The secret of passing. How to open a door with a golden claw in Skyrim? The secret of passing the Cairn of the elders of 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 Windy Peak, or rather, his 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 you will be given the 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 it? 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.

Enough interesting riddle is a lever with shelling 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 all. You can continue playing.

Test of Valor
Job SourceSkvor
RewardIron weapons from the Sky Forge
PreviousTo arms
NextSilver hand
LocationAncient Cairn,
Jorrvaskr
ComplexityLightweight
IDC01

Brief walkthrough

  • After completing one of the Companions' orders, talk to Skvor.
  • Cooperate with Farkas and travel to Ancient Cairn.
  • Find the Wuuthrad Fragment.
  • Participate in your own initiation.

Detailed walkthrough

Puppy Challenge

After completing the "To Arms" quest and one of the Companions' quests, talking to most of the Companions will direct you to Skvor to complete the next main quest. He will inform you that the newcomer has found another element of the mystical Wuuthrad and will provide you with Farkas as your protector during the quest. Upon arrival, he will tell you more details about the origins of Wuuthrad and your destination, Ancient Cairo. You can get there with him or meet him right there. Regardless of your choice, he will enter and follow you inside. He is quite a powerful companion and will ensure your safety while passing through huge cave systems.

Ancient Cairn

This place is infested with Draugr, so be prepared for a long journey. Be sure to read the book on two-handed weapons in the first room, then move on and fight off the hordes of enemies. In the second room there is a Pentagram of Souls, 2 thrones, and the only path that is blocked by a gate. Head to the northernmost room and turn the lever, this will lower the gate and you will be sealed in this room. Farkas will promise that he will release us, but will find himself under attack by the Silver Hand warriors who unexpectedly appear.

A look at the predator

While you are behind bars, Farkas will turn into a Werewolf and slaughter all the members of the Silver Hand in an instant. After rescuing you from the cage, we learn about a special “blessing” that is given to the Companions. Without going into details, he will talk about this very “blessing,” namely, that it is given to very few members of the Companions. Collect loot and move on, through the cave systems, to the next location - Ancient Cairn. At the entrance to the crypt you will be greeted by a rather strong draugr, who will try to deceive you by pretending to be dead in his coffin.
Continue across the bridge and you'll come to a long corridor where several Draugr will emerge from their tombs and attack you from behind.
Go to the end of the location, killing all members of the Silver Hand and Draugr along the way. In the room that is under the bridge, open the box and take the key, with it you will open the door to the north. A couple of rats will attack you in the tunnel. As a result, you will find yourself in an alchemical laboratory. We move further along the corridor, killing the Frost Spiders standing in the way, we go even further, we kill the Draugr and finally we get to the iron door.

Fragment and cry

The room ahead seems quiet, but this is only at first glance, potions and urns are scattered nearby, we know what it’s all about. Collect all the loot and move to the altar, where the Wuuthrad fragment is located. By the way, by looking at the wall behind him, you will learn a new Scream - Fire Breath. Be patient, pick up the fragment and fight off the waves of Draugr waking up from the tombs. Unfortunately, the door will now be locked, preventing a strategic retreat. After the battle, the passage will open and you will safely exit into Skyrim.

Initiation

In Whiterun, not far from Jorrvaskr, Vilkas will be waiting for you to take you to the building under the Sky Forge, where members of the Companions have gathered. Kodlak Whitemane will give a short speech on the occasion of accepting you as a Companion, and at the same time Farkas will swear allegiance to you. Now, yes, only now you are officially considered a Companion, but be that as it may, you will still have to complete one additional quest before receiving the next main task. You can also buy steel weapons at the heavenly forge, and the blacksmith himself will give you one weapon of your choice as a gift.

Screams

Shouts are special phrases in the dragon language that contain powerful magic. Press Z to use your pre-selected Shout. The longer you hold down the key, the more Scream words you say and the more powerful the Scream itself. You can only mark one talent or one cry at a time.

The Draconic words that make up Shouts are learned by searching the Word Wall in the world. But just learning them is not enough; you must also put a dragon soul into it, and only then it will become available to you. You absorb the souls of dragons by killing them.

A short video tutorial on shouting:



Map with the location of all scream walls (comments will be added to some places later):

Table of screams and their properties (gradually filling up, if you have anything to add write in the comments.


Scream Title

Levels

Words

Meaning

Action

Application

Recover
innovation

Ruthless force

Shockwave that knocks back and stuns opponents

Direction

You will learn the first word in the cry at the end of the quest Windy Peak, the other two will be taught to you by the greybeards, in the quest The Path of the Voice. Everything is according to the main storyline.

Swift Dash

Moves you a fixed distance forward

Direction

The graybeards will teach you the first word in the quest Path of the Voice, you will learn the other two in Dead Men's Respite and in Volskygge.

Fire Breath

Throws out a wave of fire in the indicated direction

Direction

Throat of the World (quest “Throat of the World”, main plot)
- ** Ancient Cairn, Ancient Crypt (quest “Test of Valor”, Companions line)
- Divided Gorge

Frost Breath

A wave of cold is thrown in the indicated direction

Direction

Harmony Kyne (Kyne's Peace)

Calms (does not attack) hostile creatures and calms (does not run away) animals

Direction

Abode of Rannveig
- * Funeral Fire, The Depths (Tavernkeeper's quest from Ivarstead)
- Ragnvald, Temple

Causes enemies who can't see you to be wary (a simple replacement for this scream is to shoot somewhere with a bow)

Direction

Double-headed peak (all 3 words of power)

Ice form

Turns the enemy into a block of ice

Direction

Mount Antor
- ** Saarthal (quest “In the Depths of Saarthal”, line of the College of Mages, quest “Forbidden Legend”)
- Frostmere, Frostmere Depths (quest “The Pale Lady”)

Disarmament

Knocks weapons out of enemy hands

Direction

Defeat

Peak of the Ancients
- Silver Lair
- ** Veil of Snow (quest “Conversation with Silence”, Thieves Guild line)


* The passage to the Word of Power is closed by a Nordic door with a secret (the dragon's claw is often located in the same location)
** Access to the word of power is only possible during the specified quest.

There are a total of 20 shouts in the game.

If you find an error, please select a piece of text and press Ctrl+Enter.