What combination in Skyrim is an ebony claw. Jagged Crown (Imperial)

After taking the oath, speak with legate Rikke, who will set up a meeting west of the ruins of Korvanjund.

Head to the ruins, Rikka and Hadvar with a small detachment will already be waiting for you there, discussing the situation with the scouts. Hadvar has a superstitious fear of these ruins.

Now you have to go together to the ruins. The entrance is on the right side, to which you first need to go down the stairs on the left.

In the fortress there is already a detachment of the Stormcloaks that arrived there earlier. Having defeated the rebels, head inside Korvanjund.

Head straight through the hall and up the stairs, where you will again have to face a group of Stormcloaks. Going down from the hall down, on the left you will see a door, closed from the inside.

In the next room, you can go down the broken bridge or you can go through the gallery. You need to get to the opposite side. In the next hall, you need to knock down the pendant lamps to set fire to the oil on the floor.
Follow the bridge. To the right is an empty chest, next to which lies a skeleton and the book Jornibret's Last Dance. Go down the stairs, turn left, then right, then left again. After passing through a small room in which there are funerary urns, you will again meet the Stormcloaks and the dead draugr. Get down to the door leading to the Halls.

In the Halls, go up the stairs, then along the corridor to the left. In the passage on the left is a trap with blades, behind which is a lever that disables it, and a chest. After you take things from the chest, return to the corridor and go down to the hall with bas-reliefs and a gate, closed with an ebony claw, which can be found lying nearby. Storms and an ebony claw.

The code to the door is depicted on the claw, this is the Wolf-Butterfly-Dragon.

Climb up the passage to the right of the grate. On the right side, take the dagger from the pedestal, as a result, a secret door to the room with a chest will open.

To open the grate, you need to go along the stone bridge to the chest and turn back, on the wall to the right above the burial urn there is a lever that will open the grate and wake up the draugr.

Upon entering the Crypt, you will enter the throne room and two sarcophagi. The jagged crown is on King Borgas, seated on the throne. When you touch the crown, Borgas and the Draugrs, resting in sarcophagi, will come to life.

After dealing with the draugr, take the crown, which Rikka will be ordered to take to Tullius. Behind the throne is a Wall of Power with the Slow Time shout and a chest.

A shorter way back can be found by climbing up the log stairs. The exit from the ruins is closed with a grate with a master level lock. After picking the lock, take things from the nearby chest and return to General Tullius.

The ancient Nord ruins 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 has reliably protected the tombs from plunder and encroachment by marauders. Draugrs and numerous traps are the main deterrent, ranging from simple stones that fall when touched with 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 designs are not designed to kill. The path to the treasuries is often blocked by riddles, for which you need to use a variety of mechanisms in a very different order - chains, levers, pressure plates... The easiest defense in the Nordic ruins are 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. Complex defenses include spinning cones depicting animals. 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 of protection, so that only a living and thinking creature could enter the sanctuary, and not draugrs and other unreasonable creatures. The only person who will manage to cope with the ancient castles will be Mercer Frey, head of the Thieves Guild. He won't need claws to break doors at all, but he won't share his secrets. You can carefully examine the symbols on the claw in the inventory by hovering over the item and zooming with the mouse wheel.

Puzzles in the ruins of the temple on the Windy Peak (Bleak Falls Barrow):

  • There are two quests associated with the temple ruins on Windy Peak: "The Golden Claw" given by Lucan Valerius of the Riverwood Trader in Riverwood, south of Whiterun, and "Wind Peak" given by the court mage Faringar from Dragon's Reach in Whiterun. The golden claw is taken from the bandit Arvel the Fast, stuck in the web, in the hall with a giant spider.
    • : snake, snake, whale.
    • Symbol combination (golden claw): bear - large circle, moth - medium, owl - small.

Puzzles in the ruins of the burial mound Shroud Hearth Barrow:

  • The ruins in the Funeral Fire Mound are associated with a secondary task to investigate mysterious phenomena, which is sent by Wilhelm, the owner of the Vilemir tavern, from the village of Ivarstead, on the southeastern slope of the Throat of the World. He also gives the sapphire claw after delivering Vindelius Gatharion's diary.
    • Animal combination from the bridge: whale, hawk, snake, whale.
    • Symbol Combination (Sapphire Claw): moth, owl, wolf.

Puzzles in the ruins of Yngol Barrow:

  • The ruins at Yngol's Barrow, east of Windhelm, may have a quest to recover the helmet for the Jarl of Winterhold (located randomly). The Coral Claw can be bought for 50 Septims from Birna from Birna's Goods in Winterhold, or picked up from a counter in the ruins themselves after the first iron door.
    • Combination of animals from the iron door: snake, hawk, whale (start from 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 magazine after reading the book "The Lost Tales of Skyrim", and the cry "Frost Breath" is also possible here. Arriving at Folguntur, you need to inspect the empty campground and read the first part of the diary of Dainas Valen. A bone claw lies on the body of a deceased scientist inside the ruins.
    • Combination of levers from an iron door: 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 Geirmund's Hall, located east of the village of Ivarstead, on the southeastern slope of the Throat of the World, are associated with the side quest "Forbidden Legend", which appears in the journal 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 from 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 "Forbidden Legend", which appears in the journal after reading the book "The Lost Legends of Skyrim" and visiting Folguntur; the second is "In the Depths of Saarthal", which is given by Tolfdir in the first stages of training at the College of Mages of Winterhold, when a group of mages goes to excavate. Also here you can learn one of the words of power of the cry "Ice Form".
    • Combination of animals from the first iron door: hawk, snake, whale - left wall; whale, hawk, hawk - right wall (start from the cones closest to the entrance, facing the locked door).
    • Combination of animals 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 (the countdown starts from the cones closest to the entrance, facing the locked door).

Puzzles in the ruins under the Lake cliff (Reachwater Rock):

  • The ruins under Lake Bluff, southeast of Markarth, are associated with the side quest "Forbidden Legend", which appears in the journal 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 a restored three-piece amulet of Gauldur.
    • : bear, whale, snake.
    • Symbol Combination (Emerald Claw): hawk, hawk, dragon.

Puzzles in the ruins of the Dead Men's Respite:

  • The ruins in the Refuge, located south of Solitude, are associated with the secondary task “Set it on fire!”, To which Viarmo sends for the book “The Song of King Olaf” as a test when joining the Bards Guild, and here you can also learn one of the Words of the Power of Shout " Rapid rush." The ruby ​​claw lies on the table at the very 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 the high dragon, you can also learn one of the Words of Power here shout "Aura Whisper". The iron claw lies on a 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 task "Hunting 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" to obtain the mask of the high dragon priest Ragoth, also here you can learn one of the Power Words of the Storm Call. The glass claw lies on a stand in a room with a large oval door made of iron rods, 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", to which Septimius Sagonius sets off from his icy refuge, north of the College of Winterhold, in order to obtain an ancient scroll containing the Words of Power from the "Dragonbreaker" cry. You can get to the Mzark Tower through Alftand and Blackreach using lifts and passages.
    • Sequence of actions with lenses: button 3 (open) - press 4 times, button 2 (closed) - 2 times, button 1 - 1 time (button counting from left to right).

Puzzles in the ruins of Skuldafn:

  • The ruins in Skuldafn 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 Temple of the Greybeards on High Hrothgar. The location is available to visit once in the entire game, the dragon Odahviing will no longer fly to the Jerol Mountains. You can also learn one of the Words of Power from the Storm Call. The Diamond Claw is on the Draugr Overlord in front of the door.
    • Combination of animals from the left iron door: hawk, snake, hawk (stand with your back to the door).
    • Combination of animals from the right iron door: hawk, hawk, hawk (stand with your back to the door).
    • Animal combination from the bridge: whale - on the left, snake - in the middle, hawk - on the right (stand facing 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 Jagged Crown story quest, which begins after the death of the dragon Alduin and joining the ranks of the Stormcloaks or the Imperial Legion. You can also learn one of the Power Words of the Slow Time Shout here. The ebony claw lies on a stand in front of the door.
    • Glyph Combination (Ebony Claw): fox, moth, dragon.

While the Empire wants to have total control over Skyrim, and constantly sends its troops to the province, there are those who oppose it - these are the Stormcloaks. The bravest and bravest Nords gather under their banner to defend the independence of Skyrim.

The player has the right to take any side - on the side of the Imperial army or the Stormcloaks. There is no clear “bad” and “good” here. Each side has its own truth and its own "skeletons in the closet".

How to join the Stormcloaks?

To join, go to Windhelm, the Royal Palace, and find Galmar Stonefist there. He's recruiting newbies, and tell him you'd like to join. Galmar will say that new fighters are always needed, but you need to prove that you are worth something.

Joining the Stormcloaks

You need to pass a small test - go to the Serpent Stone (it will be marked on the map), and kill the ice spirit near it. Comes, we kill, we return, we give the oath, we get the clothes of the rebels - it's ready. Welcome to the Stormcloaks.

The passage of the next three tasks was sent to us by Mikhail Pletnev

jagged crown

Giver: Galmar Stonefist
The essence of the task: You need to find the legendary Jagged Crown

So. Our path lies in the ancient burial place of the Nords called Korvanyud:

Galmar says that he will arrive there before us, even if we leave earlier. Okay, let's see. But no matter how he boasted, he arrived at the place later than me, even if only by five seconds. Not the point. The soldier reports to him that the Imperials have settled near the entrance to the burial. And that they are very warm there by their fires, and the Brothers are cold. Disorder. We need to convince the Imperials to get out of there. Preferably permanently and by lethal methods. And now the last Imperial dies by your hand and the path to the ruins is free. We go in and find six more Imperials. They, too, are not destined to survive today. We pass on, methodically destroying the Imperials. But suddenly Galmar senses an ambush. "Salaga", that is, we are invited to try to go further, and they will come running to the sound of the battle.

In my opinion, this Imperial is mentally retarded. No, well, think for yourself - what kind of person in their right mind would stand on flammable oil under a jug with something burning? Well, he's worse off. Either we throw off with a bow or spell, or we go into close combat. In addition to him, there are 4 more guards in the room. As soon as we attack them, Galmar and company come running. The Imperials are safely sent to hell, and we are going to the next level of burial. And almost at the very beginning of the level, we will meet a door, to open which we need a claw lying nearby. A child's puzzle, but here's the answer.

We pull off the dagger from the button or take it away, and a secret passage opens, which leads to a room with floor traps. Be careful when you open the chest.

Otherwise, an excess of metal in the body is guaranteed to you. You can leave the lever alone, it will just close the door behind you. We take everything we need and return back. Now we need to go to the other side along the scaffolds.

There will be a handle that you need to pull. As soon as the grate opens, four Draugr will crawl out of the coffins. We send them to the realm of the dead, where they belong, and move on to the Crypt. “The crown must be around here somewhere. Spread out and look both ways, ”Galmar will say. And who is that sitting on the throne? Bah, yes, he has that same Jagged Crown on his head.

But of course, no one will give it to us with kindness (who would doubt it). We'll have to prove to the Draugr that they're wrong, and we need the crown. As soon as the last draugr falls from your (or maybe not your) hand, we take the crown from the commander. Behind the throne, by the way, there is a wall with another word of power. Everything, the Moor has done his job, the Moor can leave. I mean, it's time to take the crown to Ulfric. But do not rush to run back through the corridors. Near the wall with the word of power there is a small wooden ladder, climbing which we will find a corridor that will lead us to the temple - the first part of the burials. We return to Ulfric and give him the crown. He asks us to give Jarl Whiterun Balgruuf ... an axe. Well ... Ax is an ax.

Message for Whiterun

Given by: Ulfric Stormcloak
The essence of the task: You need to take Ulfric's ax to the Jarl of Whiterun and wait for an answer.

We go to Whiterun, to the palace.

If we come there for the first time, then Jarl's tan will block our way. We say that we are from Ulfric, and they let us through. But if this is the first time, we will first have to complete the quest along the main line - find the tablet and kill the dragon. Only then can you get an answer.

So we got the answer. Balgruuf decided to return the ax to Ulfric. Well, it's his choice. We return the ax. Ulfric has decided to go to war on Whiterun, and we will no doubt have a place in the front ranks. Our path lies in the Military Camp near Whiterun.

We come, listen to Galmor's pathetic speech and go into battle. Our task is to lower the suspension bridge. We get over to the other side in any way (jump over the moat, climb up the platforms, etc.), climb the gate and lower the bridge. Then we enter the city, killing everyone in our path, and reach the castle. There you can first kill the guards, and then take on the jarl, or you can immediately hit the jarl on the head. Further pathos dialogue will go approximately in this vein.

Jarl - "You will regret what you have done! You are evil!"

Galmar - Stop talking. Our city!

And it's true. The city is ours, and it needs power. And we are sent to Windhelm to report the victory.

Battle of Whiterun

We just kill the Whiterun guards and the Imperials, make our way to the mechanisms and lower the bridge, break into the dragon's limit and overthrow the jarl.

(My opinion: I really liked the current jarl = (and instead of him now there will be an old fart. But I will not support the Empire)

At the end of the task, you will be sent to the petrel

Liberation of Skyrim

Giver: Galmar Stonefist
The essence of the task: Systematically liberate one fort after another, exterminating all the Imperials in them.

We go to Ulfric and report that Whiterun is ours. Now we will be called "Ice Veins". And it dawned on Ulfric that if we were given more freedom, then there would be more benefits too. But it's too early to rejoice - we are still sent to Falkreath (gently saying "But I would like you to go to Falkreath") and asked to help Galmar. Well, what to do, let's go.

Galmar asks us to release Fort Neugrad. We need to meet with the scouts southwest of this fort.

Note: If Galmar does not have the line "Waiting for orders" or something similar - run around or come from another point on foot.

We meet and talk with one of the scouts - an old friend Ralof. He says we need to sneak through the caves under the lake to the fort's prison and free the prisoners. Then we run out into the courtyard and the scouts will help us deal with the remaining Imperials. If you say that we do not know how to sneak, the answer will follow: “I believe in you. But if there are problems, run out into the yard and we will help. ”Okay, we go to the lake and, diving, swim to the passage. For those who do not know how to sneak - everything is simple. We run into the courtyard, beat the Imperials, the scouts come running to help, and we free the prisoners. For secretive characters, too, nothing complicated - he went into the prison, found the prisoners, killed the guard sitting next to him, took the key, opened the cages and went out into the courtyard. Now you need to kill all the Imperials in the courtyard. There are not many of them - 4-5 bodies. And then you need to go directly to the fort itself and kill the Imperials there - there are already about a dozen of them. But six sleep in the same room, so you can kill three or four secretly, and kill the rest in close combat. When we kill all the Imperials, you need to talk to Ralof - he will express his gratitude to us and ask us to tell Ulfric about "our" successes. Let's go and tell. Now we will be asked to "Free the Limit".

Military Loot

Given by: Ulfric Stormcloak
The essence of the task: You need to find material for blackmailing Rerik, the manager of Markarth.

We go to Markarth, to the Understone Fortress. We need Rerik's room. The entrance is patrolled by a guard. You can wait until it passes and sneak, or you can drink an invisibility potion. Decide. One way or another, we take away the amulet of Talos, which belongs to Rerik, from the chest of drawers. With him we go to Rerik, he will call us to his room. He will tell us about the convoy with silver and weapons, which can turn the tide of the war. You can also ask for something for yourself if the skill of eloquence is good. Now with this information we go to Galmar. And he will ask us, along with the scouts, to go and rob the caravan. I've been wanting to do this for a long time, and here's the chance. We go and meet Ralof again. He says that the cart has broken down and they are camping nearby. Several options for action - you act alone; Ralov and co kill guards, and we continue; with the whole crowd we break into the camp and kill everyone we see. Regardless of the course of action, we kill the Imperials and go back to Galmar, to the Limit camp.

Battle for Sungard

Giver: Galmar Stonefist
The essence of the task: Recapture Fort Sungard

Everything is simple here - we go to the fort and beat it off. We need to kill about 30-40 Imperials. Just kill, with the support of the Stormcloaks.

Note: on weak machines at this moment the game can lag terribly up to the slideshow state.

We kill all the Imperials and return to Ulfric.

Disinformation

Giver: Galmar Stonefist Quest Essence: Forge the documents of the Imperials.

We need to forge documents, but to create a fake, you need the original. And we have to get it. We go to the tavern "Dragon Bridge"

We speak with the hostess and ask about the imperial messengers. Information can be pulled out in three ways: persuade, bribe and intimidate.

One way or another, having obtained information, we go to the mark on the map. Just in case - four out of four times I killed him near a broken wagon on the road leading south from the tavern. We find, kill and take documents. We take them to Galmar, he immediately gives us a fake (works quickly) and says to take it to Morthal, to the Legate Taurin Dulia. We're going to visit.

You can find him in many places - he walks throughout the village. If the GG is dressed "out of shape", then Duliy is a little indignant, but we will tactfully send him off, saying that it is so inconspicuous for enemies. We hand over the document and that's it, we again brought the victory of the Brothers closer.

Battle for Snowhawk

Giver: Galmar Stonefist
The essence of the task: Clear the fort of the presence of the Imperials.

Another task to clear the fort.

You can go directly to him. We arrive at the place, and with a brave cry “Come one by one Imperial muzzles! I'll kill everyone - I'll be left alone! we rush into battle. And so, when the last enemy fell from your hand (or maybe not from yours, or maybe not from your hand), we go to Ulfric Stormcloak, for another bun in the form of leather armor, full officer armor Stormcloaks (the same as and Galmar), and a new rank - Stormblade. And, of course, a new task. This time Solitude will rake.

Liberation of Solitude

Given by: Ulfric Stormcloak
The essence of the task: Drive the Imperials out of Solitude.

We go to Camp Haafingar, to Galmar.

He gives us another quest to clear the fort, this time - Fort Hragstad.

We go to him and arrange a global genocide for the Imperials. Then we return back to Galmar, in Haafingard. There (perhaps after running around a little and having suffered) we receive an order to help in the attack on Solitude. We go to him, near the gate we meet a dozen soldiers, led by Ulfric, who makes a pathetic speech.

We are waiting for its completion and enter Solitude. We break through to the gloomy castle, killing all the Imperials on the way. Difficulties may arise at the beginning, as it is possible to confuse the roads. If you go up the rise almost at the very beginning, you will stumble upon a grate that cannot be opened in any way. You don't have to climb up to it, but move on. There will be a passage to the yard.

We pass through the courtyard and enter the castle. This is followed by a pathetic skirmish between Ulfric and Galmar on the one hand and Ricky's Legate on the other. The legate takes out a weapon and tries to attack us, along with General Tullius .. No, well, no mind, no imagination. Two for three, despite the fact that among us two own the Voice. We punish both. Then we will have a choice - to kill the General ourselves or let Ulfric kill him. The essence will not change. Well, the finale is Ulfric's pathetic speech to the soldiers.