is located behind the throne. Next, a dead-end puzzle room awaits us, which is extremely easy to solve. 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, a snake, and a 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 draugr and Holdir himself. Our task is to kill all the ghostly draugr and Holdir that appear, thereby freeing the souls that fed the source. After we do this, we take loot and Rjorn’s treasured drum 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 has taken the drum, we can very quickly go outside and return to Zhiro Zhiman if we open the grate, which is located in the middle of the location in which we killed Holdir, and there, after jumping, we will quickly go outside. Upon returning to the College of Bards, Giraud 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 this at all?

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

But really, why do we need all this at all? After all, even after becoming a bard, we will never be able to learn 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 simply spend the night in the College even after our acceptance into bards. In general, if you say that the College of Bards is a sub-faction, then you will be right, although not absolutely, because the faction still has quite large advantages.

Am I drunk? In general, the faction has practically no plot, except for the quest “Set it on fire!”, which in fact is the entire main plot and main quest of the College of Bards. But after passing of this quest we will have access to three more fully-fledged, although far from the most intricate, side quests, after completing which the player will increase almost all of his skills by +1 unit (mage, warrior, thief), and will also enjoy extremely interesting locations and new , albeit minor 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 it, albeit loosely related to each other. Each quest counts as helping the residents of Haafingar, which means this walkthrough can significantly bring your becoming Thane of Solitude closer, which is a plus. In addition, if you collect Barenziah stones, then know that in the two locations that are the setting for two faction quests, there are two Barenziah stones + treasure map X. In addition, Giraud Zhiman is a master of eloquence and can teach this gift to the player.

List of useful things:

  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 residents of Haafingar.
  7. Increases almost all skills by +1.
  8. Celebration of the Burning of the Effigy of King Olaf in Solitude.
  9. Access to the Master of Elocution and other teachers.
  10. Free SWEET ROLLS during the holidays in Solitude.

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

To join the College of Bards, the candidate must complete one task. It will consist of finding a long-lost book - “The Song of King Olaf.” Go to the Repose. When you enter, you will find a Ruby Dragon Claw in the center of the table, take it with you. This will wake up the draugr. Make your way forward, avoid fire traps, pull the rings, boldly jump into the water, go through the suspended road with mechanical knives and confidently move towards the goal. Further you will find a pentagram of souls and a sealed door with a glimpse of blue magic, and ahead you will meet a draugr warlord who will also not be very pleased with your appearance. We'll have to fight him. Then go down the spiral staircase. In the dried hands of Svaknir's mummy, you will find the book you are looking for. Alas, it will be noticeably damaged. Go back the way, the ghost of Svaknir will open a sealed door for you, behind it there will be a long corridor and at the end a tricky door with three rings. Use the Ruby Dragon Claw to open the door. And then the most interesting thing begins: you find yourself in a large hall, where sleeping draugr sit along the walls in three tiers on stone chairs, the ghost Svaknir is the first to enter the battle, helping you, and you have no choice but to also enter into battle with him. The further you make your way forward, the more draugr begin to awaken, and you have more and more opponents. This is where the carousel begins. After numerous attacks by the draugr, in the end you will have to defeat Olaf One-Eye himself (!), who, it turns out, was quietly resting in his tomb. Having defeated Olaf, your best assistant, the ghost Svaknir, disappears, and you are left alone. Look around, behind his tomb there will be a Wall of Words; When you get close to her, you will learn the dragon word: “Fury” (Rapid Charge). Immediately, to your left, you will see a closed door to King Olaf's treasury. If you cannot open the lock with a master key, the key to the treasury can be taken from Olaf's body (however, it is better to use a master key, since each opened master-level lock is a guaranteed increase in the level of hacking. Open the chest and, having taken all the contents from there, you you begin to think about leaving the dungeon and then, on the right, you see another closed door, and next to it there is a lever to open it. Having opened the door and walking along the winding corridor, you find yourself at the beginning of your route. Return to the bards’ college and talk with Viarmo. He, of course, he will be delighted with the book you found, but after leafing through it, he will say that it is spoiled, and it lacks a few lines for its full execution. You, as a hero, propose to add some lines to the songs yourself (thus finally and completely distorting the history of Skyrim of the corresponding period). After some thought, Viarmo agrees and offers you several line options to choose from. You will have to prove yourself here too. These are the lines:

Line options for the first verse

  • Olaf attacked him while he was sleeping.
  • Olaf made a deal with Numinex.
  • Olaf was Numinex, a dragon in human form (Persuasion).

Line options for the second verse

  • Olaf ordered disguised soldiers to attack Solitude.
  • He forced Solitude to attack Winterhold.
  • He used magic to blame Solitude for everything.
  • Olaf attacked in dragon form (Persuasion).

After choosing the line options, Viarmo invites you to go with him to the palace and sing a song to the jarl there. After the jarl approves the song, the celebration will take place! Talk to Jorn after dark (after 8:00 PM). Take a seat to watch the Burning of Olaf One-Eye. Let's look at the scene and enjoy the sight of the burning scarecrow. Elisif enjoys the celebration so much that she orders Olaf's burning every week. We receive a reward. You are now officially declared a Bard!

Reward

When choosing dialogue options 1 and 1, the College generously rewards you with 1250 gold

When choosing dialogue options 1 and 2, the College will thank you and reward you with 1200 gold

When choosing dialogue options 1 and 3, the College will thank you and reward you with 1200 gold

When choosing dialogue options 2 and 1, the College will thank you and reward you with 1200 gold

When choosing dialogue options 2 and 2, the College will thank you and reward you with 1200 gold

When choosing dialogue options 2 and 3, the College will thank you and reward you with 1200 gold

When choosing dialogue options 3 and 1, the College generously rewards you with 1500 gold

When choosing dialogue options 3 and 2, the College will thank you and reward you with 1200 gold

When choosing dialogue options 3 and 4, the College generously rewards you with 1500 gold

In addition, if you talk to Yvette Sun during the holiday, she will give you two bottles of spiced wine, and Sorex Viny will give you a meat pie.

Solitaire Mat