Skyrim find finn's lute id quest completion. Skyrim Bards Guild Walkthrough. Panthea Ateya wants to return the stolen flute

Finn's Lute(orig. Finn "s Lute) - quest item, miscellaneous in the game The Elder Scrolls V: Skyrim .

Description

A standard eight-chorus lute once owned by a bard named Finn. It wouldn't be out of the ordinary if not for the fact that Finn invented the eight-chorus lute, figuring out how to string the strings for additional choirs. Prior to this, bards used six-choir lutes. New musical instruments have gained great popularity among Skyrim musicians. And it is this lute that is the first eight-chorus.

About a year ago in College of bards thieves entered and stole many valuable things, including a rare musical instrument. They hardly understood what a treasure it was. One of the teachers of the College, Inge Six Fingers, very sad, dreaming of someday returning the lute back to the educational institution. Recently it became known a place where the thieves fled, and protagonist can offer your help in the return of the relic.

Location

The lute is in the bandits' den, cave Stone Stream... It is stored in a chest located at the end locations, next to the leader of the gang.

Quests

  • « Finn's Lute"- is the target subject of the assignment.

Notes (edit)

Bugs

  • After completing the quest, the lute may remain in the inventory as a quest item, and it will become impossible to get rid of it in the usual way.
    • Solution 1: bug fixed in the official patch for Skyrim version 1.4 and higher.
    • Solution 2 PC : use console command player.removeitem DABAB 1.
  • If the lute was found before receiving the quest, then in the final it will remain in the inventory as a quest item.
    • Solution PC : bug fixed in Unofficial skyrim patch version 1.2.1 and higher.
  • If the lute was found before the quest was received, then it may get stuck in the quest log, even if it was handed over to the quest giver and a reward was received.
    • Solution 1: in a dialogue with Inge Six Fingers, you need to choose the topic “ I managed to find Finn's lute", And the item" Why are you sad?»Can not be chosen in any way. If the theme is chosen correctly, then the script will work as needed and the quest will be completed.
    • Solution 2 PC : bug fixed in Unofficial skyrim patch version 1.2.1 and higher.
    • Solution 3 PC : choose a topic « Why are you sad?"By initiating the beginning of the quest, and then using the console command SetStage BardsCollegeLute 40, switching the stage of the task. After that, you can talk to Inge and turn in the quest as usual.

The College of Bards is a music school located in Solitude next to the Blue Palace, which is supposed to train 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 College of Bards, we should find Viarmo, who is the director of the College of Bards of 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 starting the quest, I advise you to look at the section "Why is it needed at all?".

Quest line

The line of quests in the College of Bards is very peculiar, considering that there is only one main quest, it is also the entire plot of the college, followed by three more side quests, the main task of which is to find various musical instruments, but which are quite interesting, i.e. 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 fulfill the assignment for the college, which is not better times, since the jarl of Solitude Elsif forbade vintage holiday bards "Burning the effigy of King Olaf" due to the recent death of her husband. We need to find The Song of King Olaf, a part of the Edda in which every bard leaves his mark for life. First, let's talk to the historian of bards Giraud Jiman, who can be found in the college, in order to find out the location of King Olaf's "Rest". We leave for the "Rest" and go inside. We pass a little ahead and see the ghost of the bard, and in front of the table lies a ruby ​​dragon claw.

We take the ruby ​​dragon claw, and after that the draugrs attack us. 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 the wall that is walled up with cobwebs, and if we cut the cobwebs, we get access to the glass hammer. From the place where we have the opportunity to find 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 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 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 "The Game of Trade" and a couple of potions. We need to go to the left, and then go downstairs, passing the corpse of the dead draugr and bypassing the fire trap. In the next room, a battle with frosty spiders awaits us and nothing more remarkable, besides 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 into a small passage overgrown with roots.

After passing along the passage, we find ourselves in a location where spiteful rats and draugrs attack us. We kill opponents and go up the wooden stairs, open the gate and thereby activate a dangerous trap. We need to go through the trap and be on the other side, and there we can pull the chain, and the trap is deactivated. We rise 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 that we will return here later. We pass forward along the location, kill the draugr warlord and his minions.

To the left of the slain 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 draugrs, there we will need to go down the stairs to the next location, but before that we can open the door of the "Expert" level, behind which there will be a chest of the "Master" level, from which good loot usually drops.

In the location, a fight 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, the grate on the floor opens, after which we need to go down the spiral staircase to the dead end, which must be bypassed 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 also 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, there Svaknir will meet us and open the door, follow him, and in front of us there will be 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, it's time!" and after that we will have a battle with King Olaf One-eyed himself, who will shout: "Insolent bard, die!" and his strongest draugr.

Isn't he cute? Only it is not clear why One-Eyed, for both eyes work for the draugr. We kill King Olaf, pick up the key from his body, and also study the word of power "Rage, Rapid 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 we pass along the already familiar path to the exit from the tomb, and then we 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.

The highest reward we can get by choosing the answers where you need to convince Viarmo. The reward also varies from level to 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, go upstairs and listen to Viarmo reading the Song of Elsif. Depending on the choice made, the jarl's reaction will also be, but in any case, she will allow us to hold the holiday and will issue a college prize, which (the prize) will go to us in the future. After the presentation 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 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 spiced wine from Yvette Sun and free sweets that are on the table next to Bendt. After we have had enough fun, we go to the backyard of the College, it is there that the effigy of King Olaf will be burned.

We approach Viarmo, Viarmo makes a speech, sets fire to the scarecrow, and then turns to us and makes us a bard, and also informs that now the holiday will be held every week! This is the completion of the quest.

Find the Panthea flute

This is one of three non-main quests for finding musical instruments. We need to find Panthea Ateya in Solitude and talk to her. Panthea will say that the necromancers took the flute from her relative, tk. 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, where the flute is hidden, is located between Dawnstar and Winterhold. We find and go inside the Khoba cave. Hoba Cave is an ice cave that is the base of the necromancers. Inside, our enemies will be undead and necromancers, respectively.

We go forward, turn left, kill the skeleton, then in a small location of the necromancer-apprentice, go down below and kill the skeleton and the necromancer-adept, then we rise higher, we pass along the suspension bridge to the other side of the location, kill the necromancer-apprentice, skeleton and necromancer-novice ...
We pass a little forward, here we again have a battle 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 fence. We don't need to go there yet, unless of course we want to fully explore the location, find the stone of Barenziah 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 on the left, a little before reaching the location with the pentagram.

We pass along the aisle, kill skeletons, go downstairs, kill the necromancer-adept, 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 skill "Recovery", return and continue moving forward along the main location (remember, 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 and a sad spectacle awaits us - Larina, because of which the flute was stolen, is dead.

There is a black soul gem next to Larina's body, which is valuable for characters who love enchanted items, because with the help of the black soul stone, you can steal the souls of people.

After all our adventures in the Hoba cave, we take the Panthea 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 Athea, 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 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 Creek cave, which is located far north of Riften. We leave for the Stone Creek cave.

Kamenny Brook Cave is a cave located in the bay of a small lake, which is part of a large underground lake system. It looks pretty impressive. Going inside, we will see a wonderful picture, namely, a Breton hanging on a beam. From the water comes a small wooden path that leads us to an overgrown passage. From the passage flows a small waterfall, 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 in front there is a bandit and two veins of the moonstone. We go to the right, go up, then go upstairs and kill the marauder.

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


(THIS SHOULD BE DONE AFTER WE TAKE LUTE FINN!

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

In the alchemy laboratory in the Stone Creek cave, we can find on one of the tables in the future the valuable stone of Barenziah, as well as the book "Talara's Secret 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 Inga Six Fingers. Inge will be grateful to us and will teach us what she knows herself, namely +1 to all skills of a thief.

Find Rjorn's Drum

In the College of Bards of Solitude, we should find Giraud Jiman, who will happily inform us that they have 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 with him, according to legend, his drum rests. Giraud, in a very persistent manner, asks us to bring him a drum. After a conversation with Giraud, the location of Rjorn's death will be indicated on the map, and this is Kholdir's cairn, located west of Falkreath. We leave for Kholdir's cairn, we go inside.

Inside, we see an extremely interesting sight: a column of incredible energy that springs upwards into a special passage in the ceiling. First of all, we need to find the key to the tomb of Kholdir and the diary, which are on the pedestal, opposite the sleeping bags and the pillar of energy 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.

Kill the ghosts behind the door, go to the 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, a dead-end puzzle room awaits us, which is extremely simple to open. There are three columns in the room, which are quite easy to find, and also opposite the columns on the walls there are paired signs, namely the sign of a hawk, a snake, a fish. We must arrange the signs on the columns so that they are identical to those shown opposite the column, that is, if snakes are depicted, then there must be a snake on the column, but that's not all. After we correctly line up the signs, we will need to pull the lever, which is located opposite the secret dead-end door.

After going a little further to a mysterious source, the hero will stumble upon ghostly draugrs and Kholdir himself. Our task is to kill all the appearing ghostly draugrs and Kholdir, thereby freeing the souls that fed the source. After we do this, we take the loot and the coveted 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 very quickly go outside and return to Giraud Jiman, if we open the grate, which is in the middle of the location in which we killed Kholdir, and there, after jumping off, we will quickly go outside. Upon returning to the College of Bards, Giraud Jiman 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?

A question that initially comes into the head of every reader of this passage, and it climbs quite persistently. This section is both an epilogue and a prologue of this passage at the same time, since will be of interest to both those who start their passage from this section, and those who finish their passage from this section.

But really, why do we need all this at all? After all, even becoming a bard, we will never 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 banally spend the night in the College even after our acceptance as a bard. In general, if you say that the College of Bards is not a fraction, then you will be right, albeit not absolutely, because the faction still has quite large advantages.

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 in which we have to visit during the passage, and I was intoxicated by their originality. In general, the faction has practically no plot, except for the quest "Set fire!" But after completing this quest, we will have access to three more fully-fledged, albeit far from the most twisted, side quests, after passing which, the player will increase almost all his skills by +1 unit (magician, warrior, thief), as well as 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, albeit loosely related to each other. Each quest counts as helping the residents of Haafingar, which means given passage can make your becoming a Solitude tan a lot closer, which is a plus. In addition, if you collect Barenziah stones, then be aware that in the two locations, which are the scene of two faction quests, there are two Barenziah stones + treasure map X. In addition, Giraud Gimand is a master of eloquence and can teach this gift to the player.

List of utilities:

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

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

Finn's Lute in Skyrim is a playable item that can be encountered by every player. But where can I get it? How to use? What is this tool for? To understand all this and not only we will try further. In fact, everything is simpler than it seems.

Description

Finn's Lute in Skyrim is a quest item. It is an ordinary eight-chorus lute. Previously, the instrument belonged to a bard named Finn. The mentioned item is the first eight-chorus lute. She is highly regarded in the Skyrim world.

In addition to the subject, the quest of the same name is called Finn's lute. It boils down to finding a treasured tool for the Bards Guild.

Where to look

Where can I find Finn's Lute? It was stolen by thieves. You can find it in the Tool is kept in the chest near the leader of the thieves' gang.

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

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

How to get it without problems

In Skyrim, Finn's Lute can be issued using the game console. This is a quick solution for completing the quest.

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

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

After the actions taken, 1 lute will appear in the character's inventory. She has no 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 team disables the consumption of life, mana and stamina in the game.

Find Finn's Lute
Job sourceInge Six Fingers
Reward+1 to skills (see text)
PreviousSet fire!
LocationCollege of Bards
ComplexityEasy
IDBardsCollegeFlute
Dean Inge Six Fingers will tell that a year ago, when thieves got into the College, an unusually valuable item was stolen from her - Finn's lute, the first of the 8-choir lutes created. The bandits who stole the lute settled in the Stone Creek Cave, where Dovahkiin will find them.

After the return of the missing instruments, each dean will thank the hero by teaching him a couple of mastery lessons. As a reward, Inge raises the following skills by one point: Alchemy, Light Armor, Hacking, Pickpocketing, Stealth and Speech.

Bugs

  • Sometimes, after completing quests, the deans "forget" to take the tools from the hero's inventory. The only way to remove them is by using console commands player.removeitem 000DABA7 1 (for Panthea's flute), player.removeitem 000daba9 1 (for Rjorn's drum), player.removeitem 000dabab 1 (for Finn's lute).
  • Also, if the player found these items before receiving the corresponding quests, the return of the tools will become impossible. In order to complete the tasks, you need to use the console: setstage bardscollegeflute 40 (completes the quest with the Panthea flute), setstage BardsCollegeLute 40 (completes the quest with Finn's lute), setstage BardsCollegeDrum 40 (completes the quest with Rjorn's drum).

In order to steal from 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 a tub on the victim's head and no one sees you.

Bug with horseback riding on Shadow Mane

From time to time, when trying to climb the Shadow Mane, the following bug occurs: the player's character disappears, but the game still switches to riding mode. It looks like controlling Shadow Mane directly, though it won't be possible to get off of it. If you use fast travel in this state, then at the end of the transition, the player's character will again be on the Shadow Mane, but only as a "dummy" (the control will still remain on the Shadow Mane). The only way to fix the bug in the game itself is to quickly move to one of the capitals (Whiterun, Riften, Windhelm, etc.), which cannot be entered on a horse.

The bug occurs periodically and while it has not revealed any pattern in its appearance, it is also possible that it is spread not only to Shadow Mane.

In the cave "Stone Creek"

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

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

2) An elusive exit from some other dungeon was found, perhaps there is a risk of breaking scripts by entering it (this place is located above a waterfall, from where an 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 college of bards for the return of a flute, drum or loot, you can face the following difficulties having at least one of the quest items that is "registered in the invintar" - you hand over the completed quest and get what you deserve, but the items are not taken away from you! !! And you carry extra junk, throwing away or stealing the item will not work for the NPC who gave the quest ... The real way out is to complete the quests, find the ID of the items and set the value of these items to 0

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

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

Conflict of two quests in Riften:

A "chance encounter" from Brynjolf to join the thieves' guild.

And the quest:

"Find information about Brand-Neck's past" \ "Return to Brand-Neck". from Brand-Shey. To quote Brignolf on this quest:

Why did Brand-Shey not please you?

We were hired to hint Brand-Sheu so that he would not meddle in other matters. But we are not the Dark Brotherhood, so we won't kill him, we'll just put him in jail for a couple of days.

It is 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-Neck. After tossing the ring, he will immediately be taken to the prison by the guard. But the same Brand-Shey issues a quest to dispel the veil of secrets of his origin. The situation is as follows - the character takes the quest "Find information about Brand-Shey's past", and then completes the quest "A chance meeting" and Brand-Shey goes to prison. When the character

He speaks the truth, I set him up! =)

returns to Riften ("Return to Brand-Neck"), he is faced with an unexpected surprise - Brand-Neck is never released! Moreover, attempts to talk to him in prison do not lead to the completion of the task, he scolds this whole rotten city, and is not at all interested in what the character managed to find out about his past. Gaining patience, he missed 5 days in a row, On the fifth day he was still "released". Now we can turn in the task to him. Here are just "let go" figuratively. He is still in jail, and he says in greeting, "If you are in the market, I sell luxury goods from Morrowind there ..." I think I should return him to the market after a couple of days. Everything suggests that over time he should be released, and those 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 hunters with him. We talk to him - we get a passive for his arrivals.

We immediately kill him. We remove 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 ...