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Fellglow Keep

Reward

2920, vol 09 - Hearth Fire

Catalogue of Weapon Enchantments

Daughter of the Niben

Notes on Racial Phylogeny

Response to Bero's Speech

The Black Arts On Trial

Type

College of Winterhold, Main Quest

Quest ID

MG03

Hitting the Books is a quest available in The Elder Scrolls V: Skyrim. The quest serves as the
third quest in the College of Winterhold's quest line. To unearth important information
about Saarthal, Urag gro-Shub asks that three books hidden within Fellglow Keep be
recovered. The books, Night of Tears, The Last King of the Ayleids and Fragment: On
Artaeum, were stolen by Orthorn, who is being held prisoner therein by The Caller.
Walkthrough

Arcanaeum

To begin, speak with Urag gro-Shub about any documents that might explain the connection
between Saarthal and the Psijic Order. Urag sits at his desk inside The Arcanaeum. Urag
confesses that the needed documents were recently stolen by an apprentice by the name of
Orthorn, who took the books and ran off to Fellglow Keep to join up with a group of mages
who left the College. He suggests "speaking" with Orthorn about the books.

Fellglow Keep (Outside)

The Fortress grounds are guarded by two mages and a Flame Atronach. The best way to kill
them is to get atop the tower and sneak and shoot them with a bow. Once they are killed,
the main entrance is found to be locked and can only be opened with a key. There is,
however, another entry point through the dungeons. In the base of one of the ruined
towers, there are steps down to the Fellglow Keep Dungeons.

Fellglow Keep Dungeons

The dungeons contain several rooms with water covering the floor. In the second of these
rooms, there is an ice mage and two frostbite spiders. A table at the top of the stairs holds
several Soul Gems. A set of stairs leads down to the southeast to a poison dart trap, where a
set of stairs leads further down to the northeast, and another leads up to the southeast. The
latter stairs lead to a dead end, with a wooden door that has an apprentice-locked chest
behind it. Back at the junction, the stairs to the northeast lead down to an exploding rune
trap. Beyond this is a prison with a leveled Conjurer sitting at a table. Note that the
Vampires, if released from their cages, will attack any enemy mages.

Through the wooden door to the southeast is a torture chamber with several enemy magic
users and several dead vampires, Khajiit, and Nords on tables or in cages. A door to the
northeast leads to stairs down to another prison, where Orthorn can be found, along with a
necromancer, who will release the wolves from their cages if given the chance. Orthorn,
when asked about the books, says The Caller has them. After this conversation, Orthorn can
be released by using the middle of the three levers. He can then be a temporary follower for
the remainder of quest, or he can be left in the cage until the dungeon is cleared.

Note: It is easier if Orthorn is freed and following, as the final battle is quite challenging.
Also, an option to make an arrangement with the Caller is only available if he is present.

From the prison, an adept-locked door to the west leads to a room with an apprentice-
locked chest and some weapons on a table. A set of stairs to the northwest leads a door to
Fellglow Keep that requires a key. A door to the southeast leads to stairs that go down to a
room where there are three other magicians practicing their skills. It is recommended you
have snowberries and a potion of resist cold. Sneaking here is very effective. Otherwise, the
best defense is to attack.

The next steps to the northwest lead to a room with several Necromancers and some
skeletons. The summoned undead will disappear as soon as all Necromancers are dead, so
the Necromancers should be targeted first. At the end of the corridor is a Raise Zombie spell
tome on a pedestal. To the left (northwest) is a door which leads to the main portion of
Fellglow Keep.

Fellglow Keep

In the next area, there are a conjurer and a mage. If Orthorn is in the party, it is best to
attack whomever he chooses. There are bits of treasure throughout the room. Upon the
pedestal directly across from the room's entrance is the Conjuration skill book, The Doors of
Oblivion. Through the door to the east is a dining room, where a Novice Necromancer lies in
wait. An adjacent room leads to a hallway with a key-locked door to the north that returns
to the dungeons, plus a doorway to the east that leads to a common room with an Atronach
of some kind, as well as a mage. The bottom floor also has a key-locked door on the north
wall that leads outside, plus a door to the east that leads to a room where a mage and
necromancer are resting.

Up the stairs are open doorways to the right and left, plus a closed door leading forward
(south) that is barred from the other side. To the right is a room with an Arcane Enchanter,
an Alchemy Lab, an anvil and a workbench. On the desk next to the alchemy lab is an
Unusual Gem, while on the bookshelf next to the workbench are three Quicksilver Ingots.
Back at the top of the stairs, to the left and up another flight of steps, there is a room with a
mage and conjurer inside an inner circle of shelves. The skill book A Hypothetical Treachery,
which boosts destruction skill, is on a table nearby.
On the opposite side (south) of the room entrance is a pathway leading to stairs up to
another hallway. There are bedrooms on the left wall, and an Atronach at the other end of
the hall. The second bedroom on the left contains a sleeping mage who holds the Fellglow
Keep Key. Through the door at the other end is an adept-locked door that can be opened
with the Keep key. Inside is a shrine of Julianos, which temporarily increases Magicka by 25
points. Another door in that room leads to a room with an adept-locked chest.

The Caller

Back in the hallway where the Atronach was, there's a wooden door leading to a grand
staircase, curving west / northwest, to the top. At the top is the door to the Fellglow Keep
Ritual Chamber. Inside is The Caller. The Dragonborn can either fight against the sorceress or
come to an arrangement with her.

• Arrangement: If Orthorn is with the party, an arrangement is possible. Otherwise, she will
say that the Dragonborn has nothing to trade. In the course of the conversation she offers to
trade, requiring a team as a replacement for the mages and the books. She responds and
waits. The bargain is completed by talking to the witch again. She must be talked to again to
make the trade. If the books are taken before talking to her again she will attack. The three
books should be taken and the room must be left quickly. Note that opening the exit door
after leaving is not possible.

• Fight: In a fight, she summons two level-dependent Atronachs (which can be looted for
Frost/Fire/Void salts when defeated, as they aren't the result of a Conjuration spell), which
appear in the rooms behind her. She primarily uses frost and lightning Destruction spells, but
also uses Restoration spells and periodically teleports around the room. Note that if she is
killed before the Atronachs, they disappear.

• Persuade: Requires 50 Speech; she can be persuaded to not fight, allowing the Dragonborn
to take the books and leave unhindered.

• Assassinate: After speaking with her, if she's still neutral, it's easy to sneak behind her and
kill her in one blow.

• One Hit Kill: If you have a high enough sneak and archery skill, you can one shot her before
she summons the atronachs, avoiding damage altogether.

Completing

If an arrangement was made, the door behind The Caller cannot be used. In that case, the
Dragonborn can just leave through the entrance door. If not previously dealt with, a Novice
Storm Mage will be there to fight at the bottom of the stairs. She can be killed, and Fellglow
Keep Key will be on her body. After backtracking to the room where the Apprentice Ice
Mage was, the key-locked door to the outside can be used to leave the keep.
If a battle was fought, the three books (located on pedestals, but they may fall onto the floor
during the fighting) can be taken, and the Fellglow Keep Key can be looted from The Caller.
The door directly behind the middle pedestal leads to much loot and a trap door exit, which
leads through the barred door and back to Skyrim.

Upon returning to the College of Winterhold, Urag gro-Shub can be spoken with to return
the books. He will then offer the quest "Good Intentions."

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