Where to find the Golden Claw in Skyrim. Let's find out how to open a door with a golden claw in Skyrim? The secret of passing How to open the gate in skyrim


In this guide you will learn about how to pick locks inSkyrim, O hacking skills and about the secrets of perfect bear-hunting without cheats.

A little about the skill. In the game, from the very beginning and throughout the entire time you will have to open locks, doors, and not all of them will be open for you.Many players who are not familiar with RPG Bethesda, Some difficulties may arise with this, and in order to dispel all questions, we have prepared an article abouthow to open any lock in Skyrim And how to quickly download hack .

Skyrim lock hack

Let's look at the basicshow to open Skyrim locks with master keys . The whole hack looks like a mini-game in which you need to guess the position of the master key in order to turn the lock.

First, use the mouse to select the position of the master key (just at random) and use the keys A or D turn the lock.

If it does not start to turn, then choose a different position of the master key.

If it starts to turn, but does not open, then you are already close, but you need to find a more advantageous position for the master key.

If you guessed right, the lock will open.

Now let's look at a few rules and secretsSkyrim lock picking :

1. The closer you are to success, the more the lock turns.

2. The incorrect position of the master key is also indicated by a crunching sound when turning the lock.

3. In order for the master key to break as quickly as possible, you don’t need to hold it for long A or D, and as soon as you hear a crunch, immediately change the position of the master key.

4. The more difficult the castle you encounter, the more you improve your skill.

5. To open the lock Skyrim necessary know one more thing. If you start hacking in front of everyone, you will be arrested (unless you pay off). Therefore, it is better to do this secretly.

Now you know how to pick locks in Skyrim And how to upgrade hack hurry up.

Have a nice game!

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 a 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 method of 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).
    • Symbol 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 high dragon priest Ragoth, also here you can learn one of the Power Words of the Thunder Call shout. 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:

  • The Dwemer tower of Mzark, located in the mountains south of Dawnstar, is associated with the story quest “Ancient Knowledge”, on which Septimius Sagonius sets off from his ice shelter, north of the College of Winterhold, to retrieve an ancient scroll containing the Words of Power from the cry “Dragon Slayer”. 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 the 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.

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. 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, we steal our “key” and set off to look for the Windy Peak Sanctuary to return the Dragon Stone. Get ready 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.

The Elder Scrolls 5: Skyrim College of Bards (walkthrough)

College of Bards (walkthrough)

To join the ranks of bards, go to Solitude, find the Bards' Collection building there and talk to Viarmo. He will say that not everyone is accepted, and in order to prove your usefulness to the board, you need to complete one task...

Set it on fire!

The task is taken in Solitude, in the College of Bards, from Viarmo.

Viarmo will tell you that since time immemorial the bards have had a holiday of burning the effigy of King Olaf. But now the holiday is under threat of cancellation, and in order to persuade the authorities to leave the holiday they need to find the ancient “Song of King Olaf”

The dungeon to which we are going will be marked on the map:

Get ready to clear out a large dungeon, with a couple of riddles and traps. The first tip is to be more attentive to the levers on the wall, they open doors/lattices to go further, for example, this lever on the wall opens a grate in the floor where you need to jump:

We find the locked room using the marker, use the lever on the left, the “door” opens where “The Song of King Olaf” lies. After you take it, follow the ghost.

He will open a sealed magical door, after which there will be a riddle door with rings that need to be turned in the right direction (by the way, at the beginning of the dungeon, there was a claw on the table, I hope you took it?). We turn the rings as shown in the pictures, use the claw, and the door opens:

Next there will be a battle with a huge number of Draugs, led by King Olaf One-Eye. We kill them all, take the key and an ebony one-handed sword from the body and get out. Don't forget to open the king's treasure chest on the way to the exit. And also go to the wall to learn a new dragon word:

We return to Viarmo and give the book. He will say that some pages are damaged, to which we suggest that he complete the book himself. I chose the first options everywhere. After which we have to be present during the performance of the song, then find Jorn and say that the holiday will take place, and we need to finish the effigy, and then come to the place indicated by the marker, watch how the effigy of King Olaf is set on fire.

TES 5:Skyrim - Repose.

The Elder Scrolls 5: Skyrim-a game that is undoubtedly wonderful with an interesting plot, design and music. But since...

Skyrim Finding words of power REST

JOIN VSP GROUP PARTNER PROGRAM: .

There we talk to Viarmo again, now you are a bard! We receive 1000 gold, the task is completed.

To take other tasks, talk to the three professors in the bards guild.

Inge Six Fingers will ask us to find Finn's lute

To do this, we go to the “Stone Brook” cave.

We go upstream, look at our feet for traps, and kill several bandits. The first turn to the right will lead us to a chest with a lute.

It is guarded by one Marauder alchemist (I came across the heart of a Daedra). If you go further along the stream there will be a moonstone mining site. We return to Inga, she pays for our efforts by training Alchemy, Light Armor, Hacking, Pickpocketing, Stealth and Speech increase by one point.

Panthea Atheia wants to return the stolen flute

The flute was sold to necromancers because... supposedly can revive the dead. We go after her to Hob's Cave. Making our way through the icy corridors, we kill several necromancers and skeletons. Having reached a small hall, we see a closed passage, we pull the chain to the right of it.

(Here on the shelf on the left, in the pharmacist’s bag, I came across the heart of a Daedra)

We take out the soul stones from each column and go through. Ahead we see a rise with a ladder and several necromancers; there will be a flute in the chest at the top.

Having jumped off the ledge, we find ourselves at the entrance and go back for the reward. Panthea will increase Alteration, Illusion, Sorcery, Restoration, Destruction and Enchantment by one point.

Giraud Zhiman needs Rjorn's drum

Our path lies in Cairn Holdir. Entering the cave, we see a mysterious column of energy and several corpses. On the pedestal there is a diary from which you can learn about the fate of the unsuccessful bandits. Nearby we take the key to the crypt and go into it. Inside we will meet ghosts and draugr. Having reached the closed passage, we pull the lever; it is located behind the stone chair.

Next there will be a room with a stone door on the left; do not rush to activate the lever; a trap will be triggered. On the walls we see a couple of plaques with the image of an animal. Opposite each pair there is a stone that needs to be rotated so that the image matches the tablets.

Clockwise from the entrance it is an eagle, a snake, a fish. Now, having pulled the lever, we move on and meet with Holdir. He himself is a ghost, but will inhabit the bodies of draugr.

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Skyrim is a multi-hour fantasy game designed for single player play. The open world of Skyrim surprises with its vibrant locations, multi-faceted storylines and ambiguous strong characters. Exciting and bewitching adventures await the player who decides to plunge into the universe of this game.

One of the side quests that reveals the first Words of Power to the hero is the “Golden Claw” quest. In order to get it, the character needs to go to Riverwood, to the Riverwood Merchant store and talk to the merchant Lucan Valery. He will complain that some thief has stolen something dear to his heart. The player promises that he will find the missing item. The merchant does not know exactly where to find the Golden Claw in Skyrim, many merchants and thieves arrive, perhaps the relic is lost forever, but Lucan suggests that perhaps the thief visited Windy Peak and left some kind of trace there. The hero goes in search of an artifact to the ancient Nordic ruins, northwest of the city.

The tower and ruins are guarded by a gang of robbers; to enter inside the character will have to clear the area, destroying enemies.

The enemies were eliminated, the hero entered the Nordic temple. It remains to solve the problem of where to find the Golden Claw in the game Skyrim. The player has no choice but to move forward along the corridors of the ancient structure. Having overheard a conversation between two bandits about the Golden Claw on the way, the character approaches a strange gate. To open them, you need to correctly position the drawings on the rotating columns on the left. The clue is right in the hall.

Correct combination: Snake, snake, whale.

After solving the puzzle, the player must pull the lever and the gate will open. If the sequence of drawings is incorrect, then the hero will die, like the bandit who previously tried to open the door and died.

The character makes his way deep into the Nordic ruins, destroying skeevers along the way. Finally, the player reaches a hall covered with cobwebs, which can be easily destroyed with weapons. The huge room is the lair of a giant spider, which the hero will have to fight. After defeating the monster, the character finds stuck in the web, the same thief who stole the Golden Claw. Arvel the Swift vows to give up the relic if the hero frees him. But after being released, the swindler escapes into the darkness of the tunnels, along with the artifact. The problem “Where to find the golden claw in Skyrim” remains unsolved.

But the player should not be upset, he just needs to follow the fugitive and find his warm pipes in one of the corridors. After searching the body, the character will discover the stolen relic.

Having taken the claw, the hero will have to wander through the tombs of the ancient Nords, destroying evil spirits on his way. When the player reaches another door with a puzzle, the found artifact will be useful to him. To open the door, you need to place the animals in the circles in the correct order. Hint on the Golden Claw. Required combination: Large circle - image of a bear, medium - image of a butterfly and small circle - image of an owl. Once the animal rings are in the correct sequence, the hero only needs to place the Golden Claw in the niche in the center of the door.

In the hall, the character will learn words of power and encounter a powerful draugr.

After defeating the monster, the hero will climb out onto a cliff through a small crevice, from where, using “fast travel,” he will move to Riverwood. By giving the relic to Valery and receiving the reward, the player will complete the quest.