Fire Safety Encyclopedia

Where to get a sapphire claw. Sapphire Claw in Skyrim: Where to Find and How to Use? Where to use the claw

Gives job: Wilhelm (Ivarstead, tavern)
Requirements: -
Reward: Sapphire Claw

A very interesting quest in which you will find a lot, just a lot of riddles and traps.

The quest is taken in the village of Ivarstead, which is on the way to the Greybeards:

We find there the tavern Wilmyr, it is in the center of the village. We pass the farm and turn right:

We go to the innkeeper. He keeps repeating and repeating about some kind of mound. Let's ask him about this: select the item: Tell me about this mound.

After complaints and whining that the ghost who settled in the barrow does not let the innkeeper sleep, we say that we are investigating all this and leave. We go a little to the left, turning our backs to the tavern, and we see a mound on the hill, we go there.

We go into the mound and turn to the right, we see a ghost behind the bars, which tells us "Go away." But we are not timid. I didn’t take a screenshot of the ghost, you’ll see this impostor yourself ... But I digress, though. We turn left and twist the levers to open both grilles. DO NOT TOUCH the rightmost lever - a trap is activated. Here is the correct arrangement of the levers:

We turn back, open the grate and again wait until the trap is triggered. When the metal stakes slide back, we continue our search.

We go straight (DIRECT, not into the right door, we will need it later), open the door and see a ghost, kill him and find out that this is not a ghost at all:

I didn't have time to make a screen while he was alive))

Looking for treasure, the poor fellow did not notice how he became its keeper. To keep the locals out of his way, he mixed the ingredients and prepared a phantom potion. He frightened the inhabitants, even the guards did not try to stop him. But this mania took possession of him ... Plus, he could not find a sapphire claw that opens the door to the treasures ... In any case, we are better off, we will get these treasures. But you need a sapphire claw ...

We take away the diary and return to the tavern. Good luck, the innkeeper could not pay us in gold and paid us back with a sapphire claw. Completed the quest. But not for us. After all, a treasure awaits us. We return back. Remember when you killed the ghost, there was another door to the right? We go there:

We open it and immediately go back - a trap with fire:

We look at the sapphire claw in the inventory and arrange the icons correctly. As soon as the door opens, move on.

We go into the large hall. Take the book of magic Oak Grove. We go straight, and suddenly all the doors are closed. Oh now it will be hot, then how:

We wet all the draugrs and activate the lever located in the right opening:

The lever in the picture is to the left of the Persian.

There is a corpse under the water, collect a shield / weapon and a bag of coins. To get out of the trap, activate the chain. The lattice will lift us up:

We rise along the stairs to the very top, passing the intermediate door. We open the door at the top (master castle), there is a chest (expert castle), inside an elven sword (I got it) and all sorts of nonsense. We go down below and go to the door that we passed. There is a trap and a skeleton, so in order not to get poisoned, we take a bow and remove the skeleton with it:

In the front, darts were flying in the opening, and there is a button on the floor that activates another trap:

The piece of wood at the top slides out and hits hard, so take your time!

The skeletons were just next to the flammable liquid spilled on the floor. We set it on fire and move away. As soon as the skeletons burn down, collect trophies from them and move on.

We press the handle so that Lydia could pass calmly. Then there is one more trap, we go around it near the wall:

We kill two restless draugrs and take things and a key from them:

We open the door with this key and move on. We leave into the hall with the river. We immediately turn left, go to the grate and activate the handle, then we go into the passage where the grate was opened. We go to the very end of the passage and fumble under water in search of a bag of coins. We pick it up and go back.

We go up the stairs. The bridge is up and we cannot get through. To lower it, you need to solve the puzzle with moving icons. We open the door to another room and kill the draugr. Then we stand in a circle in the center and look at the openings that open behind the stone. There are hints:

We memorize all 4 clues in order and build them up on the riddle. Then we stand in a circle next to the bridge. The bridge is down. Correct arrangement of icons in the screenshot:

Fish + bird + snake + fish.

We cross the bridge, we see a trap:

And another one:

Well. Everyone move away, there is a landslide:

Draugra is crushed with stones, the way is clear. Move on.

In the new location, we are waiting for the test of a true dovahkin. Juggernaut is indispensable here. The regular skeletons come first:

Don't forget to remove the skeletons of the archers from the sides. Then the ordinary draugrs will attack us first, then the restless ones and at the end their master:

After killing him, the bridge will go down. Take the sword from the draugr, it has a good enchantment. Let's move on.

A trap on the ceiling could have killed us for being greedy, but luckily I warned you. To get the treasure, just stay away from the chest, go around it from behind and search it:

When the trap is triggered, we return and pick up the Dwemer shield, mace and other shaving lying near it. We go further to the wall with the dragon word:

The word Keene allows the animals to calm down. It is very convenient if you went on a deer hunt: they shouted, and they chew the grass further (or maybe they smoke :-)). It is also useful when you are attacked by a saber-toothed tiger, troll or even a dragon.

To exit the ill-fated barrow, turn right. We pull the chain and go along the narrow passage.

As a result, for the quest we received a sapphire claw, an elven sword, a Dwemer shield and a lot of other junk for sale.

The ancient Nordic ruins that are ubiquitous in Skyrim are a veritable monument to the genius of the Nords of the past. Constructing the final resting places for their rulers, they created such an ingenious and elegant system of protection, which for centuries reliably protects the tombs from theft and encroachment of marauders. The main restraining force is draugr and numerous traps, their innumerable number - from simple stones that fall when touched by a stretch, to complex mechanisms that release a swarm of darts when there is too much weight on the floor plate. The most astonishing engineering designs, however, are not meant to kill. The path to the treasures is often blocked by mysteries, for the solution of which you need to use a variety of mechanisms in a very different order - chains, levers, pressure plates ... The simplest protection in the 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 the symbols so that they coincide with the symbols on the claw itself. Complicated defenses include rotating cones depicting animals. In most cases, the solution to the puzzle requires trial and error, but sometimes it is hidden somewhere in the ruins themselves.

The symbols on the doors with stone circles are not at all a code, but the simplest way of protection, so that only a living and thinking creature could enter the sanctuary, and not draugras and other unreasonable creatures. The only person who can master the ancient castles will be Mercer Frey, head of the Thieves Guild. He doesn'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 at Bleak Falls Barrow Temple Ruins:

  • Two quests are associated with the Temple Ruins at Windy Peak: The Golden Claw, given by Lucan Valerius of the Riverwood merchant in Riverwood, south of Whiterun, and Windy Peak, given by the court mage Faringar of Dragon's Reach in Whiterun. The golden claw is taken from the bandit Arvel the Swift, trapped in a spider's web, in a room with a giant spider.
    • : snake, snake, whale.
    • Symbol combination (golden claw): bear - big circle, moth - medium, owl - small.

Shroud Hearth Barrow puzzles:

  • The ruins in Burial Fire Barrow are associated with a secondary mission to investigate mysterious phenomena, which is sent by Wilhelm, the owner of the Wilmere Tavern, from the village of Ivarstead, on the southeastern slope of the Throat of the World. He also gives the sapphire claw after the delivery of 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 Barrow, located east of Windhelm, may be associated with the task of returning the helmet for Jarl Winterhold (the location is chosen randomly). Coral Claw can be purchased for 50 Septims from Byrne's Byrne's Goods store in Winterhold, or picked up from the counter in the ruins themselves after the first iron door.
    • Combination of animals from the iron door: snake, hawk, whale (start from the left).
    • Symbol combination (coral claw): snake, wolf, moth.

Folgunthur Ruins Puzzles:

  • With the ruins in Folguntur, located southeast of Solitude, there is a side quest "Forbidden Legend", which appears in the magazine after reading the book "The Lost Legends of Skyrim", you can also shout "Frosty Breath" here. Arriving at Folguntur, you need to inspect the deserted campground and read the first part of Dainas Valen's diary. A bone claw rests on the body of a deceased scientist inside the ruins.
    • Iron door lever combination: first near left, second far right.
    • Combination of animals from the iron door: hawk, whale, snake (start from the farthest from the entrance).
    • Symbol combination (bone claw): hawk, hawk, dragon.

Puzzles in the ruins of Geirmund's Hall:

  • The ruins in the hall of Geirmund, located east of the village of Ivarstead, on the southeastern slope of the Throat of the World, is associated with the side quest "Forbidden Legend", which appears in the magazine after reading the book "The Lost Legends of Skyrim" and visiting Folguntur.
    • Combination of animals from the 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 side quests associated with the ruins in Saarthal, southwest of Winterhold: the first, Forbidden Legend, which appears in the magazine after reading The Lost Legends of Skyrim and visiting Folguntur; the second is In the Depths of Saarthal, given by Tolfdir in the first stages of training at the College of Mages of Winterhold, when a group of mages go to the excavation. Also here you can learn one of the Power Words of the Ice Form.
    • Combination of animals 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).
    • Combination of animals from the second iron door: 2 cone on the left - twist 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 (the counting starts from the cones closest to the entrance, facing the locked door).

Puzzles in the ruins under Reachwater Rock:

  • The ruins under Lake Cliff, southeast of Markarth, are associated with the Forbidden Legend side quest, which appears in the magazine after reading the book The 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 - from the stand, here. The reward for completing the quest will be the restored from three parts Goldur's amulet.
    • : bear, whale, snake.
    • Symbol combination (emerald claw): hawk, hawk, dragon.

Dead Men’s Respite puzzles:

  • With the ruins in the Rest, located south of Solitude, there is a side quest "Set fire!" Rapid leap. " The ruby ​​claw lies on the table at the very entrance.
    • Symbol combination (ruby claw): wolf, hawk, wolf.

Puzzles in Valthume Ruins:

  • With the ruins in Valthum, located in the mountains southeast of Markarth, there is a side 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 the high dragon, here you can also study one of the Words of Power shout "Whisper of aura". The Iron Claw lies 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.

Forelhost Ruins Puzzles:

  • The ruins in Forelhost, located in the mountains south of Riften, are associated with the side quest "Hunt for the Cult of Dragons", 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 Thunderous Call. A glass claw rests on a stand in a room with a large oval iron bar door in the northwest corner 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 "Ancient Knowledge" story quest, on which Septimius Sagonius is sent from his ice hideout, north of the College of Winterhold, to retrieve an ancient scroll containing the Words of Power from the Dragon Slayer shout. You can get to the Mzark Tower through Alftand and 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 (buttons count from left to right).

Skuldafn Ruins Puzzles:

  • The ruins in Skuldafna are associated with the "House of the World Eater" story quest, which begins after the conclusion of peace negotiations between the Stormcloaks and the Imperial Legion at the Greybeards' Temple on High Hrothgar. The location is available for visiting only once in the whole game; the dragon Odawing will no longer fly to the Jerol Mountains. Also here you can learn one of the Words of Power of the shout "Thunderous Call". The Diamond Claw is at the Draugr Lord 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).
    • Character combination (diamond claw): fox, moth, dragon.

Puzzles in the Korvanjund Ruins:

  • The ruins in Corvanyund, located to the west of Windhelm, are associated with the Crown Jagged story quest, which begins after the death of the dragon Alduin and joining the Stormcloaks or the Imperial Legion. Also here you can learn one of the Words of Power of the scream "Time Slowing". An ebony claw rests on a stand in front of the door.
    • Symbol combination (ebony claw): fox, moth, dragon.

Speaking of quest items in the legendary game The Elder Scrolls V: Skyrim, one cannot fail to mention the dragon sapphire claw. We invite you to talk about how to get the artifact, and where you will need it!

How do I get a claw?

A player who is just starting to get acquainted with the game "Skyrim" may have a question: where to find a sapphire claw? The answer is simple - this artifact is given to Dovahkiin by the innkeeper Vilhelm, who lives in a small village called Aivarsted. True, he does this for a reason: the dragon's claw is a reward for completing the final stage of the "Burial Secrets" quest. What do you need to do to get the coveted item?

Quest "Funeral Secrets"

The quest has four stages:

  1. First you need to go to Ivarstead to talk to the innkeeper. Here the player will become a casual witness of Vilhelm's conversation with the bard. The innkeeper will tell you about the ghost that wanders in the mound nearby. An interested Dovahkiin should ask Vilhelm in more detail.
  2. Then you need to express a desire to explore a mysterious place (after that, the owner of the inn will share some more information with Dovahkiin).
  3. The next stage is the exploration of the Burial Fire mound. Here Dovahkiin must find a ghost. Pay attention - there are no enemies here, but there are traps.
  4. It is extremely important to find Windelius Gatarian's diary - without it, the quest will be considered uncompleted, and the protagonist will not receive a sapphire claw.
  5. The found diary must be taken to Vilhelm. After the transfer, Dovahkiin will certainly receive gratitude and a sapphire dragon claw.

Interesting information: in fact, a ghost is not. Try to observe this character in stealth mode: you will see that he is brewing a potion or sleeping! The secret will be revealed only after his death.

Where to use the claw?

Like other dragon claws, the sapphire one allows you to open a door with a very ancient secret lock, behind which untold treasures are hidden. Just keep exploring the mound - you will surely come across the door you want. She, by the way, hides behind itself the Wall of Words, where Dovahkiin can study part of the cry "World of Keen".

After the protagonist uses the claw key, the latter will cease to be a quest item. What to do with it next? You can sell it to merchants (this is a real gem!), Or you can place it on your estate as an element of decor.

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