Skyrim golden claw puzzle. Passage of the game Elder Scrolls V: Skyrim, The. Windy Peak - Sanctuary

Ahead was another door with a riddle. But to solve it is simple - you need to carefully look at the Golden Claw itself. Before us appeared a huge hall in the rock, and a flock of bats rushed in our direction with Fendal. The surroundings were suspiciously quiet. A huge hall-cave, beautiful, with waterfalls and no one?

I climbed up the stairs and found the first word of the Dragon - Ruthless Force. Here it is - the secret of Windy Peak! A huge wall on which a dragon had scrawled a word.

But where is Dragonstone?

As soon as I thought about it, I heard a crunch from behind. The draugr overlord emerged from the sarcophagus and began to attack. Thanks Fendal, helped me again. With the draugr overlord, the Dragonstone was found. Apart from big chest near the draugr, there were 2 more nearby, hiding behind the waterfalls on both sides. Having opened the chests with master keys and taking everything, we finally hurried to the exit.

At the exit of the cave on the left, in almost complete darkness, I saw a barely noticeable flask with a potion. My elven gaze has never failed me. I just want to quickly arrange my entire collection of potions on the shelves, I will think about buying a house in Skyrim.

Finally ending up in Riverwood, I made Lucas happy with the Golden Dragon Claw I found! And he thanked me for this, pouring out 400 septims, and allowed me to use things in his shop and in the house on the 2nd floor, and also allowed me to stay asleep when I wanted.

Since the time was late, after seeing the tired elf home, I thanked him for his help, put him to bed, and went myself, like a dragon, to sleep in the Windy Peak Temple. The robbers really created comfort near the entrance. I crawled into my sleeping bag and fell asleep looking at the fire...

In the morning I walked up Windy Peak again, gathered up the rest of my things to sell, and returned to Riverwood.

For people like me who like to collect everything, everything, everything, I highly recommend carefully examining every corner. You can find a hidden chest that is hidden in the web, or a completely invisible, barely gleaming, bottle with a very expensive and rare potion.

From there, I went straight to the Dragonsreach to the magician Farengar and gave him the Dragonstone, which he was very happy about. Near it I met a taciturn girl named Delphine, who was impressed by my courage to get this Stone.

As soon as my mission was completed, someone called me again...

The secret to open the last door is hidden on the Golden Dragon Claw.

The puzzle door is opened by the Golden Dragon Claw.

The bats.

Very beautiful and large hall in the cave.

The Secret of Windy Peak - The Word of the Dragon.

Draugr Overlord.

Lukas Valery was very happy about the return of the Claw (on the counter).

Chests can be hidden in the web.

I've already changed and come to Dragon's Reach.

I gave the Dragonstone to the court mage Farengar.

windy peak(orig. Black Falls Barrow) - Nordic ruins in the game The Elder Scrolls V: Skyrim.
  • Location codes:

BlackFallsBarrowExterior
BlackFallsBarrowExterior02
BlackFallsBarrowExterior03
BlackFallsBarrowExterior04
BlackFallsBarrow01
BlackFallsBarrow02

Description

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

The road to the Windy Peak can be shown to the main character by Camilla Valeria (immediately after she gives out the Golden Claw task). She leads the hero to the bridge, which is located next to the northeast gate of Riverwood. There is a fork just behind the bridge. The road to the right leads to Whiterun, to the left - to Windy Peak.

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

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

Walking a little further along the winding path, main character will finally reach the main complex of Windy Peak. At the entrance there will be a battle with the main part of the gang. Apparently, realizing that their patrol was killed, they attack immediately. A well-hidden treasure can be found near the walls of the temple.

Interior

Windy peak - temple

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

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

Further, the passage forks. A short path to the left ends in a dead end, in which there is nothing remarkable. Passage directly also does not abound with finds. Here you can find another corpse of a skeever and several racks and shelves with useless pieces of linen and equally useless ancient Nordic ceramic utensils, the presence of which is typical for all Nordic ruins. On one of the shelves you can find a potion.

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

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

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

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

Starting from this place, the dungeon is a catacomb in which the ancient Nords buried their dead. Here, most likely, the first "acquaintance" of the protagonist with the draugr will take place - the undead Nord dead, which are full here, pretending to be motionless in their niches. However, some of them do not really show signs of life. Their bodies can be searched for trophies with impunity.

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

Windy Peak - Sanctuary

After passing through further tunnels and collecting all the trophies encountered, the traveler will enter the next zone of the dungeon - "Wind Peak - Sanctuary". It's not as big as Windy Peak Temple, but it has more interesting architecture. Here you will meet several draugrs, after defeating which you can go through the iron door to the hall where the mystery door is located. To open it, you will need a golden dragon claw. It is not difficult to open it: you just need to use Arvel's diary, which describes how to do it with a claw.

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

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

Quests

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

Notes

  1. A beautiful view of Windy Peak opens from the snow-covered cliff, which is located above the Torch Mine, due to the fact that this cliff is located slightly higher than the peak itself and not very far from it. You can get to this place on the road from Riverwood to Ivarstead, having reached the fork and turning from it towards the peak.
  2. If you go to the left of the massive doors, rummaging around the outside of the walls of the temple, in one of the corners you can find a small cache, consisting of two receptacles. The apothecary's bag contains a couple of ingredients and possibly a potion, and the locked safe contains jewelry in the form of gold, gems and/or rings (the lock level is fixed - "Adept").
  • If, holding on to the cliff, follow the path from the observation tower to Windy Peak and look to the left, you can see the hawk's nest, located on the steep side of the cliff and not far from the path. But you can get to it only by going around the rock and jumping on the cliffs.
  • If by entering console command tcl , go beyond the textures, an eagle can be found above the ice bridge patrolled by a draugr. He will periodically sit in a "nest" on a tree trunk hanging over the bridge.

Start the quest “Wind 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 Arcanefire, his court mage. Farengar will explain to you that he is looking for the Dragonstone and direct you to Windy Peak. Thus, a marker will appear on the map, by which you will come to Windy Peak.

  • If you have already completed the Golden Claw quest, then you may find that the Dragonstone is already in your inventory, since in this quest you will follow the same path as in the Windy Peak quest. You will not be able to sell or discard the Dragonstone from your inventory, so you will definitely keep it until you give it to Farengar at the end of the Windy Peak quest.

Get to 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 along the way. Most often, players follow the path from Riverwood: here you need to cross the bridge north of the village, and then turn northwest, following the winding path that leads to the peak. However, along the way you will meet aggressive forest animals (most often these are 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 stuff you with arrows, so join the fight 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 the bandits discussing someone named Arvel who got away with some sort 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 pillar puzzle. Moving forward, you will eventually meet 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 examine 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 in the desired pattern towards you. From left to right, these symbols should be 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 the skeevers will start running out at you. Stay at the top of the stairs so they can't surround you and you'll be killing one skeever at a time.
  • Kill the giant spider. After a while, you will find yourself in a place covered with cobwebs, while someone will call for help. Carefully go deep into the room. You will see that someone is tangled in the web. A frost spider will descend from above, with 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 find it difficult to fight the spider, retreat through the front door of the room. The spider can't get through that door. Heal with spells or ranged weapons and kill the spider from afar. Remember that the spider can still hit you with poison. 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 ask him about the whereabouts of the claw and he will agree to show you how it works in exchange for you freeing him. Use melee weapons or magic to destroy the web that binds him hand and foot. Arvel will fall down, and then quickly run deep into the mound, trying to escape from you. He will be stabbed to death 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 for the Golden Claw. Once you have the claw, go deeper into the mound, bypassing the traps and killing the draugr.

    Enter the sanctuary. Soon you will find yourself in front of a closed door with stone rings revolving 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 the door, behind which is the entrance to the Windy Peak Sanctuary.

    Take the Dragon Stone. Upon entering the sanctuary, you will find yourself in a spacious room with waterfalls and a protruding wall on which strange symbols are inscribed. You will hear voices that get louder as you walk towards the wall. When you get close to the wall, the screen will go dark and one word on the wall will glow bright white, and in this way you will learn the Word of Power from the Wall of Words. 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 Dragonstone.

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

    In this guide, of course, we will analyze how to solve the mystery of Windy Peak and solve all the puzzles. And you will also learn a lot of useful tips for a beginner, because this is one of the very first tasks, during the passage of which you better master the game and gain experience.

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

    The plot quest “Wind Peak” - the passage of the mission

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

    Upon learning of the impending danger, Balgruuf will offer our hero to work with the court magician Frengar, who is just studying dragons and magic. We have no option to refuse, so we follow the jarl to the room to the magician, where we will be introduced to the future customer.

    We speak with the Arcane 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.

    Upon learning that he has a ward, the magician will give us the first assignment - 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 story, then the task will have to be completed in any case. No sooner said than done, so we move forward.

    Interesting! If you took the Golden Claw quest from the merchant Lucan in Riverwood and successfully completed it, then you should already have a dragon stone in your inventory. This will allow you to immediately turn in the item for the quest and move on to the next one without returning to Windy Peak. If you missed the mission in the Riverwood Merchant, then we are leaving right now.

    Where is Windy Peak

    A mark with Nordic ruins will appear on the world map to make it easier for Dovakin to navigate. Go straight from Whiterun, or you can first get to Riverwood by wagon, and from there you can stomp on foot. The ruined Nordic abode is located high in the mountains, and climbing there is quite long and painful.

    Whichever way you go, on the way you will meet bandits.

    If you approach Windy Peak from Whiterun, then there will be only three robbers. Even on hard difficulty, you can easily deal with them, thanks to the large open space in which you can hit and run away 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, any 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 bunch of human and rat bones under your feet. No one will meet you at the entrance, but further you will stumble upon a small camp with a couple of bandits. One of them with a bow, and the other with a sword and shield. If you have a bow, then I advise you to first deal as much damage as possible with Stealth, and only then go frontal.

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

    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, which we have to go on. The bandits will discuss their accomplice Arvel, who decided to deceive them and fled with a golden claw in his pocket. If you have not taken the “Golden Claw” quest from the merchant, then it will be activated right now. After the battle, you can rest on their couch, collect loot from the corpses and from the chest, and search the entire hall. Having finished with the search for jewelry, we continue on our way. 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! And follow the steps.

    What will happen? The poor fellow 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 will not prevent us from collecting money, master keys and expensive armor from him. Let's examine the room.

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

    Look around the room carefully. In the center we see the lever, which killed the bandit with the torch. Behind him is a gate that we need to open. But on the left wall there are three columns with images. With the help of the interaction button, the columns can be twisted, watching 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 small difficulties, the trap may not kill you, but on high ones it is easy.

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

    Actually, here is the answer to our riddle. Pay attention to the animals that are depicted on the plates and recreate the same combination, starting from the left side. To open the door, the columns should look like this: snake-snake-whale. Having exposed 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, suddenly 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 advance along the further plot. To fix the bug, exit the location and go back to the temple.

    Behind the bars is a cabinet with delicious loot and a chest (I got an enchanted hunting bow in it, which helped a lot in the early stages of the game). If you didn’t save after the lever, then again I advise you to do a quick save. To the left of the closet 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 stairs, you will immediately be attacked by several skeevers. I advise you to immediately return to the top step so that you are not 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 with cobwebs. From behind the web, cries for help are heard. And here is Arvel, whom we heard about from the bandits in the first hall of the barrow! But don't think that everything will be so easy.

    As soon as Dovakin clears the passage covered with cobwebs and enters the room, a huge frosty spider will descend from the ceiling. A creature of a fairly high level, it hurts on any difficulty and spits poison, which takes away a lot of health. If you realize that things are bad, then 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 understand that you can’t kill, I advise you to reduce the difficulty to “Beginner”.

    After that, there shouldn't be any problems.

    How to get the golden claw

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

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

    Unfortunately, the bargain will not work. All we can do is take his word for it and cut the web. And who would have thought, the robber decided to deceive us and run away with the claw!

    There are two scenarios here:

    • Catch up with the vile bandit, kill him and take the claw from the 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 waking up.
    • Let Arvel escape and observe the events. With his stomp, the unfortunate tomb raider will wake up all the draugrs, and if he does not die at their hands, then he will definitely step into a trap that will finish him off.

    You will get the claw anyway, so choose for yourself. I decided to let him go in order to suffer less from the draugr, and then I took the items from all the opponents 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 click on the plate, the door mechanism will work, and the iron grate with spikes will immediately fly into the victim's forehead. Later in the game, you will often encounter such pressure plates, as well as streamers 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's later, we still need it. We make our way further deep into the mound, fighting with crowds of awakened draugrs, cleaning boxes and chests, until we hit a closed door. Everything is simple here - just pull the ring on the right to open the passage.

    Henceforth, always inspect the walls, the columns around the buried doors - such rings are very common 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 with oil almost always hangs over spilled oil. They can be used in combat using the usual destruction magic, which is available to Dovahkiin from Helgen itself. I think this tip will help you a lot in dealing with the crowds of draugrs that you will meet as you progress through the dungeon.

    Windy peak: the second puzzle with figures of an owl, a butterfly and a bear

    As you progress through the Nordic ruins, you will come to a long room without any enemies, which is 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 animals on the edges. The keyhole can be opened with a claw, but for it to work, you must first guess the password, as in the first puzzle.

    Do not rush to examine the walls in search of clues - they are not here. The answer is much simpler, and you even have it in your inventory.

    Open the backpack and take a closer look at the golden claw. If you look closely, you can see three images with figures of an owl, a butterfly and a bear. Uncovering the secret was 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 sanctuary of the mound, and opening the door will not 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. Do not be afraid of bright effects, such walls with words of power will be waiting for you in almost every corner of Skyrim.

    Immediately after learning the word, the boss of the location will awaken - the draurg commander high level. Escape will not work, because he has a dragon stone in his inventory, for which we came. The draurger has an enchanted weapon that hits with cold, actively uses Shout and has a lot of health. This is a dangerous opponent, so use all your 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, spell book, gem and expensive items. All items are 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 fee. We carry the dragon stone to the Dragon Reach to the main magician. As a reward for the valiant completion of the task, our hero will receive a random enchanted armor from the Jarl himself.

    This completes the Windy Peak quest.

    windy peak(orig. Black Falls Barrow) - main quest storyline in Game The Elder Scrolls V: Skyrim.

    Brief walkthrough

    1. Talk to Farengar.
    2. Retrieve the Dragonstone from the temple ruins.
    3. Take the stone to Farengar.
    Note: Dragonstone can also be obtained without a quest from Farengar by completing the Golden Claw quest for Lucan Valery before heading to Whiterun. This will allow you to immediately go to the next quest in Whiterun.

    Walkthrough

    This quest is given by Farengar Arcanefire, a mage in the court of Jarl Balgruuf the Elder in Whiterun. It is part of the main storyline. The magician asks to get the Dragonstone, and also reports that it is located in the ancient Nordic ruins called Windy Peak.

    The ruins are located high in the mountains, south of Whiterun, and to get to them, you have to overcome a rather high rise, on which the bandits settled. They are scattered along the way up to the temple itself. It is worth noting that if you approach the ruins from the side of Whiterun, and not Riverwood, then there will be only three bandits, two of them will be archers. After making sure that all the bandits are dead, you can go to the temple. There are several more bandits inside. It will be interesting to eavesdrop on their conversation (they talk about the Golden Claw, recently missing from a merchant from Riverwood), but you can deal with them right away.

    When moving further, a puzzle with columns awaits the hero. To solve it, you need to turn the stones in this order: snake - snake - whale (a hint can be found on the plates on the wall above the grate, one of them fell to the floor). After setting the columns in the correct position, you need to press the lever.

    Warning-icon Important: a wrong combination will activate a trap that shoots poisoned arrows.

    After the passage is opened, the hero will be able to follow further along the spiral staircase, killing three malevolent rats along the way. Downstairs, a room awaits him, the entrance to which is covered with cobwebs. Having cleared the passage from the web, the hero enters the hall. A giant spider will immediately descend from above, which is a great danger to a low-level character. Behind the spider, in the passage, a dunmer is hanging in a web and asks to be released. After killing the spider, you need to talk to Arvel the Swift, who promises the Golden Claw in exchange for salvation. Once the hero frees him, Arvel escapes with the claw.

    There are two options here

    Word of Power on the wall in Windy Peak
    1. Catch up and kill Arvel, take a claw and a diary from his body. In this case, the Draugrs, which are sure to be encountered ahead, will not be disturbed and there is a chance to sneak past them or destroy them even before they awaken, if the protagonist has a skill of stealth.
    2. Let the cunning Dunmer escape, who will have to deal with a crowd of awakened undead. Perhaps he will kill one of the draugr, but, in the end, he will die at the hands of the rest of the inhabitants of the temple or fall into the first trap.

    Following further, the hero will meet a lot of draugrs, which will have to be destroyed. In the end, the path will lead to a sealed door, which can only be opened by typing the correct combination on the rotating rings. Arvel's diary says that the answer to the riddle can be found if you carefully examine the Golden Claw. Indeed, the combination for opening the door is carved on one of the faces of this object. When you open the door, inside you can see a large burial hall with a Wall of Words, on which the Word of Power is written.

    As soon as the hero examines it, a leveled draugr boss will awaken from the sarcophagus near the Wall. He is the main goal of the quest, since it is he who has the Dragon Stone, which Farengar needs so much. After killing a draugr that actively uses that "mind and has a weapon enchanted for cold damage, the hero can pick up the stone and return to the Dragon's Reach. To do this, it is not necessary to go back through all the winding corridors of the temple - short cut to the exit is at the top of the stairs. By turning the handle, you can lower the wall that closes the passage. By the way, after the end of the quest, if there is an appropriate task, the claw can be returned back to the store, as requested by its owner.

    Reward

    As a reward, the hero will receive a piece of armor from Jarl Balgruuf, the type and enchantment of which depend on the character's level. Also, the jarl will allow the protagonist to purchase a house within the city.

    Next, the quest "Dragon in the Sky" begins.

    Bugs

    • There is a possible bug where after killing the Draugr Boss, its corpse cannot be searched, which makes it impossible to complete the quest, since it is impossible to pick up the Dragonstone. This problem occurs when the hero is hidden while reading the Word of Power on the Wall, or escaped before being discovered by the draugr.
      • Solution 1: change location and return. Sometimes it is required to level up the player's character and return only after that.
      • Solution 2: load an early save and let the draugr discover the protagonist.
      • Solution 3: save in a separate slot and immediately load this save. Sometimes this is enough to take a stone.
      • Solution 4 PC : highlight the corpse of the draugr in the console by clicking on it with the left mouse button, and enter first resurrect , and then kill . After that, the corpse should become available for search.
    • During the passage of the first puzzle, the pillars may get stuck and not rotate.
      • Solution: change of location and return.

    Quest stages

    To go to a certain stage of the quest, enter in the console:

    Setstage MQ103 stage

    where the stage parameter is a number, the stage of the quest (all stages are listed below).

    Windy Peak (ID: MQ103)
    StageDiary entry
    10 Jarl Balgruuf thinks I can help Farengar, his court magician, with some dragon-related business.
    (Goal 10): Talk to Farengar.
    50 Farengar Secretfire, Jarl Balgruuf's court magician, asked me to retrieve the Dragonstone from the Temple of Windy Peak - a stone tablet that shows the places of ancient burial places of dragons. He hopes this will help him understand how and why the dragons are returning to Tamriel.
    (Goal 50): Retrieve the Dragon Stone.
    180 (Goal 80): Take the Dragonstone to Farengar
    190 Farengar Secretfire, Jarl Balgruuf's court magician, asked me to retrieve the Dragonstone from the Temple of Windy Peak - a stone tablet that shows the places of ancient burial places of dragons. He hopes this will help him understand how and why the dragons are returning to Tamriel. My success pleased him, and he promised that the Jarl would reward me for my efforts.
    The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.
    The following steps have been omitted because they have no description or meaning: 0, 1, 5, 8, 15, 20, 55, 60, 80, 90, 100, 182, 185, 200.

    Notes

    • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
    • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
    • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.