In the RPG The Elder Scrolls V: Skyrim, halls in some of the Nordic ruins are closed with solid doors that can only be opened by solving a puzzle. To do this, it is often necessary to carry a special key in the form of a metal or stone claw and follow closely the clues on its surface and in other rooms of the ruins.
Puzzles in Skyrim
In Skyrim, there are few puzzles: this is primarily an RPG, but to make the world believable, several simple tasks were added to it, in which you need to show logic and observation, and the latter will come in handy more.
All puzzles are similar to each other, and solving the first problem that comes across on the way, you will cope with the rest much faster.
Almost all puzzles in Skyrim are found in the Nordic dungeons: the ancient ruins of ancient cities of the main people inhabiting this land, the Nordics. In the most important and ancient Nordic fortresses, the main halls, where the remains of dead kings rest and powerful artifacts are stored, are tightly locked. They can only be opened with a claw-shaped key. To do this, it is not enough just to insert the key into the lock - first you need to go through the puzzle: place totem signs on the door or next to the entrance in a certain sequence.
Walkthrough puzzles
Typically, the first puzzle in the game is the Windy Peak Challenge. Almost all players who started the passage of the game, after escaping from Helgen, go to Riverwood and almost immediately receive the task there to make their way to Windy Peak to the west of the village, across the river, and pick up a golden claw from there.
They are sent to the same location along the main story quest - the court magician of Whiterun will ask you to pick up the Dragonstone from there, so you will have to solve the puzzle in any case.
The Golden Claw can be found in the ruins of the thief Arvel, entangled in a web of frost spiders. If you free him, you have two options: either kill him, or wait until the draugrs kill him. Take the key from him and find the entrance to the main hall. On the way, you will come across one easy puzzle: you need to open the grate with a lever, but it only works if you turn the stones with the symbols to the right side. The clue is on the wall: there are two symbols, and a piece of the wall with a third fell to the floor and is right in front of the door.
The puzzle at the main entrance is not much more difficult. There is a hint in Arvel's diary - you need to carefully examine the claw. Open the inventory panel and look at the claw - three totem signs are engraved on it in a specific sequence. In the same order, you need to place the signs on the door, then it will open.
In most other dungeons, the puzzles are the same: you just need to have the corresponding claw. In some, the key is not required, and in order to open the door, you need to correctly position the stones standing next to the signs. Look for a hint here: the order of totems will be indicated on the walls.