Elder Cairn Skyrim. How to open the door with a golden claw in Skyrim? The secret of passing

Trial of Valor
Job sourceSkvor
rewardIron weapons from the Skyforge
PreviousTo arms
NextSilver hand
Locationancient cairn,
Jorrvaskr
ComplexityLight
IDC01

Brief walkthrough

  • After completing one of the Companions' errands, talk to Skvor.
  • Team up with Farkas and head to Ancient Cairn.
  • Find Wuthrad Fragment.
  • Participate in your own initiative.

Detailed walkthrough

Puppy Challenge

After completing the quest "To Arms" and one of the Companions' errands, talking to most of the Companions will direct you to Square for the next main quest. He will inform you that the newcomer has found another element of the mystical Wuthrad and will provide you with Farkas as your protector during the quest. Upon arrival, he will tell you more detailed information about the origin of Wuthrad and your destination, Ancient Cairo. You can get there with him or meet right there. Regardless of your choice, he will enter and follow you inside. He is quite a powerful companion and will keep you safe while traversing huge cave systems.

Ancient Cairn

This place is infested with Draugrams, so get ready for long journey. Don't forget to read the two-handed weapon book in the first room, then move on and fight off the hordes of enemies. The second room contains the Pentagram of Souls, 2 thrones, and the only path that is blocked by a gate. Head to the northernmost room and turn the lever, so the gate will lower and you will be sealed in this room. Farkas will promise to let us out, but he will be attacked by the Silver Hand warriors who have appeared unexpectedly.

A look at the predator

While you are behind bars, Farkas will turn into a Werewolf and cut out all the members of the Silver Hand in an instant. After releasing you from the cage, we will learn about the special "blessing" that is given to the Companions. Without going into details, he will tell about this very "blessing", namely, that it is given to very few members of the Companions. Collect the loot and move on through the cave systems to the next location - Ancient Cairn. At the entrance to the crypt you will be met by a not very strong draugr who will try to deceive you by pretending to be dead in his coffin.
Continue your journey across the bridge, you will come to a long corridor, several draugrs will emerge from their tombs and attack you from behind.
Make your way to the end of the area, killing all members of the Silver Hand and Draugr along the way. In the room under the bridge, open the drawer and take the key to 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 alchemy 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 scream

The room ahead seems quiet, but it's 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 fragment of Wuthrad is located. By the way, looking at the wall behind him, you will learn a new Shout - Breath of Fire. Be patient, pick up the fragment and fight off the waves of Draugr that wake up from the tombs. Unfortunately, the door will now be locked, preventing strategic retreat. After the battle, the passage will open and you will safely exit to Skyrim.

Initiation

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

So, today we will talk with you about how to open the door with a golden claw in Skyrim. In addition, let's generally try to figure out the passage of the mission related to the discovery Windy Peak Or rather, his sanctuary. The task is not the easiest, but not as difficult as it might seem at first glance. Let's quickly start thinking with you how to open the door with a claw. Skyrim is a place filled with mysteries. Here they will have to be solved in order to answer our question.

Main plot

Well, if you are tired of secondary tasks, or maybe you just decided for yourself to complete 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 to get to the sanctuary of Windy Peak.

True, in order to go on a trip, you will have to complete the quest "Before the Storm". Only after that it will 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 side mission"Golden Claw". Without it, you can forget about the plot. Let's see what they want from us.

Getting an item

Let's start with the fact that if you are thinking how to open the 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 need to find a merchant. The claw originally belonged to him. Find Lucan or his sister (depending on who will be alive) and talk to him (her). The character will inform you that now he does not have this item - it has been stolen.

Offer to help the merchant find it. You will be told where to look for thieves. This is the northeast of Windy Peak. Finding value is not difficult. To do this, you need to get to Arvel Fast. He will be "imprisoned" in the web in the depths of the underground temple. As soon as you free the thief, he will try to run away. Do not rush to catch up with him - Arvel will die, falling into a trap or stumbling upon draugrs. After that, 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.

Retrieve the Dragonstone

Now that we have the claw in our hands, we must return it to its owner. After you deal with Arvel the Swift and get your feet out of Windy Peak Cave, head to Riverwood. Return the claw to the merchant there. He will take it from you. What's next?

Well, we steal our "key" and set off to look for the sanctuary of Windy Peak to return. Get ready for adventures and mysteries. The first difficulty that we will face is the path through the cave up to the door. The entrance is very well guarded and the road is full of traps. Will have to deal with them.

A rather interesting puzzle is the lever with firing traps. In order to open the passage, you need to solve a puzzle. Three statues will appear in front of you. They show different animals. You need to make the right combination, otherwise wait for the shelling. The stones should depict (from left to right): a snake, a snake, a fish. Finding this combination is easy - above the entrance, at the door, you can see the position of the extreme "stones", and the central one - in the center of the room on the fallen part. Now you can go further.

Solving the riddle

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

Here you can do it in several ways. The first is to find a ready-made combination in the passage, and then "dial" it: a bear, an owl, and then a butterfly. Turn the golden claw along with the lock in this sequence, and the door will open.

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

screams

Shouts are special phrases in the dragon language that contain powerful magic. Press Z to use the preselected Shout. The longer you hold the key, the more Shout words you speak and the more powerful the Shout itself. Only one talent or one shout can be noted at a time.

You learn the Draconic words that make up Shouts by searching the world for Word Walls. But just learning them is not enough - you still have to 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 small video tutorial on shouts:



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

Table of shouts and their properties (gradually filled in, if you have something to add write in the comments.


The name of the scream

Levels

The words

Meaning

Action

Application

Resurrection
innovation

juggernaut

A shockwave that knocks back and stuns enemies

Direction

You will learn the first word in the cry at the end of the Windy Peak quest, the greybeards will teach you the other two, in the quest Way of the Voice. All along the main storyline.

Swift dash

Takes you a fixed distance forward

Direction

The greybeards will teach you the first word, in the task The Way of the Voice, the other two you will learn in the Dead Men's Respite and in Volskygge.

fire breath

Throws out a wave of fire in the direction indicated.

Direction

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

frosty breath

Throws a wave of cold in the indicated direction

Direction

Harmony Kin (Kyne's Peace)

Calms (does not attack) hostile creatures and calms (does not flee) beasts

Direction

Abode Rannveig
- * Funeral Fire, Depths (Quest of the Innkeeper from Ivarstead)
- Ragnvald, Temple

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

Direction

Double Headed Spire (all 3 Power Words)

ice form

Turns an 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 (The Pale Lady quest)

Disarmament

Knocks weapons out of enemy hands

Direction

Defeat

Peak of the Ancients
- Silver Lair
- ** Snow Veil (quest "Speak with Silence", Thieves Guild line)


* The passage to the Word of Power is closed by a Nordic secret door (dragon claw is often in the same location)
** Passage to the word of power is possible only during the indicated quest.

There are 20 shouts in total in the game.