Skyrim game how to pass the windy peak. Walkthrough of the game Elder Scrolls V: Skyrim, The

“Windy Peak” is one of the first story missions that you will encounter in the fifth game based on the ancient scrolls - The Elder Scrolls V: Skyrim. The quest will become available as soon as you get to Whiterun and talk to Jarl Balgruuf. During the mission, the game asks the dragonborn several riddles that often baffle even experienced gamers.

In this guide, of course, we will look at how to uncover the secret of Windy Peak and solve all the puzzles. You will also learn a lot of tips that are useful for a beginner, because this is one of the very first tasks, during which you will better master the game and gain experience.

It's time to complete the mission, let's get started.

Story quest “Windy Peak” - mission walkthrough

Let's start with the very first point - where is the task? In order to get it, you need to arrive in Dragonsreach and talk to Jarl Balgruuf.

Having learned about the impending danger, Balgruuf will invite our hero to work together with the court magician Frengar, who is studying dragons and magic. We don’t have the option to refuse, so we follow the jarl to the magician’s room, where we will be introduced to the future customer.

We speak with Secret Fire (yes, this is the nickname of the court magician), you can even trade with him if you are interested in magic or you need new soul stones.

Having learned that he has a ward, the magician will give us the first order - to go to the south of Skyrim to the Windy Peak fortress and get a dragon stone there, which will give the magician a lot of necessary information about dragons. If you want to advance further in the plot, you will have to complete the task in any case. No sooner said than done, so we move forward.

Interesting! If in Riverwood you took the “Golden Claw” quest from the merchant Lucan and successfully completed it, then you should already have a dragon stone in your inventory. This will allow you to immediately turn in the quest item and move on to the next one without having to return to Windy Peak. If you missed the mission in the Riverwood Merchant, then let's go right now.

Where is Windy Peak?

A mark with Nordic ruins will appear on the world map to make it easier for Dovahkiin to navigate. You can go straight from Whiterun, or you can first get to Riverwood by cart, and then walk from there. The ruined Nordic monastery is located high in the mountains, and the climb there is quite long and painful.

No matter which way you go, you will meet bandits on the way.

If you approach Windy Peak from Whiterun, there will be only three robbers. Even on Hard difficulty, you'll be able to take them down with ease, thanks to the large open space in which you can hit and run to replenish your health.

After killing all the bandits, be sure to collect armor and other valuable loot from them. In the early stages of the game, every penny is important - for example, to buy a horse. Having finished here, feel free to go inside the ruins.

How to get to Windy Peak in Skyrim

Entering the mound, you will find yourself in a large hall with a pile of human and rat bones under your feet. No one will meet you at the entrance, but then you will stumble upon a small camp with a couple of bandits. One of them is with a bow, and the other is with a sword and shield. If you have a bow, then I advise you to first deal as much damage as possible from Stealth, and only then go head-on.

This will greatly help you in a fight. You can hide from the robber with a bow behind a large column while you deal with the shield warrior.

Interesting! If you do not immediately engage in battle with the bandits, but hide and eavesdrop on their conversation, then you will hear interesting information that we will have to follow next. The bandits will discuss their accomplice Arvel, who decided to deceive them and disappeared with a golden claw in his pocket. If you did not take the task “Golden Claw” from the merchant, then it is activated right now. After the battle, you can rest on their couch, collect loot from the corpses and chests, and search the entire hall. Having finished searching for jewelry, we will continue our journey further. After passing a few more empty rooms, you will find yourself in a large two-story hall, in the center of which stands a robber with a torch. Don't scare him away! And follow the actions.

What will happen? The poor guy will run up to the lever, pull it and... immediately die from the triggered trap. His sacrifice was not in vain, now we know more! Of course, this won’t stop us from collecting money, master keys and expensive armor from him. Let's look around the room.

"Windy Peak" first puzzle - how to activate the columns

Look around the room carefully. In the center we see the lever that killed the bandit with the torch. Behind him is a gate that we need to open. But near the left wall there are three columns with images. Using the interaction button, you can rotate the columns, observing the changing patterns.

This is the puzzle we have to solve. If you press the lever without the correct combination, you will suffer the same fate as the bandit with the torch. On low difficulties the trap may not kill you, but on high difficulties it will easily.

To find the password to the door, just turn your head and carefully look around the room. We are most interested in these slabs.

Actually, here is the answer to our riddle. Pay attention to the animals that are depicted on the slabs and recreate the same combination, starting from the left side. To open the door, the columns should look like this: snake-snake-whale. Having set them in this way, you can safely pull the lever without fear of a trap.

Just in case, I advise you to make a quick save, in case you made a mistake and entered the code incorrectly.

Attention! There is a known bug due to which columns do not rotate when interacting. Because of this, it becomes impossible to complete the task and progress further in the plot. To fix the bug, exit the location and go back to the temple.

Behind the bars there is a cabinet with tasty loot and a chest (I found an enchanted hunting bow in it, which was very helpful at the early stage of the game). If you did not save after the lever, then again I advise you to make a quick save. To the left of the closet there is a spiral staircase, behind which a small ambush awaits you.

How to get to the sanctuary

As soon as you start going down the steps, several skeevers will immediately attack you. I advise you to immediately return to the top step so as not to be surrounded, and deal with the evil rodents one by one.

Immediately after the stairs you will find yourself in a large room, the exit from which is covered in cobwebs. From behind the web, cries for help can be heard. And here is Arvel, about whom we heard from the bandits in the first hall of the mound! But don't think that everything will be so simple.

As soon as Dovahkiin clears the passage covered with cobwebs and gets into the room, a huge frosty spider will descend from the ceiling. The creature is of a fairly high level, hits hard on any difficulty and spits poison that destroys a lot of health. If you realize that things are bad, you can run out of the room, heal a little and return to the spider again. The fight is quite difficult, especially for low-level characters, so if you realize that you cannot kill, I advise you to reduce the difficulty to “Beginner”.

After this there should be no problems.

How to get a golden claw

Having dealt with the monster, we collect useful loot from its body, and also search the cocoons scattered throughout the room. Here you can find master keys, healing potions, and spider eggs. After this, you can approach the Dunmer who is so desperately asking for help.

Arvel the Fast admits that he has the golden claw, but he will give it back only when he is freed.

Unfortunately, you won't be able to negotiate. All we can do is take him at his word and cut through the web. And who would have thought, the robber decided to deceive us and run away with the claw!

There are two options for the development of events:

  • Catch up with the vile bandit, kill him and take the claw from his body along with the diary. In this case, the draugr in the crypt will not wake up, and you will have the opportunity to sneak past them or kill them before they awaken.
  • Let Arvel escape and observe the events. With his stomp, the unlucky tomb robber will wake up all the draugr, and if he does not die at their hands, he will definitely step into a trap that will finish him off.

You will get the claw in any case, so choose for yourself. I decided to let him go in order to have less trouble with the draugr, and then I took the items from all the enemies at once.

If you decide to fight the rebels yourself, then this device will greatly help you. But be careful, the trap can also hit you. When you press the plate, the door mechanism will work, and an iron grate with spikes will immediately fly into the victim’s forehead. Later in the game you will often encounter similar pressure plates, as well as tripwires on the floor, chests with traps and other dangerous mechanisms.

Read the diary and examine the claw obtained from Arvel's body. Now the claw can be returned to the merchant in Riverwood, but that will be later, we will still need it. We make our way deeper into the mound, fighting crowds of awakened draugr, clearing boxes and chests until we come to a closed door. Everything is simple here - just pull the ring on the right for the passage to open.

From now on, always inspect the walls, columns around buried doors - such rings are a very common occurrence in the dungeons of Skyrim.

Interesting! As you progress, you will often encounter oil traps. They are clearly visible on the floor, and a jug of the same oil almost always hangs above the spilled oil. They can be used in battle using ordinary destruction magic, which is available to Dovahkiin from Helgen itself. I think this advice will greatly help you deal with the crowds of draugr that you will encounter as you progress through the dungeon.

Windy Peak: second puzzle with owl, butterfly and bear figures

As you move through the Nordic ruins, you will come to a long room without any enemies, which contains the second secret of the ruins. At the end of the room there is a door with a keyhole in the center and three moving plates with images of animals on the edges. The keyhole can be opened using a claw, but for it to work, you must first guess the password, as in the first puzzle.

Don't rush to look around the walls for clues - there are none here. The answer is much simpler, and it's even in your inventory.

Open the backpack and carefully examine the golden claw. If you look closely, you can see three images with figures of an owl, a butterfly and a bear. Unraveling the secret turned out to be not so difficult! Now it is enough to activate the columns in the correct order, insert the golden claw into the gate and the door will open.

Behind the puzzle is the Mound Shrine, and opening the door won't be easy. This is the final room after which the task will be completed. Hurry down and study the word of power depicted on the wall. Don’t be scared by the bright effects, such walls with words of power will be waiting for you in almost every corner of Skyrim.

Immediately after studying the word, the boss of the location will awaken - a high-level drurg military commander. It will not be possible to escape, because in his inventory there is a dragon stone, which we came for. Draurg has an enchanted weapon that hits with cold, actively uses Scream and has a lot of health. This is a dangerous enemy, so use your entire arsenal, drink potions for damage and healing, set it on fire and chop it into pieces.

After the victory, take the dragon stone, enchanted weapons and other expensive trinkets from the corpse. In the chest near the sarcophagus you can find a random enchanted weapon, a spell book, a gem and expensive items. All items have been received, which means you can go back.

You will never need the golden claw again, so I advise you to return it to the merchant in Riverwood for a reward. We take the dragon stone to the main magician in Dragon's Reach. As a reward for valiantly completing the task, our hero will receive random enchanted armor from the jarl himself.

This will complete the “Windy Peak” quest.

When completing the “Windy Peak” quest in the game Skyrim, the player must pick up the Dragon Stone. The task is taken from the court magician in Whiterun, this jarl's name is Farengar Secret Fire. Dragon stone- an integral element of the main storyline of the game.

The magician Farengar will ask you to get the notorious Dragon Stone, and he will tell you that it is located on Windy Peak. To pick up the Dragon Stone, you go in the direction where the mountains are. It's not safe there, because there are bandits hanging around the temple located in the mountains that you need to kill. Clear the area and enter the temple. Surprise - a group of bandits is also hanging around inside. Therefore, be extremely careful. First, listen to what they are talking about, and they are talking about the Golden Claw, which mysteriously disappeared from a merchant from Riverwood. Kill the bandits using the effect of surprise.

Head further through the ruins, there is a puzzle waiting for you. Its essence is to arrange the stones in a precisely defined order: snake - snake - fish. To cope with the task, look very carefully at several signs that are located above the entrance, as well as on the collapsed fragment.

Press the lever and go up the spiral staircase. You will have to clear the way for yourself, since three individuals of skeevers will interfere with your progress. After getting rid of the creatures, you will find a room at the very bottom, but the entrance to it is tightly covered with cobwebs. Don’t be afraid and remove the cobwebs, then enter the room. Here a huge spider will jump at you from somewhere above. It can cause you a lot of serious problems, especially if your game character is not pumped up enough.

After dealing with the spider, enter into a conversation with Arvel the Fast. He will ask to be released, and in exchange for this he will promise to give up the Golden Claw that was in his possession. But as soon as you let him go, he and the Golden Claw will try to escape. You can do different things, for example, catch up with the traitor and personally kill him. Or you can let him escape, because he won’t be able to get far anyway: he’ll be overpowered by a group of draugr, which he’ll inevitably run into along the way. The second option is preferable, since in a battle with the draugr, Arvel will take away some of their health, and this will only benefit you. The fugitive will die in any case - from you, from the draugr, or he will fall into a trap from which he will not escape.

When this happens, you need to take the Golden Claw and the Journal from him, and then move on. You will meet draugr, kill them and go up to the next level, where you will find another puzzle. Check out Arvel's diary: it states that you can solve the problem after carefully examining the Golden Claw.

After solving the puzzle, go into the large burial hall, there is a wall of dragons, where the word of power is inscribed. There is a sarcophagus near the wall, and the Draugr Overlord will appear from there. He is your goal, because Dragon stone- from him. Eliminate the Draugr, take the stone and return back to the quest giver. And you can return the Golden Claw to the merchant. We hope that after reading this guide, you will not ask a question how to pick up dragon stone in the game skyrim.

Windy Peak(orig. Bleak Falls Barrow) - Nordic ruins in the game The Elder Scrolls V: Skyrim.
  • Location codes:

BleakFallsBarrowExterior
BleakFallsBarrowExterior02
BleakFallsBarrowExterior03
BleakFallsBarrowExterior04
BleakFallsBarrow01
BleakFallsBarrow02

Description

Most likely, these will be the first Nordic ruins that the main character will have to visit during his adventures. This place is a huge stone cascade on which an ancient Nordic temple of dragon worshipers was built. The temple rises on a mountain peak and its walls constantly withstand violent winds and blizzards. Traditionally for such locations the entire complex is only partially located on the surface. Most of it consists of tunnels and halls of natural and artificial origin, penetrating the mountain right through. The location consists of two zones: “Wind Peak - Temple” and “Wind Peak - Sanctuary”.

The way to Windy Peak can be shown to the main character by Camilla Valeria (immediately after she gives the task “Golden Claw”). She guides the hero to the bridge, which is located next to the northeastern gate of Riverwood. Just past the bridge there is a fork. The road to the right leads to Whiterun, to the left - to Windy Peak.

As you climb up the mountain, the weather will begin to change dramatically. The ground around will become snow-covered and it will be possible to observe snowfall, turning into a real storm closer to the top of the mountain.

On the way to the temple there is one ancient Nord observation tower, in which several bandits have settled - sentinels of the main part of the gang, which they will face in the Windy Peak itself. Having noticed a traveler, they will not attack immediately, but only if you ignore their warnings not to approach. The danger is posed by the leader of the bandit patrol, equipped with heavy armor. However, he does not go outside and stands on one of the tower platforms, and also attacks only when approaching (even if all the other bandits were killed). On the top platform of the tower, in the open air, there is a chest.

Walking a little further along the winding path, the main character will finally reach the main complex of Windy Peak. At the entrance there will be a battle with the main part of the gang. Apparently, realizing that their patrol had been interrupted, they attacked immediately. You can find a well-hidden treasure near the walls of the temple.

Interior

Windy Peak - Temple

Having passed through the massive gates into the temple, the traveler will find himself in a spacious hall with breaks in the vault allowing sunlight to pass through. Among the general devastation, traces of a recent fierce battle between gang members and a pack of skeevers are noticeable: two corpses of bandits (one of them lies on an ancient stone table, the other on the floor) and eight carcasses of predators. If the Stealth skill is developed well enough, then you can overhear a conversation between a couple of surviving gang members about the golden claw. Also here you can find an iron war hammer, two iron battle axes, an iron shield and a cleaver. Next to the fire is another chest.

Along the way further through the tunnels, you can stumble upon a table on which there is nothing but a funeral urn. In the next niche there is the same one, only with two urns. On the floor, among the intertwined roots, lie two more carcasses of skeevers.

Then the passage bifurcates. The short path to the left ends in a dead end with nothing of note. The passage straight is also not replete with finds. Here you can find another skeever corpse and several racks and shelves with useless pieces of flax and equally useless ancient Nordic ceramic utensils, the presence of which is typical of all Nordic ruins. On one of the shelves you can find a potion.

The passage opens into a hall in which there is a small puzzle, only by solving it can you enter the next room. The puzzle consists of three rotating pedestals with drawings and three stone heads with the same drawings (the one in the middle fell to the floor). The task is simple: you just need to turn the pedestals so that the signs on their front side coincide with those on the head sculptures and are located in the same order. The last member of the gang is puzzling over the decision. If you watch him, you can witness his fiasco - the unfortunate man activates the lever and his body is pierced from all sides by the bolts of the triggered trap, and the grate remains closed. It is not difficult to guess that a similar fate awaits anyone who solves the puzzle incorrectly. Before you go further, you should climb the stairs and pick up another potion. There is nothing else to do in this room and you can go into the opened passage.

In the next room you can find a table with a potion and a Thief textbook (Pickpocket), two funeral urns and a chest between them. Nearby on a stand rests a soul stone. You should be careful here: three skeevers can attack from behind at once, or they will meet later, when going down the spiral staircase. After descending, a room will open up, in the center of which, on the table, lies a scroll with a spell and poison. During further advancement through the tunnels, the voice of a certain Arvel the Fast will be heard, who will initially mistake the main character for one of his own (Harknir, Bjorn and Soling, apparently, his bandit acquaintances who remained at the entrance). The path is directly littered with cobblestones, among which lies a skeleton and a hidden chest.

The path to the left is clear and opens into a large, cobweb-covered hall. To get into it, you need to cut through the layers of the web, in which Arvel the Fast got entangled. The web gives way if you slash it a couple of times with any melee weapon. The hall itself is the lair of a giant frost spider, which attacks the intruder of its chambers immediately. There are many corpses of representatives of the intelligent races of Skyrim and the carcasses of skeevers, entangled in cobwebs, lying around, and there are also funeral urns. Arvel the Fast, watching the fight from his cocoon, will shout at the main character, urging him to quickly kill the already wounded spider.

After defeating the spider, it turns out that the cocoon in which Arvel is entangled is blocking the passage to the depths of the dungeon, so you will have to help the unlucky adventurer and pull him out of the web. Before this, you can try to find out something about the golden claw from him, but he will refuse to talk until he is freed. After gaining the long-awaited freedom, Arvel runs away into the distance through the tunnels, laughing at the naive simpleton. However, do not be upset, the further fate of this rogue is unenviable: after a few tens of meters through the tunnels you will come across his lifeless body. Most likely, he was hit by a spiked trap located there. Arvel has with him the claw necessary to complete the task, as well as his diary with interesting notes about the claw. However, after its discovery, the entry “Find out the secret of Windy Peak” will appear in the quest log.

Starting from this place, the dungeon consists of catacombs in which the ancient Nords buried their dead. Here, most likely, the main character’s first “acquaintance” with the draugr will take place - the restless Nordic dead, of which there are plenty here, pretending to be motionless in their niches. However, some of them really show no signs of life. Their bodies can be searched for trophies with impunity.

The further path is a rather long wander through the catacombs, teeming with undead and traps. The most unpleasant of them is a narrow passage with swinging, deadly pendulums. Soon after, lifting the grate, you can go out into natural underground caves, where glowing mushrooms grow on the walls. The tunnels will lead to a large natural well, in the center of which there is a bridge guarded by some opponent (depending on the level of the main character, this can be either a draugr or an ice troll, which is quite dangerous at low levels). At the bottom of the well, where a narrow path leads along the ledges, there is something to pick up.

Windy Peak - Sanctuary

Having passed through further tunnels and collected all the trophies encountered, the traveler will find himself in the next zone of the dungeon - “Windy Peak - Sanctuary”. It's not as big as Windy Peak Temple, but it has more interesting architecture. Here you will meet several draugr, after defeating them you can go through the iron door into the hall where the riddle door is located. To open it you will need a golden dragon claw. It’s not difficult to open it: you just need to use Arvel’s diary, which describes how to do this using the claw.

Behind the door there is a huge hall, at the opposite end of which there is a Wall of Words and three whole chests: one is located directly in front of the wall, the other is on the right immediately behind it, the third is on the left in the corner. Immediately after learning one of the power words of the “Ruthless Force” cry, the main draugr will rise from the sarcophagus opposite the wall. After defeating him, from his corpse, among other things, you can take the dragon stone necessary to complete the quest “Wind Peak”.

Behind the hall there is a small passage that opens into a small cavern with a strange altar and a chest. There is also an exit to the surface. After exiting, you can find a random potion on the cliff.

Quests

This location is the setting for two quests. They are interconnected with each other, since the dragon stone cannot be obtained without obtaining the golden claw.

Notes

  1. A beautiful view of Windy Peak opens from the snow-covered cliff, which is located above the Torch Mine, due to the fact that this cliff is located slightly higher than the peak itself and is not very far from it. You can reach this place along the road from Riverwood to Ivarstead, reaching the fork and turning from it towards the peak.
  2. If you go to the left of the massive doors, searching the outside of the temple walls, in one of the corners you can find a small cache, consisting of two containers. The apothecary's bag contains a couple of ingredients and possibly a potion, and the locked safe contains jewelry in the form of gold, gems and/or rings (the lock level is fixed - "Adept").
  • If, keeping to the rock, you follow the path from the observation tower to Windy Peak and look to the left, you can see a hawk's nest located on the steep side of the cliff and not far from the path. But you can only get to it by going around the rock and jumping along the cliffs.
  • If you enter the console command tcl and go beyond the textures, you can find an eagle above the ice bridge patrolled by a draugr. It will periodically sit in a “nest” on a tree trunk hanging over the bridge.
Windy Peak
Job sourceFarengar
RewardProgress through the story and a random item from the jarl.
PreviousBefore the storm
NextDragon in the sky
ComplexityLightweight
Farengar Secret Fire wants to find out how and why dragons are returning to Tamriel and for this he asks us to get the Dragonstone from the Windy Peak temple - a tablet on which the ancient burial places of dragons are indicated.

Brief walkthrough

  • Talk to Farengar in Dragonsreach.
  • Go to Wind Peak Temple to get the tablet.
  • Return to Farengar.

Detailed walkthrough

After talking with Farengar, we receive a task from him to get a stone tablet from the temple on Windy Peak. We leave the city and move southwest along the road to the mountains, kill the bandits near the tower near the temple and climb inside. Bandits are waiting for us there again, from their conversation we hear about the Golden Claw, which recently disappeared from merchants from Riverwood. We deal with the bandits and then the first puzzle awaits us; the answer to it turns out to be quite simple if you look at the stones lying nearby. We go down the spiral staircase, killing rats, going a little deeper we hear screams, clearing the passage from the cobwebs, we find ourselves in a hall where a giant spider will attack us, kill it and talk to Arvel the Swift, he promises to give the Golden Claw after you free him from the web, but not keeping his promise, he flees into the depths of the cave, where he falls into a trap among the draugr. We take the Golden Claw from his corpse and move on, killing the awakening draugr. After we pass the waterfall there will be a battle with the Restless Draugr, which guards the entrance to the sanctuary. We kill several draugr and go up to the second tier, where a puzzle awaits us, the answer to which, as written in Arvel’s diary, can be found if you carefully examine the Golden Claw. A passage opens into the hall of the sanctuary, where our first word of power is written on the wall, we study it, after which the Draugr Lord appears, we kill him and go outside in the middle of the rocks. We deliver the Dragonstone to Farengar in
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