Ruby claw skyrim combination. Detailed instructions on how to open a door with a golden claw in Skyrim. Where to find a sapphire claw in Skyrim

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 the 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 way protection so that only a living and thinking creature could enter the sanctuary, and not draugr and other unreasonable creatures. Only person The one who will manage to master the ancient castles will be Mercer Frey, 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 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 Folgunthur, 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 icy refuge, 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 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.

In this small guide we will tell you where to find and collect the legendary artifact of the Skyrim game called the amulet of Gauldur. This necklace, which increases your strength, health and magicka by 30 units, is initially divided into three parts. To collect it, you will need to complete the quest “Forbidden Legend”. Read about how to do this in this review.

Start of the quest

In order to activate this mission, Dovahkiin needs to read the book “Forbidden Legends of Skyrim”. The easiest way to find one of the copies of this publication is in the library of the court magician Farengar, in Whiterun. After this, a quest icon will appear on the map, and to continue completing the mission, the main character needs to go to the ruins of Folguntur. This place is located near Solitude. Having arrived at your destination, search the tents and read the first part of Dainas Valen's diary. Gauldur's amulet became the goal of this adventurer's entire life, and the main character will have to follow in the footsteps of his expedition.

Folguntur

This place is an ancient Nordic ruin, so be prepared to meet the draurg - the protectors of the burial grounds. In addition, there are several puzzles and traps waiting for you inside that you will have to solve. But not only troubles await you on the way. Since the ancient ruins are stuffed with gold and precious stones, you can easily collect a lot of useful things. The main thing is not to forget to check all the chests.

Getting to the corpse of Dainas Valen will be quite easy. Take and read the second part of the diary and take the Bone Claw. This ancient artifact will be the key to finding the treasure, which is the amulet of Gauldur. Push it in and the bridge will lower. On the other side, several weak draurgs are waiting for you, and after the fight with them, go deeper into the ruins. The first puzzle is a grate and four levers. To go further, activate the second one on the right, and after that, the first one on the left. The next puzzle will be a room with rotating stones. In order to go further, select the signs in this sequence - snake, whale, eagle. We pass further and get to the door to the crypt. Here you need to turn the rings until the image shown on the bone claw, and this is an eagle, an eagle, a dragon. Not only the draurgs are waiting for you inside, but also Mikrul Goldurson himself. Defeating him will bring you the legendary weapon - the Black Blade of Gauldur, and with it a piece of the amulet. Also, don't forget to learn the Frost Breath Shout and loot the valuables from the chest near the Wall of Power.

Geirmund's Hall

You can find part of Goldur's amulet in another Nordic ruin, located near the town of Ivarstead. Inside we jump into a hole with water and go forward to the iron doors. Next you need to solve a puzzle with rotating stones. To pass it, turn the first left column to the picture of a bird, the second right column to the picture of a fish, the third to a snake, and the last to a fish. After that, activate the lever and go into the next cave. Here you will find Geirmund's epitaph, as well as the key.

The further journey will be simple - kill the drurgs and go from room to room. Eventually, you will find yourself in a half-flooded cave, where a rather difficult fight awaits you. You will have to kill not only the owner of the sarcophagus himself, but also his two clones. At the same time, the “boss” quite often uses his “scream”, which knocks you over and makes it impossible to move for some time. After the battle, search the enemy's corpse. From it you will take part of the artifact that we are looking for while traveling through Skyrim. Gauldur's amulet has become one step closer, and to find it we go to a new location in the game - Saarthal's cave.

In the depths of Saarthal

Next, our path lies to the north of the country, and it is there that we will go to get Goldur’s amulet. Skyrim includes several factions - Thieves, Mages, Assassins, Companions, Bards and Blades, and in order to continue the quest, we will need to join the ranks of the mages. We go to and go through the first lessons. After this, the quest “In the Depths of Saarthal” will start. We go to the place and go on a tour in the company of the same students. At some point, Dovahkiin will fall into a trap, from which you can get out by wearing the found amulet and using any spell from the school of Destruction.

In the next room you will have a conversation with one of them. Next, several drurgs will appear, and after defeating them you need to go to the next room. To solve the riddle with stones, choose this combination - fish, bird and snake. After solving the puzzle, some pretty strong opponents will appear, so don't relax. In the next cave you will find the main battle with the boss of the location - Yurik Goldurson. The appearance of Tolfdir will be a great relief, because together with this powerful magician you will win the victory quite quickly. Take the remaining part from the body of a defeated enemy. But the quest is not over yet, because Gauldur's amulet must be put together.

Mission finale

To complete the quest, go to Lake Cliff Cave, the entrance to which is hidden behind a waterfall. Inside you will find the Emerald Dragon Claw, as well as the note "Ancient Decree". In order to go through the door, study the signs on the emerald artifact and apply this combination to the puzzle rings (bear, In the next room, open the passage with the bone claw (bird, bird, dragon).

The road will lead you to a large hall with a table with stands. Place parts of the artifact on them, after which you will need to fight off several ghosts. After the battle, the spirit of the wizard will appear, who will collect all the parts into the Gauldur amulet. Skyrim will give you the opportunity to find many more such artifacts, so continue the adventure.

There is a huge chance that during the first playthrough of the game "Skyrim" the player will have many questions caused by various kinds of riddles. Thus, the quest with the golden claw confused many, but this article is intended to explain to everyone how to open the door with the golden claw in Skyrim.

golden claw

The golden claw is an object whose shape resembles the clawed paw of a dragon, which is probably why it was named so. On the inside of the “paw” there are symbols depicting animals that the ancient Nords worshiped: a moth, a bear and an owl. In its essence, it is nothing more than the key to the doors to the Hall of Legends. In total, there are eight dragon claws in Skyrim: ruby, sapphire, glass, ebony, coral, bone, diamond and gold. Each of the claws is a quest item and is used to open doors.

Initially, this claw was found by the owner of the Riverwood Merchant, but shortly before the main character appeared there, the shop was robbed and the claw itself was stolen. Lucan Valery (owner of the Riverwood Merchant) or his sister (if Lucan Valery is already dead by then) will tell you where the golden claw is in Skyrim. You should look for it at Windy Peak; the entrance to it is guarded by three bandits who do not pose any danger to the main character.

You can find out where the golden claw is in Skyrim completely by accident. To do this, just go through the Windy Peak location.

Windy Peak

Windy Peak is a temple standing alone high on a hill; you can find it either completely by accident while traveling around the world, or while completing the storyline. On the road there are two groups of hostile bandits, which you can bypass if you wish, this will not affect the course of the quest. After you find the temple on top of the cliff, kill the bandits guarding the entrance, then enter the temple. At the very beginning of the location you will meet several bandits. With a high stealth skill, you can overhear a conversation between two bandits; they are talking about how to open a door with a golden claw in Skyrim. Afterwards, you should kill the bandits and move on. As you progress, opponents will only become more dangerous and stronger.

There are two puzzles in Windy Peak. In the first, you need to place the rotating stone figures in the correct sequence: snake, snake, fish (from left to right), then you need to pull the lever and the door will open. So far this does not answer the question of how to open a door with a golden claw in Skyrim. Proceed further, killing spiders and draugr along the way. Sometimes the passages will be covered with cobwebs, just attack them with your weapon in order to get through.

In the room with the large spider you will find a bandit wrapped in a web. First kill the spider and then free the bandit. He will try to run away from you, if he succeeds, go further and in the next room you will find his corpse, he still will not tell you how to open the door with a golden claw in Skyrim. Deal with the draugr who did you a favor and search the bandit. You will find a golden claw from him, which you will need next.

Hall of Legends

In order to enter the Hall of Legends, you need to open the puzzle door using the dragon claw. The puzzle is essentially similar to the one at the beginning. Only instead of stones there is a door with three circles on which animals are depicted. You just need to place them in in the right order. The correct location, as well as the answer to the question of how to open a door with a golden claw in Skyrim, are indicated on back side claw Just arrange them in the order they appear on the claw: bear, moth, owl. After you open the door, go into the room and go to the dragon wall. After this, the Lord of the Draugr will awaken behind you. Kill him and take the dragon stone from his body, it will be useful in the quest "Windy Peak".

Quest begins: after reading the book "Lost Legends of Skyrim"
Reward: Gauldur's Amulet.


The task is very long, and with many riddles. The reward doesn't justify the time spent; it's worth going through just for fun.


The book “Lost Legends of Skyrim”, which opens the task, can be found in Solitude, in the Blue Palace, on the second floor, on the left side of the building:


Folguntur

After which we go to the Folguntur dungeon, the entrance to which will be 10 steps from the tent. We find the corpse of Dainas Valn there, remove the second part of the diary and the bone dragon claw from him:



We read the second part of the diary and now the task will have three points find three parts of the amulet. One of these parts is located in the same dungeon where we are. We use the claw on the counter nearby and move forward:



A small puzzle with levers and several bars. All my bars opened with this combination:



The next puzzle is near the hatch in the floor. Nearby there will be a door with statues like these:



Let's remember the signs that are located here. We leave the room, and in another part of the room we find a lever pull it:


A room with racks will open. We rotate them in accordance with the signs that were in the next one.



As usual, the desired location of the rings is shown on the back of the claw. This is the "bird-bird-dragon":



At the end, the mini-boss of the dungeon will be waiting for you, kill him and remove part of Gauldur’s amulet from his corpse:



Saarthal

The following dungeon with a piece of the amulet Saarthal:



Read how to get into it and its walkthrough on the College of Winterhold page, because... This dungeon is directly related to one of the first quests of the college.

At the end, having killed the next mini-boss, we remove the second part of the amulet from him:



We are also learning a new word:


Geirmund's Hall

Now it's time to go for the third part of the amulet, to the dungeon called Geirmund's Hall:



At the very beginning, I had a problem about where to go. The answer turned out to be simple - look at your feet and you will see a deep hole - go there:



Moving forward, you will find this place:



Remember the signs on the left: bird, fish, on the right: fish, snake. Next you will come across turning stones place them in the same way:
first from left bird
second from left fish
first from the right fish
second from right snake



The next riddle is a bridge that needs to be lowered, but the lever next to it only activates a trap:



And the lever that lowers the bridge is located nearby, just behind, at the top of the wall:



At the end you will be faced with a challenging archer mini-boss. It is complicated by the fact that it creates copies of itself. There is no special mystery here - we kill all the copies, and sooner or later you will kill him. We remove the third part of the amulet from the body:


lake cliff

When all three parts are assembled, it's time to put them together. The quest marker will point to the last dungeon in this quest - Lake Cliff:



The entrance itself is not so easy to find; it is below, behind the waterfall.