How to open a door with a golden claw in Skyrim? The secret of passing. Windy Peak (location) Skyrim walkthrough Windy Peak Temple

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 up 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. You will soon find yourself in front of a 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.

  • Previous quest: Before the storm
  • Next quest: Dragon in the sky
  • Related quest: golden claw
  • Reward: Thane of Whiterun, opportunity to buy "House of Warm Winds", leveled item
  • ID: MQ103
  • Required item: Dragon stone FormID: 000ad06f or 000df202
  • Reward Spell: Fire Damage
  • Complexity: Average
  • Windy Peak

    Brief walkthrough

    Reverse side with inscription in dragon language

    1. Talk to Farengar
    2. Take the Dragonstone from the mound
    3. Take the stone to Farengar

    Complete walkthrough

    Dragon stone. Front side.

    Note

    • Dragonstone can be obtained without the quest from Farengar Secret Fire if you complete the quest The Golden Claw for Lucan Valery before going to Whiterun. This allows you to immediately move on to the next quest. However, it is impossible to pick up only a claw from the mound.
    • The dragon stone contains an inscription in the dragon language, a decoding of the text is given.

    Bugs

    • If you approach Wind Peak from the side of the mountain above, or you jump up behind the entrance, you may end up on the openings in the roof and visually float in the air. It's possible the holes are glass skylights, but that's doubtful.
    • There may be a bug when, after killing a Draug boss, it is not registered by the game as a container, which makes it impossible to complete the quest, since you cannot pick up the Dragonstone. Bethesda technical support advised in this case to leave this part of the dungeon, increase your level and return to the search for the Dragonstone. This problem occurs when you are hidden while reading a word on the wall. Loading an early save and letting the draugr detect you solves the problem. Simply save to a new file after killing the Draug Lord, and then load it. The boss will become "lootable" again. PC users can resurrect and kill him again through the console. Then you can take the Dragon Stone from the draugr's body.
    • A bug with the draugr corpse not being identified as a container may occur between the first and second riddle doors, but this will not affect the ability to complete the quest.
    • During the first puzzle, the pillars may get stuck and not rotate. To fix the bug, exit and re-enter the room.

    Quest stages

    |-
    Windy Peak (MQ103)
    Stage Completing the task Journal entry
    10
    Jarl Balgruuf thinks that I can help Farengar, his court magician, in some matter related to dragons.

    (Stage): Talk to Farengar.

    50
    Farengar Secret Fire, the court magician of Jarl Balgruuf, asked me to obtain the Dragonstone from the Windy Peak Temple - a stone tablet on which the ancient burial places of dragons are indicated. He hopes that this will allow him to understand how and why dragons are returning to Tamriel.

    (Stage): Pick up the Dragon Stone.

    80
    (Stage): Take the Dragonstone to Farengar.
    190 Farengar Secret Fire, the court magician of Jarl Balgruuf, asked me to obtain the Dragonstone from the Windy Peak Temple - a stone tablet on which the ancient burial places of dragons are indicated. He hopes that this will allow him to understand how and why dragons are returning to Tamriel. My success pleased him, and he promised that the earl would reward me for my efforts.
    • The following empty quest stages were not listed in the table: 0, 1, 5, 8, 15, 20, 55, 60, 90, 100, 180, 182, 185, 200

    Notes

    • Any text within angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be assigned a value when a quest is received.
    • Not all of the specified entries may appear in the game log: which entries appear and which do not depend on how the task is completed.
    • The stages are not always listed in the order in which the task is completed. This typically occurs with tasks that have multiple possible outcomes or where certain tasks can be completed in a random order.
    • If an entry is marked as " Completing the task", this means that the task is removed from the list of active ones, but new records of the stages of execution of this task can continue to be added to the log.
    • When playing on a personal computer, you can use the console to advance the task by entering the command setstage MQ103 stage, where stage is the number of the stage to which you want to go. However, it is not possible to move on to uncompleted (i.e., skipped) quest stages. However, using the resetquest MQ103 console command, you can reset the quest stage.

    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 the storyline as quickly as possible, 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. This is such a 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 all. You can continue playing.

    “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 useful tips 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 it 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 suffer less 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 leveled 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 says 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- 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.