Under Saarthal - p. 1 TES V: Skyrim Guide
Last update: 11 May 2016
New main objective: Meet Tolfdir outside Saarthal
Leave the College of Winterhold and open the world map to establish that the Saarthal ruins, in which the mages organized the excavations is located in the mountains south-west from here (screen above).
If you already discovered the ruins, you can of course use fast travel. Otherwise, I'd recommend beginning at Winterhold. Head south and turn west at the first chance to go through the gully (screen above). Be careful, as there might be wolves and bears in the area.
Your destination are the excavations, which cannot be spotted at first sight as they're on the lower level of the glacier (screen above). You can also get there by going round it or jumping onto the lower ice ledges. After reaching them, talk to Tolfdir and tell him that you want to enter the excavations.
New main objective: Follow Tolfdir
Use the small entrance to the Saarthal Excavation. After reaching the new area, follow the mage (screen above), listening to his comments on the way. Eventually you should reach a slightly bigger room. Once again tell him that you're willing to cooperate and Tolfdir will ask you to find Arniel Gane and ask him if he needs help.
New main objective: Find Arniel Gane
Arniel Gane works north-west from here and you can get there by choosing the only possible passage. However nothing stand in the of following Tolfdir, as he's heading that way as well. After reaching the even bigger room, stay on the upper balconies and move through the bridges (screen above).
Use the western passage, for now the only possible exit from the room (not counting the corridor you used to get here). Soon enough you should reach Arniel. Speak to him (screen above) and the mage will ask you to explore the northern rooms in search of four magical artifacts.
New main objective: Search for magical artifacts
Following Arniel's hint, head north. All the artifacts are luckily marked, so you shouldn't have any particular trouble with finding them. Start off by collecting three artifacts on the ground, the Enchanted Rings (screen above).
In the end head to the artifact furthest from Arniel, that is the Saarthal Amulet hanging from the wall (screen above). Note that by taking the amulet you will activate a trap, in the form of blades that will appear behind your back, blocking the way back to Arniel.
Approach the blocked passage and listen out to what Tolfdir, who should approach you automatically, has to say (screen above). The mage will tell you that the amulet you just took is the key to getting out of the trap.
New main objective: Use the Saarthal Amulet to escape the trap
Open the inventory, go to Apparel and equip the Saarthal Amulet (screen above).
Return to the wall on which the amulet was. Listen to a short comment and afterwards use any offensive spell (e.g. Flames from the Destruction category, which you should have from the very beginning of the game) while aiming at the wall. Properly doing it should destroy the wall (screen above).
New main objective: Follow Tolfdir
Wait for Tolfdir to pass beside you and use the northern passage. Soon you should reach a small room in which you will witness a vision (screen above). Listen to what the mage Nerien has to say. He will mention the Psijic Order, the danger that awaits you and your two deeds that will be judged.
New main objective: Tell Tolfdir about the vision
Tolfdir should approach you and start the conversation himself, though his first question will be quite general as he hasn't witnessed any vision himself. You should of course share tell what you saw (screen above). You can ask the mage about the Psijic Order, though it's optional. After the conversation be sure to SAVE your game, as the first group of monster will soon attack you.
New main objective: Follow Tolfdir
Be ready for Draugrs to break through the walls (screen above). Moreover, it will probably be their elite types, including a Restless Draugr and Draugr - Wight. Fight them and remember not to use any AoE spells, as they would also hurt your allies because of the small size of the room. You also have to be careful not to let the monsters surround you.
After the battle, Tolfdir should head through the western passage. Follow him, of course. Soon enough you should reach a locked gate and considering that your guide isn't necessarily sharp-witted, you need to pull the nearby lever yourself (screen above). Once again save your game and enter the big room afterwards.
Here you will have to fight Draugrs once again, though this time most of them should be of the "standard" type. However be sure to look out for the Restless Draugr (screen above), as he should be the only one that might cause you trouble. Afterwards Tolfdir should start examining the ruins, sending you to explore the deeper parts.