Skyrim windy peak how to get through. Detailed instructions on how to open a door with a golden claw in Skyrim

So, today we will talk to you about how to open a door with a golden claw in Skyrim. In addition, let's generally try to understand the passage of the mission associated with the discovery of Windy Peak, or more precisely, its sanctuary. This task is not the simplest, but also not as difficult as it might seem at first glance. Let's quickly start thinking about how to open the door with a claw. Skyrim is a place filled with mysteries. These are what we will have to solve to answer our question.

Main plot

Well, if you are tired of secondary tasks, or maybe you just decided to complete it as quickly as possible storyline, then, of course, sooner or later you will come across our topic today. After all, the riddle with the golden claw is part of the plot. She helps you get to the Windy Peak Shrine.

True, in order to go on a journey, you will have to complete the quest “Before the Storm”. Only after this will it be possible to think about how to open the door with a golden claw in Skyrim. Talk to the jarl and go to the temple in Riverwood. There they will give you side quest"Golden Claw" Without completing it, you can forget about the plot. Let's see what they want from us.

We get the item

Let's start with the fact that if you are thinking about how to open a door with a golden claw in Skyrim, then first we need to get this key. How to do this? Very simple.

In Riverwood, after talking with the Jarl, we will need to find a merchant. The claw originally belonged to him. Find Lucan or his sister (depending on who is alive) and talk to him/her. The character will inform you that now he no longer has this item - it has been stolen.

Offer the merchant help in your search. They will tell you where to look for thieves. This is northeast of Windy Peak. Finding value won't be difficult. To do this, you need to get to Arvel the Fast. He will be “imprisoned” in a web in the depths of the underground temple. As soon as you free the thief, he will try to escape. Don't rush to catch up with him - Arvel will die if he falls into a trap or stumbles upon the draugr. After this you can pick up the claw. Like this cruel game"Skyrim". How to open the door with the received item? Let's figure it out.

Return Dragonstone

Now that we have the claw in our hands, we need to return it to its owner. After you've dealt with Arvel the Swift and escaped from Windy Peak Cave, head to Riverwood. There, return the claw to the merchant. He will take it from you. What's next?

Well, let’s steal our “key” and set off to look for the Windy Peak sanctuary to return it. Be prepared for adventures and mysteries. The first difficulty we will encounter is the path through the cave all the way to the door. The entrance is very well guarded, and the road is teeming with traps. We'll have to deal with them.

A rather interesting puzzle is the lever with shooting traps. In order to open the passage, you need to solve the problem. Three statues will appear in front of you. They depict different animals. You need to make the right combination, otherwise expect shelling. The stones should depict (from left to right): a snake, a snake, a fish. It’s easy to find this combination - above the entrance, near the door, you can see the position of the outer “stones”, and the central one - in the center of the room on the fallen part. Now you can move on.

Solving the riddle

Now we have reached our main puzzle. How to open a door with a golden claw in Skyrim? To do this, you will have to turn the “lock” in the correct sequence. But where is the code?

There are several ways to go about this. The first is to find a ready-made combination in the walkthrough, and then “type” it: bear, owl, and then butterfly. Turn the golden claw along with the lock in this sequence and the door will open.

Besides, you can quite honestly find a combination. Where? Take a close look at your golden claw. If you twist it in your inventory, you can see a clue on the inside. That's it. You can continue playing.

This walkthrough concerns only the main storyline.

Start

The start of our adventure begins with a cart ride with the Stormcloaks - lawbreakers. We are taken to a certain settlement of Helgen, where the executioner is already waiting. But before we go to the gods, we are given the opportunity to create our own character - choose race, gender, appearance, etc. Having chosen the same name for our hero, we are led to execution, but an arriving dragon spoils the plans of the imperials, as a result of which we are saved from this fate.

The character appearance editor has noticeably improved. You no longer have to spend hours delving into it to create a sane man or a beautiful girl.

To freedom

In order not to burn alive from the dragon’s flame, we run into the neighboring tower, where we climb the stairs to the top. Through the gap that has just appeared in the wall, we jump into the attic of the neighboring house, from where we go down to the ground and meet Hadvar. Together with him we head to the fortress, and, not paying attention to Ralof, we go inside. Hadvar frees our hands from the rope and invites us to rummage through the chests. We take everything we find and follow him further through the dungeon, destroying the Storm Brothers along the way. Passing through the old storage room, we take away all the potions, after which we go down to the torture room. Having searched the bag on the table, we find master keys in it. With their help, we break the lock on the grate with the magician dead inside and take it from there valuable items. Following further through the cave, we come out to a large cluster of Storm Brothers. We destroy them, pull the lever and move further along the bridge. There is no way back; we will have to walk along the river, which will lead us straight into the spiders’ lair. Having dealt with the vile creatures, we go further through the cave, destroy the bear and go out into the vastness of Skyrim.

Before the Storm

That's it, we are free and free to do whatever our heart desires. Hadvar invites us to go to the neighboring village of Riverwood, where his uncle, the blacksmith, can help us with something. We go there, following the world map. The uncle is in the forge, his name is Alvor. We tell him about the dragon’s invasion, after which he suggests urgently informing the Earl of Whiterun about this so that he can send soldiers to guard Riverwood. We go to the city, but the local guard will not want to let us inside. We tell him that we came to ask for help for Riverwood, after which he will willingly let us inside. The jarl is located in Dragon's Reach, this is the main building of Whiterun, it will not be difficult to find him. Along the way, we will be blocked by Airileth, who will not like our unceremoniousness. We tell her everything as it is, after which we approach Balgruuf the Elder. We inform him about the dragon, without mentioning the Petrel and our uncompleted execution; he doesn’t need to know about it. He will send a detachment for Riverwood, and he will give us some instructions for his court magician.

If you don't have goosebumps right now, then I envy you.

Windy Peak

We go with the jarl to Farengar. He suggests that we get the Dragon Stone from the temple Windy Peak. We agree and head to the temple, which is located on the top of the mountain. If you have problems climbing a mountain, then open a map where you can clearly see where you can climb and where you can’t. As a result, having climbed the mountain and dealt with the guards, we penetrate the temple. We destroy two bandits, by overhearing whose conversation you can receive a secondary task, and follow further through the cave using a map of the area. We go out into big hall, where we destroy the robber. There is no point in immediately pulling the lever that is in front of us. First you need to arrange the columns with the signs on the left in the desired order. We display the following signs from left to right: snake – snake – fish. If we do everything correctly, then when we switch the lever, poisonous arrows will not fly at us, but the path further will simply open up. We turn left and go down the spiral staircase. We go a little forward, turn left, make our way through the web and meet a huge frosty spider. Having dealt with him, we free the poor fellow caught in the web, after which he escapes. We pass further, where we find that same fugitive dead, which serves him right. We take the golden claw from him and move on. We run through the blades and go down into the tomb infested with draugr. We leave it to a small river. We pull the chain near the grate and follow the river along the cave. We turn right, go through the crack in the ceiling of the cave and go out to the door to the Windy Peak Sanctuary. Once inside, we go through a trap in the form of the same blades, destroy three draugr, go upstairs and cross the bridge to the iron door, opening which we find ourselves in an unusual corridor, at the end of which there is a door with signs. To open the door, you need to arrange the rings in the correct order, after which you need to insert a golden claw into the center of the door and turn it. We put the signs in the following order from top to bottom: bear - moth - eagle owl. We turn the claw, after which the door will open. We go inside to the sanctuary. We approach the dragon slab with a sign and study new ability, after which the Draugr Overlord will come out at us. Having dealt with him, we take the Dragon Stone from him, go up the path, pull the handle to open the secret passage, and get out of the cave. We return to Dragon's Reach with the help of fast travel, we give Farengar the stone, after which he begins to decipher it.

Dragon in the sky

But unfortunately for us, a dragon was spotted nearby. Airileth calls us to Jarl Balgruuf to discuss this event. We go up to the second floor, where we receive a reward for the Dragon Stone we found, as well as news in the form of buying houses in the city. But the dragon won’t wait, so we head beyond Irileth to the western watchtower, where the fire-breather was spotted. On the spot we find a surviving guard who notices the approaching dragon. We arm ourselves with more powerful weapons and begin the battle with the winged demon. When he is defeated, we search him and absorb his soul, thereby studying the Scream. We select it from the magic menu and try it out. Having rejoiced at this event, we return to Balgruuf and report on the completed task. We receive a reward in the form of the position of Thane of Whiterun, our personal housecarl and the weapon of Balgruuf himself.

As it turned out a little earlier, we are Dovahkiin. The Greybeards, who are waiting for us in High Hrothgar, on the slopes of the Throat of the World, want to talk to us about this. We go there, but when leaving the Dragon's Reach we will meet our housecarl - a pretty girl named Lydia. We take her with us and go to the Greybeards. Crawling along endless slopes, we finally reach the village of Ivarstead. We cross the river bridge and climb the highest mountain in Skyrim - Hrothgar, where the Greybeards are located. Along the way we will come across an Ice Troll who can heal wounds and restore health. The best remedy against it is fire. Finally, having reached the top of the mountain, we go into the temple, where we meet Arngeir. He asks us to demonstrate our voice. Well, we turn to face him and use Scream, which almost knocks the old man off his feet. We listen to him and agree to study. To develop our Scream and make it stronger, we turn to Einart, who is behind us. We stand on the emblem of power on the floor and absorb it. Next, we absorb energy from Einart and demonstrate our increased Scream power on illusionary magicians three times in a row, holding down the voice key. Now you need to study new strength from Master Borri. To do this, follow him into the courtyard and stand on the sign on the ground. Having absorbed the power from Borri, we demonstrate to Arngeir the new ability “Rapid Dash”, as Wulfgar did. To fully complete the training, you need to get the horn of Jurgen, the Wind Caller. Let's take on this assignment.

Traveling in the company of two pretty ladies is a special joy.

Horn of Jurgen

This item is located in the tomb of Arngeir in Ustengrev, in the swamps of Hjaalmarch. It will take quite a long time to get there, so if you have already opened Morthal, then we move there or to any other nearby territories, and from there we make our way to the swamps on foot. Having arrived at the place, we deal with the local bandits and go into the tomb. Inside we see a clash between necromancers and bandits. The necromancers, having done their job of exterminating the bandits, will attack us. It is better not to touch the illusionary wolves; they will disappear on their own after the magicians die, so you should attack them first. We turn right and follow further along the cave, without turning off the main path. If you get lost, a map of the area will help you find your way out. As a result, we reach a door that leads us into the depths of Ustengrev. We follow the path, jump over the fire trap, go out into some kind of dining room, where we find a bridge along which we go from the dining room to a small cave. In due time, she will lead us to another huge open cave, at the bottom of which even fir trees could be located. By the way, you can also study the new Scream there. However, we cross the bridge and come out to a passage that is closed by three gratings. Directly in front of them there are three stones, each of which opens its own grate. We stand in front of them, select the “Rapid Dash” Shout, run between the three stones and use the Shout to “fly” under the bars before they have time to close. We will also have to use this Scream when we walk across slabs with fire traps. After them, we destroy the frosty spiders, break through the path and open the wooden door. We pull the chain and go out into the hall in which we should have found Jurgen's horn, but instead we find a note. It says that our friend allegedly took the horn and is waiting for us in the Sleeping Giant tavern in Riverwood, in a room in the attic, which we will have to rent in order to meet the stranger. There is nothing to do, you will have to fulfill the will of the “friend”. We go forward and open the wooden door. We get out of the depths, follow the corridor and open the secret passage with a lever. Following the map of the area, we get out of the tomb and move to Riverwood. We go into the tavern and find Delphine, from whom we rent a room in the attic, which is not there at all. However, there is a room on the left, which we enter. But our friend is nowhere to be seen. After waiting a little, Delphine looks in, who turns out to be the messenger of the note. She gives us the horn and asks us to go into the room with her to discuss some matters. But, before we go on a new task, let’s complete the current one. We return to the mountain to the Greybeards and give Arngeir the horn of Jurgen. Wulfgar will teach us the last word of power, after which all we have to do is stand between the Greybeards and pass the final test. This will complete the task.

Dragon in its natural habitat.

Blade in the Dark

We return to Delphine to find out what she needs from us. We go into the room, close the door behind us and follow Delphine down to secret basement. She asks us to kill the dragon, which should soon be reborn. In return, she will give any information that interests us. The offer is not bad, and besides, we don’t know much about the Dragonborn. The dragon will appear in Kin Grove, we can go there ourselves, or we can go there together with Delphine. Finally arriving at the place, Iddra meets us and tells us that the dragon has already been here and flew out of the city. We head there and see him hovering over the forest. We quietly creep up to the stone together with Delphine and see that this is the same black dragon that attacked Helgen when we were almost executed. He hovers in the air and summons another dragon, Saloknir, to life. We kill the freshly baked dragon and absorb its soul, after which Delphine begins to completely believe us that we are Dovahkiin. We ask her about everything we want to know and find out that she is a member of the Brotherhood of the Blade, which was created to destroy dragons and protect the Dragonborn.

Diplomatic immunity

Things are getting worse and worse. Dragons can not only be reborn, but also resurrect other similar dragons. Delphine suspects that the Thalmor are behind this, but for the information to be confirmed, she needs to get to the Thalmor embassy. She gives us the key to her tavern and invites us to wait for her there to find out future plan our situation. Having arrived at the place, we go down with Delphine to her basement and listen to her proposal. She can help us get to the Thalmor embassy, ​​but first we need to meet her elf contact named Malborn at the Laughing Rat in Solitude. This city is quite far away, so we move to good old Ustengrev and from there we proceed to the city on our own two feet. The main entrance from it can be found by following the road up from the eastern imperial company warehouse to the Katla farm, where we will later meet with Delphine. Once in the city and after watching the execution, we go into the tavern and meet Malborn. We give him the weapon, which he will take to the embassy so that he can give it to us there, because... You are not allowed there with your belongings. Now it’s time to meet with Delphine in the stables of that same Katla farm. When we meet, she will give us an elegant suit that we need to wear to meet the guest at the embassy. We also need to give her all our things. When everything is done, we get into the carriage and head out for the evening. Upon arrival at the place, we show the Thalmor soldier the invitation and go inside. Without wasting precious time on Elenwen, the local ambassador, we approach Malborn and give a sign that it is time to escape from here. But first we need to do something that will distract everyone's attention and allow us to escape from here unnoticed. To do this, we approach Brelans, who is serving drinks. We take the drink from her and give it to Razelan, who is sitting on a bench and waiting to be served a drink. As a token of gratitude, he is ready to create a little brawl that will help us escape unnoticed from the evening. We approach Malborn and disappear from the holiday. We go into the kitchen, from where we go into the pantry and pick up our things that we gave to the elf. Now you need to find information about dragons, but you will have to rely only on yourself, because... Malborn will stay for the evening. Getting past the guards secretly or not is a matter of principle; the goal is still the same - to find Elenwen’s room, where the information we need is located. To do this, we go up to the second floor and go out into the courtyard. Elenwen's personal chambers are also located here. We get inside, eliminate the guards and search the box in the ambassador's office. We take the key from there and all the records that are there. After reading the note about dragons, we go downstairs and open the door to the dungeon with the key. We find a second box there, which contains notes about Esbern. After reading them, we destroy the soldiers and take the key to the hatch. We open the hatch and go down into the caves, where we go back into the vastness of Skyrim. We return to Riverwood to Delphine and tell her that the Thalmor know nothing about dragons, but are looking for Esbern. This is what we need to find, but before we go searching, we take our things from the chest. Rat cornered

Brynjolf, the guy who will help find Esbern, is in Riften, you need to get to him before the Thalmor. If you have not been to this city before, then when entering it the guard will ask for some gold, supposedly this is an entrance tax. We convince him that we are not going to pay and go inside. You don't need much eloquence to convince a guard. Entering the city, we look into the market and find Brynjolf. If he is not there, then you need to wait until the day. This individual, greedy for help, invites us to steal the ring for him, in exchange for which he will agree to help in the search for Esbern. We agree to this jurisdictional matter and let Brynjolf know. We wait until the people from the market crowd in front of him, and we quietly sneak up to the display case, right here in the market, and, breaking the lock, steal the ring. If we can’t break the lock, or we are noticed, then nothing bad will happen, we just pay the fine and return to Brynjolf. Disappointed in our abilities, he will still invite us to work for him. But our task is far from this, we need to find the same Esbern, and for this we head to the “Rat Hole”, the entrance to which is located under the market. From there we make our way to " Violent Flask" and the bartender Vekela Warrior is located. For a fee, he will tell you that Esbern can be found in the “Rat Hole” in the “Anthill”. We head towards it, destroying Thalmor soldiers along the way. Having found the door to Esbern’s room, we knock on it and tell the old man that we came from Delphine, and in order for him to believe, we tell him her words “Remember the 30th Beginning of Frost.” After that, he will willingly let us in and tell us that the same black dragon that was in Helgen is called Alduin and is the Devourer of the World, and that if he is not stopped, the end of the world will come. Fortunately, we will make the old man happy, because... We are the Dragonborn and we can stop Alduin.

Alduin's Wall

We need to escort Esbern to Delphine. To do this, we give him time to collect his notes and hit the road. On the spot we go down to the same Delfina basement and listen to the old man. He offers to look at Alduin's Wall, which supposedly will help us find out weak points dragon and defeat him. We wait for Dolphin and go to the wall, which is located in the Temple of Heavenly Harbor. If you don’t want to go with Delphine, you can immediately meet her and Esbern on the spot. We enter the temple, destroy the outcasts and go out to the raised bridge. To lower it, you need to rotate the three columns so that they have the same sign, as on the far right. When the signs match, the bridge will lower. We pass along it and go out into a room with pressure plates. You can only step on the slabs with the same sign that were on the previous three columns. Following only them, we get to the chain and pull on it. Now the trap is not scary, you can safely walk on any slab you like, and besides, the bridge will lower just ahead. We go forward and go out to the entrance directly to the Temple of the Sky Harbor itself. To open the passage, we stand on the seal and spill our blood on it. The path is open, we go into the temple. Esbern, having examined Alduin's wall, reports that the dragon can only be defeated with a special Shout, which, unfortunately, we do not know. But the Graybeards probably know about this, you need to go to them. Throat of the world

We return to High Hrothgar and find Arngeir. Unfortunately, he does not know the Crick we need, but Paarthurnax, the leader of the Greybeards, knows him, and it would be a great honor to meet him. But because We will be a stranger to him, we need to learn some Shout, thanks to which we will have the honor of meeting the leader. We follow Arngeir and study the Creek " Clear skies" Thanks to him, we will be able to climb to the very top of the mountain, where Paarthurnax is located. To do this, simply aim at the ice whirlwind and use Clear Sky on it. Having climbed the mountain, we meet Paarthurnax, who, in fact, is a dragon. Getting straight to the point would not be a very nice thing to do, so first you need to greet each other. We study the “Fire Breath” Shout, which Paarthurnax gives us, and use it on the dragon. After that, he is ready to listen to us completely. We tell him that we want to learn the Dragon Slayer Shout. But unfortunately for us, he doesn’t know this Shout, but the Ancient Scroll will help us with this. You need to discuss this with Esbern or Arngeir.

Ancient knowledge

The closest place to get to is Arngeir, so we go to it. He advises us to ask about this scroll at the College of Winterhold, so we will have to head there. Having reached the College, we are met by Faralda, who says that getting to the magicians is not so easy. We explain to her that we want to go there just like that, but she will ask her to offer something in return for the College. We tell her that we are Dovahkiin, and by using the Scream on her, we prove it. The path to the magicians is open, we follow to the Hall of Elements, from where we go to the Arcaneum. There we find an orc named Urag gro-Shuv. We ask him about the scroll, and so that he becomes much more friendly with us, we tell him that we are Dovahkiin. The orc will agree to help us with information on finding the scroll. We give him a little time, after which he will put two books on the table. We read them and tell Urag that the book “Reflections” is completely unreadable. He says that it was written by a certain scientist named Septimius Segonius. Surely he can help us find the scroll. We head to his lair, which is located on a small island among huge ice floes floating on the sea. This mad scientist is only willing to help us if we give him some notes. We go to Alftand and penetrate the ice caves. Following them, we go out into some kind of metallurgical workshop. Destroying the Dwemer spiders and spheres, we follow the corridors, go up to the second floor and go out to the door leading to the Animatorium. We pass between the walls and come out to an inclined rise, on which three small devices are visible that launch deadly traps. We step over them and go further to the closed grate, behind which a lever is visible. We pull it, after which the grate will lower. Now you need to go down to the very bottom of the cave, moving both along a spiral staircase and through rooms inhabited by Falmers. Going downstairs, we go to Alftand Cathedral. We jump over the mechanisms for launching traps on the floor and go out into the large hall. The path further is blocked by a grate, which can only be lowered by turning the lever, which is located a little higher behind. We go forward, destroy the Dremora centurion and activate the mechanism that will open the way to the Black Reach. Having got into it and having admired the huge mushrooms, we follow to the Mzarka tower. Going up to the panels, insert the empty dictionary into the dictionary stand and press the four buttons in turn from right to left. True, in order for the third button to appear, you will have to play around with the first two right ones. We take the Ancient Scroll and go back to Skyrim.

If after all this you say that this is not one of the most beautiful games, I will bite you!

Alduin's Curse

We have the Ancient Scroll, now we need to read it at the time gap in the Throat of the World. We stand at the place of the gap, which can be detected by the curved air, go to the interface, in the “books” section we take the scroll and read it. We went back in time when Alduin was banished to our present time. Having seen and recognized the “Dragon Slayer” Shout from the Nordic heroes, we return to our time and prepare for the battle with Alduin. Using the “Dragon Slayer” we have studied, we knock Alduin out of the sky and begin to attack with all types of weapons or magic that we have. Paarthurnax will also help us with this. But no matter how hard we try, we won’t be able to destroy the dragon. He soars into the sky and disappears on the horizon.

Fallen

We need to find where he is hiding. From Paarthurnax we learn that the palace of Earl Whiterun was once a dungeon for dragons. You can catch a dragon and lock it in a dungeon so that it reveals where Alduin is hiding. But first you need to get permission from the Jarl of Whiterun for this type of activity. We go to him in Dragon's Reach and ask for help. He will agree to help only on the condition that the civil war between the Imperials and the Stormcloaks ends in peace. Arngeir, to whom we are heading, can help us with this. Now all that remains is to report this meeting to Ulfric Stormcloak and General Tullius. First, we go to the Stormcloaks, whose jarl is in Windhelm. We find Ulfric in the royal hall and tell him that the Greybeards are calling him to a truce. He will not agree to take part in this until he is convinced that Tullius himself will not come there. But we don’t like running back and forth, so we tell him that if Tullius does not come to the truce, then he will show himself with weak side. After thinking a little, Ulfric agrees, and we go to Solitude to the imperials. We explain to Tullius the importance of this truce, and as an incentive we say that Ulfric himself will also come to the meeting, which he cannot refuse. Now we return to High Hrothgar to Arngeir. The meeting is ready, but Delphine and Esbern also come to it. There is nothing to do, you will have to take them with you. We follow the Graybeards into the hall and sit down in a chair. They will negotiate without our help, we just occasionally support either the words of Ulfric or Tullius, depending on who we are more inclined towards. As a result, the meeting ends in a truce, and Esbern gives us a scroll, which gives Odahviing's Summoning Cry. It's time to go to Whiterun and prepare a trap for this dragon. We give a signal to Balgruuf that we are ready to begin, and follow him to the gallery, where a trap has already been prepared. We go out onto the balcony, select the Dragon Summoning Scream, hold down the Scream key and release it so that our voice is stronger and the dragon can hear us. When he arrives, we attack him and gradually lure him into the hall, where the trap will be triggered. After talking with Odahviing, he will agree to help us.

No, seriously! Where else can you see such beauty?!

House of the World Eater

You need to get to Skuldafn, but you can only get there by air. We ask the Whiterun guard to free the dragon, after which we climb onto Odaving and fly to the habitat of all the dragons. Having arrived at the place, we begin to move towards the portal leading to Sovngarde. Making our way through crowds of draugr and dragons, we get to the temple. Having cleared his hall from half-dead mummies, we go out into a room with three columns and a lever. As in previous times, you need to rotate the columns so that when using the lever, open the left gate, because... the right ones lead nowhere, except to the chest. To open the lattice we need, we set up columns with the following signs: eagle - snake - eagle. This must be done from the lever side, because If you look at the middle column from the other side, then the sign will bifurcate. We follow further along the corridors populated by spiders and emerge into another room, but with the same columns. Now, with their help, we need to lower the bridge. The first column is located directly in front of the entrance to this room, the other two are on either side of the lever that is located above. On the bottom column we place the sign of a snake, on the right - an eagle, on the left - a fish. We pull the lever and follow the bridge deeper and deeper into the temple. We go up the steps, turn right into a narrow passage and go out to the bridge. We go along it to a room with a spiral staircase. We go upstairs, where we encounter a closed grate. We destroy the draugr and go into the room behind, where we find the lever from the grate. We go further and go out to a round door, near which is the Draugr Overlord. We destroy him and take the diamond claw from him. Now you need to open the door. We set the following signs from top to bottom: wolf - moth - dragon. We turn the diamond claw and the path is open. We study the new Scream and leave the temple. Coming out into the light, we turn left, from where we go out to the stairs leading directly to the portal to Sovngarde. Without delaying for a second, we immediately jump into the portal, without getting into a squabble with the local dragons.

Sovngarde

We are from Sovngarde, the city of souls. We go down the steps and meet a Stormcloak soldier. According to him, Alduin is hiding in this fog, and to defeat him, you need to go to the Hall of Valor and team up with other heroes. We head to the place where Tsun is blocking our way at the entrance to the hall. Despite the fact that we are Dovahkiin, he will not want to let us through until we prove to him that we are a strong opponent. We give him the first number so that he will regret that he started all this in the first place. We cross the abyss along the dragon bones and enter the Hall of Valor. After talking with Ysgramor, we approach the three Nord heroes whom we saw when we moved into the past with the help Ancient Scroll. Having united with them, we set out for Alduin. Dragonslayer

Together with the heroes we go outside and follow them. With the help of the “Clear Sky” shout, we help the heroes get rid of the fog, but this will happen the third time. When the fog clears, Alduin himself will fly to us. Using the “Dragon Slayer”, we force it to land and begin to attack. When Alduin is defeated, we approach Tsun, who will return us back to Skyrim and also teach us the Summoning Shout of the Nord Hero.

This concludes the main plot and we can move on to other unfinished business, and I'm sure there are many more.

Start the quest “Windy Peak. We can say that this quest is one of the initial ones: you are sent to warn Jarl Balgruuf in Whiterun. When you deliver the message, the jarl will ask you to speak with Farengar Secret Fire, his court magician. Farengar will explain to you that he is looking for the Dragonstone and will direct you to Windy Peak. Thus, a marker will appear on the map, following which you will come to Windy Peak.

  • If you have already completed the Golden Claw quest, you may find that the Dragonstone is already in your inventory, since this quest will take you along the same path as the Windy Peak quest. You won't be able to sell or drop the Dragonstone from your inventory, so it will definitely remain with you until you give it to Farengar at the end of the quest “Windy Peak”.

Reach Windy Peak. The fastest way to Windy Peak is to go south from Whiterun. You will need to find a path from the northern slope of the mountain that leads all the way to Windy Peak; there are fewer dangers on this path. The most common path players take from Riverwood involves crossing a bridge north of the village and then turning northwest, following the winding path that leads to the peak. However, on this path you will meet aggressive forest animals (most often wolves) and several bandits near an abandoned tower.

  • Be careful when approaching the peak, as you will encounter half a dozen bandits at the entrance. In the open space of this location, enemy archers will have a great opportunity to fill you with arrows, so engage in battle near the columns that will cover you while you deal with the bandits in close combat.
  • Enter Windy Peak. When you go down into the mound for the first time, you will notice that there are a lot of human remains and skeevers around. Sneak further and you'll hear bandits discussing someone named Arvel, who ran off with some kind of golden claw. If you haven’t started the “Golden Claw” quest yet, it will start right now. Kill the bandits and move deeper into the mound.

    Solve the column puzzle. As you move forward, you will eventually encounter a bandit with a torch who runs into a room with a puzzle inside. Let him pull the lever and he will die from the darts of the triggered trap. Now go forward and study the symbols around (one on the ground, two on the wall). Pay attention to the animals that are depicted on the columns and turn them with the desired pattern towards you. From left to right, these symbols should appear as follows: snake-snake-whale. Pull all the necessary levers and continue on your way.

    • Be careful when you go down the spiral staircase, because skeevers will start running out at you. Stay at the top of the stairs so they can't surround you and you can kill one skeever at a time.
  • Kill the giant spider. After some time, you will find yourself in a place covered in cobwebs, while someone will call for help. Carefully walk deeper into the room. You will see that someone is caught in a web. A frost spider will come down from above, which you will need to fight. Kill the spider and talk to the trapped man, who turns out to be Arvel the Swift.

    • If you are having trouble fighting the spider, retreat through the front door of the room. The spider will not be able to get through this door. Heal yourself using spells or long-range weapons and kill the spider from afar. Remember that the spider can still hit you with venom. Dodge when the spider stands on its hind legs, as this means it is about to spit venom at you.
  • Free Arvel the Swift. Talk to Arvel to question him about the location of the claw, and he will agree to show you how everything works in exchange for you freeing him. Using melee weapons or magic, destroy the web that binds his hands and feet. Arvel will fall down and then quickly run deeper into the mound, trying to escape from you. He will be cut down by a restless draugr or run into a wall of spikes by stepping on a trap slab. Kill the draugr and search Arvel's body to collect the Golden Claw. Once you have the claw, go deeper into the mound, avoiding the traps and killing the draugr.

    Enter the sanctuary. Soon you will find yourself in front of closed door with stone rings rotating around the keyhole. Open your inventory, select the Golden Claw and examine it. Turn it so that the claw is facing you and study the symbols that are depicted on it: bear-moth-owl. Turn the rings around the keyhole to make this combination and the door will open, revealing the entrance to the Wind Peak Shrine.

    Take the Dragon Stone. Upon entering the sanctuary, you will find yourself in a spacious room with waterfalls and a protruding wall with strange symbols inscribed on it. You will hear voices that will get louder as you go towards the wall. When you get close to the wall, the screen will darken and one word on the wall will glow bright white, and thus you will learn the Word of Power from the Word Wall. Once you learn the Word of Power, the sarcophagus behind you will open and a high-level draugr boss will emerge from it. Kill this draugr, and then search the body - there you will find the Dragon Stone.

    In order to uncover the secret of Windy Peak in Skyrim, you first need to completely complete the mission “Before the Storm”. If you did this, then now you need to talk to the jarl and then he will take you to Farengar.

    The magician will tell you to find the dragon stone for him, and it seems to be hidden. So, your main task is to find the Dragon Stone. Before you get to Windy Peak Shrine, you need to drive through Riverwood. There are three ways to do this: The first way is on foot: you will earn more experience, but this path will take a long time and you will encounter dangers along the way. The second method is faster, but this is if you have a lot of money: go down to the stable and take the horse. And the third most convenient way: moving around the world map. Note: When you find yourself in the temple you will have to complete the side quest “Golden Claw”.

    After leaving Riverwood Village, walk across the bridge over the river and then up the path into the blizzard. You have to be on your guard, bandits are waiting for travelers here. Carved doors lead into the temple. Bandits were also lurking nearby. You need to sneak past them unnoticed, or kill them. Then, after passing through various obstacles, you will find yourself in the ceremonial hall. A trapped bandit will die nearby. You need to open the grate. In the niche on the left above the grating there are three pillars. Completing the Windy Peak quest in Skyrim requires careful attention, and then you will immediately notice that the pillars can be rotated. They need to be rotated in the order of snake, snake, fish. Now you need to pull the lever and the grille will open.

    If suddenly the pillars do not rotate, you need to leave and enter the room again. Then go down the stairs. You will hear the voice of a bandit asking for help. To help you need to go through a giant web and kill the spider. Cut the web with a weapon or use fire. Note: in order to deal with the spider, you can use a paralyzing potion, which lies on the shelf in front of the room with the lever. Now free the bandit. He will run away screaming that he will not share with you the treasures that he promised for his salvation. It's better to kill him, but don't immediately rush after him. You will meet him soon. Follow him slowly. Soon the thief will come under attack from the draugr. You will get it too. To defeat them, use a trap: walk along the left wall without stepping on the stone, and lure the enemies there so that they fall into the trap. Afterwards, kill the enemy and take from him the golden claw and the journal that reveals the secret of the treasure.

    These items will be needed to complete the Windy Peak secret in Skyrim. Now you need to go down, passing obstacles and killing robbers. Shoot down the vessels with arrows, they will break and set fire to the spilled oil, which will destroy the enemies. You will see a door with three rings. The central lock can only be opened with a golden claw. Here you are in the temple. This is a long-forgotten grotto with a waterfall and burial. How to get through Windy Peak, you ask? To do this, search the area and find hidden chests. Then go to the wall with words of power. After you study them, the keeper of the dragon stone will attack you.

    He is quite strong and you will have to try hard to kill him. After defeating the guardian, search the corpse. On it you will find the long-awaited dragon stone. There will be a ladder to the left of the power wall. You will climb it. Press the lever so that the stone wall rises and you can leave the temple. Now take the stone to the magician. And give the golden claw to Lucan from Riverwood. In gratitude he will give gold. You can return to Dragon's Reach in Whiterun and talk to Farengar. The magician will be pleased with your success and will talk about the reward with the jarl. Any gamer likes to keep abreast of events in the world of information technology and therefore it is worth reading computer magazines even if you are not particularly keen on software and hardware. After all, any breakthrough in the computer field can be of interest to gamers; in addition, you can find information about e-sports tournaments and previews of new games there.

    The ancient Nord ruins that are ubiquitous in Skyrim are a true monument to the genius of the Nords of the past. By constructing the final resting places for their rulers, they created such an ingenious and elegant defense system that for centuries reliably protected the tombs from theft and encroachment of looters. The main restraining force is the draugr and numerous traps, an innumerable variety of them - from simple stones that fall when you touch a tripwire, to complex mechanisms that release a swarm of darts when too much weight is placed on the floor plate. However, the most amazing engineering structures are not designed to kill. The path to treasuries is often blocked by riddles, to solve which you need to use a variety of mechanisms in a variety of orders - chains, levers, pressure plates... The simplest defense in Nordic ruins is considered to be sealed doors made of large stone circles. To solve the puzzle, you just need to arrange the circles with symbols so that they match the symbols on the claw itself. Sophisticated defenses include spinning cones with animal designs. In most cases, the solution to the puzzle must be found through trial and error, but sometimes it is hidden somewhere in the ruins themselves.

    The symbols on the doors with stone circles are not a code at all, but the simplest way protection so that only a living and thinking creature could enter the sanctuary, and not draugr and other unreasonable creatures. The only person who will be able to cope with the ancient castles will be Mercer Frey, the head of the Thieves Guild. He won't need claws at all to break doors, but he won't share his secrets. You can carefully examine the symbols on the claw in the inventory by hovering the cursor over the item and changing the scale with the mouse wheel.

    Puzzles in the temple ruins on Bleak Falls Barrow:

    • There are two quests associated with the ruins of the temple on Windy Peak: “The Golden Claw”, which is given by Lucan Valery from the Riverwood Trader in Riverwood, south of Whiterun, and “Windy Peak”, which is given in the story by the court magician Faringar from Dragonsreach in Whiterun. The golden claw is taken from the bandit Arvel the Swift, who is stuck in a web in the hall with a giant spider.
      • : snake, serpent, whale.
      • Symbol combination (golden claw): bear - large circle, moth - medium, owl - small.

    Puzzles in the ruins of the Shroud Hearth Barrow:

    • The ruins in the Burial Fire mound are associated with a minor mission to investigate mysterious phenomena, which is sent by Wilhelm, the owner of the Vailmir tavern, from the village of Ivarstead, on the southeastern slope of the Throat of the World. He gives away the sapphire claw after delivering Vindelius Gatharion's diary.
      • Combination of animals from the bridge: whale, hawk, snake, whale.
      • Symbol combination (sapphire claw): moth, owl, wolf.

    Puzzles in the ruins of Yngol Barrow:

    • The ruins in the Ingol Mound, located east of Windhelm, may be associated with a quest to return the helmet for the Jarl of Winterhold (the location is selected at random). A coral claw can be bought for 50 septims from Birna from the Birna's Goods store in Winterhold, or picked up from a stand in the ruins themselves after the first iron door.
      • Animal combination from iron door: snake, hawk, whale (start from the left).
      • Symbol combination (coral claw): snake, wolf, moth.

    Puzzles in the ruins of Folgunthur:

    • The ruins in Folguntur, located southeast of Solitude, are associated with the secondary quest " Forbidden Legend”, which appears in the journal after reading the book “Lost Legends of Skyrim”, you can also shout “Frost Breath” here. Arriving at Folguntur, you need to examine the empty tent camp and read the first part of Dainas Valen's diary. A bone claw lies on the body of a deceased scientist inside the ruins.
      • Iron door lever combination: the first one is near on the left, the second one is farthest on the right.
      • Animal combination from iron door: hawk, whale, snake (start from the one furthest from the entrance).
      • Character combination ( bone claw) : hawk, hawk, dragon.

    Puzzles in the ruins of Geirmund's Hall:

    • The ruins in Geirmund's Hall, located east of the village of Ivarstead, on the southeastern slope of the Throat of the World, are associated with the secondary quest "Forbidden Legend", which appears in the journal after reading the book "Lost Legends of Skyrim" and visiting Folguntur.
      • Animal combination from iron door: hawk, whale - left wall; whale, snake - right wall (start with the cones closest to the entrance, facing the locked door).

    Puzzles in the ruins of Saarthal:

    • There are two secondary quests associated with the ruins in Saarthal, located southwest of Winterhold: the first is “The Forbidden Legend,” which appears in the journal after reading the book “Lost Legends of Skyrim” and visiting Folgunthur; the second is “In the Depths of Saarthal,” which Tolfdir gives in the first stages of training at the College of Mages of Winterhold, when a group of magicians goes on an excavation. You can also learn one of the Power Words of the cry “Ice Form” here.
      • Animal combination from the first iron door: hawk, snake, whale - left wall; whale, hawk, hawk - right wall (start with the cones closest to the entrance, facing the locked door).
      • Animal combination from the second iron door: 2 cone on the left - spin 2 times, 1 on the left - 1 time, 2 on the left - 2 times, 2 on the right - 2 times, 1 on the right - 1 time (counting starts from the cones closest to the entrance, facing the locked door).

    Puzzles in the ruins under Reachwater Rock:

    • The ruins beneath the Lake Cliff, located southeast of Markarth, are associated with the secondary quest "Forbidden Legend", which appears in the journal after reading the book "Lost Legends of Skyrim". The book can be picked up from the body of a dead adventurer in front of the door at the entrance to the ruins, and the emerald claw can be picked up from the stand here. The reward for completing the task will be Gauldur's amulet restored from three parts.
      • : bear, whale, snake.
      • Symbol combination (emerald claw): hawk, hawk, dragon.

    Puzzles in the ruins of Dead Men’s Respite:

    • The ruins in the Repose, located south of Solitude, are associated with the secondary quest “Set Fire!”, on which Viarmo sends for the book “The Song of King Olaf” as a test for joining the Bards’ Guild, and here you can learn one of the Words of the Power of Scream “ A quick rush." The ruby ​​claw lies on the table right at the entrance.
      • Symbol combination (ruby claw): wolf, hawk, wolf.

    Puzzles in the ruins of Valthume:

    • The ruins in Valthum, located in the mountains southeast of Markarth, are associated with the secondary quest “Evil Slumbers”, which appears in the journal after a conversation at the entrance to the ruins with the spirit Valdar, guarding the tomb of a high dragon, and here you can study one of the Words of Power shout "Whisper of Aura". The Iron Claw is on the counter in front of the door in the catacombs, on the lower level of the ruins.
      • Symbol combination (iron claw): dragon, hawk, wolf.

    Puzzles in the ruins of Forelhost:

    • The ruins in Forelhost, located in the mountains south of Riften, are associated with the secondary quest “Hunting the Dragon Cult”, which appears in the journal after a conversation at the entrance to the ruins with Captain Valmir, sent by the “Imperial Legion” behind the mask of the highest dragon priest Ragota, you can also learn one of the Words of Power of the “Thunder Call” shout here. The glass claw lies on a stand in the room with the large oval door made of iron bars, in the northwestern part of the refectory.
      • Symbol combination (glass claw): fox, owl, snake.

    Tower of Mzark lens puzzle:

    • Associated with the Dwemer tower of Mzark, located in the mountains south of Dawnstar story mission"Ancient Knowledge", to which Septimius Sagonius travels from his icy refuge, north of the College of Winterhold, to retrieve an ancient scroll containing the Words of Power from the Dragonslayer shout. You can get to the Mzark Tower through Alftand and the Black Reach using lifts and passages.
      • Sequence of actions with lenses: 3 button (open) - press 4 times, 2 button (closed) - 2 times, 1 button - 1 time (button counting from left to right).

    Puzzles in the ruins of Skuldafn:

    • The ruins in Skuldafn are associated with the story quest "House of the World Eater", which begins after the completion of peace negotiations between the Stormcloaks and the Imperial Legion in the Temple of the Greybeards on High Hrothgar. The location is available for visiting once during the entire game; the dragon Odahviing will no longer fly to the Jerol Mountains. You can also learn one of the Power Words of the “Thunder Call” shout here. The Diamond Claw is on the Draugr Overlord in front of the door.
      • Animal combination from the left iron door: hawk, snake, hawk (stand with your back to the door).
      • Animal combination from the right iron door: hawk, hawk, hawk (stand with your back to the door).
      • Combination of animals from the bridge: whale - on the left, snake - in the middle, hawk - on the right (face the bridge).
      • Symbol combination (diamond claw): fox, moth, dragon.

    Puzzles in the ruins of Korvanjund:

    • The ruins in Korvanjund, located west of Windhelm, are associated with the story quest “The Jagged Crown”, which begins after the death of the dragon Alduin and joining the ranks of the Stormcloaks or Imperial Legion. Also here you can learn one of the Words of Power of the cry “Slow Time”. The ebony claw lies on a stand in front of the door.
      • Symbol combination (ebony claw): fox, moth, dragon.
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