Skyrim Main Plot

Quest 2 The Elder Scrolls V: Skyrim Walkthrough

"Bleak Falls Barrow"

- Act 1: Quest 3 -
Retrieve the Dragonstone and deliver it to Farengar
Quest 4


Prerequisites: Completion of the quest "Before the Storm".
Quest Giver: Farengar
Region: Whiterun, Bleak Falls Barrow
Reward: Word of Power FUS, Hide Shield of Fire ResistanceHide Shield of Fire Resistance (leveled), and permission to purchase property in Whiterun.

Summary: The goal is to retrieve the Dragonstone from Bleak Falls Barrow. Fight several bandits on the way to the barrow; inside, spiders, draugr, and blade traps await. Take the Golden Claw from Arvel and use it to unlock the iron door past the bridge. Behind it is an inscribed dragon word and a Draugr Overlord carrying the Dragonstone, which you then deliver to Farengar in Whiterun.

Badge Image
Completing this quest is considered an achievement

Quest Description

Talk to Farengar
Since Jarl Balgruuf believes he can correctly assess the player's capabilities, you are sent to the court wizard Farengar to complete an important task for him. This task is said to be related to dragons and of great importance. You meet Farengar Secret-FireFarengar Secret-Fire in his study and learn that you are to go in search of an ancient stone tablet. This Dragonstone is supposed to contain a map of dragon burial sites in Skyrim and is likely to be found somewhere in the main chamber of the dangerous Bleak Falls Barrow. With the help of the Dragonstone, he hopes to understand why the dragons have returned to Tamriel.

Bleak Falls Barrow
Bleak Falls Barrow. The menacing structure harbors dangers and puzzles.


Retrieve the Dragonstone
Bleak Falls Barrow is an ancient, monumental structure at the peak of the mountain and was erected by the Nords before the Dragon War. The path there is partly the same one you took coming from Riverwood. The access is guarded by bandits, and a few of them also lurk inside the entrance area. The complex is split into two sections, and you initially enter the temple area. You can sneak past the bandits in the entrance room or fight them. Fortunately, only two are sitting by the fire, while two others are already dead.

After passing the entrance area, the path leads down through a tunnel. A few corridors further, you approach a room where a bandit outlaw is attempting to open a gated door. However, the opening mechanism is linked to a puzzle that he failed to solve - he is killed by a dart trap. If you look around the room, the solution is not difficult.

Puzzle Solution
On the left side of the room, three three-sided, rotating pillars are embedded into the wall. Each side depicts an animal, and you must set the correct combination of three animals. The correct order of the animals is shown above the gated door (the middle emblem has broken off from the wall and lies on the floor next to the lever). Thus, the pillars must be rotated into the following order: Snake–Snake–WhaleSnake–Snake–Whale

In the room behind the gated door, a wooden spiral staircase leads down, where unfriendly creatures lurk. The corridor below ends in thick cobwebs that seemingly prevent passage into the next room to the north. You can only hear the shouts of a man who wants to be freed. Passage is, of course, possible.

Getting Through
You can cut through or burn the cobwebs. If you cannot or do not want to cast spells, you can use the scroll that can be found upstairs in the room behind the gated door.

Frostbite Spider Nest
The frostbite spider nest with the ensnared Arvel.


As soon as you enter the room, a giant Frostbite Spider descends from the ceiling. Fortunately, it is already wounded, and after defeating it, you turn your attention to Arvel the Swift, who is crying out for help. He is hanging in the cobwebs and cannot move. He thanks you for killing the spider and begs to be freed. He also admits to possessing the Golden Claw and knows what it is used for. However, the moment you cut him down, he becomes dismissive and runs away.

The next roomNext Room apparently served for the preparation and embalming of the dead. Several corresponding toolsTools are still lying there. If you proceed, you will awaken some of those interred here and must defeat them. Arvel has already been stopped by them, and you can now retrieve the Golden Claw from his body. At the exit of the burial hall, there is a pressure plate in the floor which you should avoid. You should also pass quickly through the exit of the next burial chamber, timing your movement between the swinging blades. You enter a room entwined with roots and partially collapsed, and follow the course of the stream through the iron gate. The stream originates from a waterfall in the next room, from which you can look down into a gorge. A pathway to the south leads down into this gorge, where a treasure chest is hidden in the depths. You leave the gorge heading north and encounter a Restless Draugr guarding the exit from the temple area.

In the next area - the Bleak Falls Sanctum - you must once again pass swinging blades to enter a larger roomlarger room with several Draugr. You need to cross the bridge above the room and pass through an iron door to enter the Hall of Stories. Walking past walls adorned with reliefs, you arrive at a unique doorunique door with another animal puzzle lock.

Puzzle Solution
It is obvious that you need to insert the Golden Claw into the lock. However, before doing so, you must set the three rings with the animal symbols correctly. The correct order of the animals is provided by the claw itself - simply view the back of the claw in your inventory and set the animal rings accordinglyaccordingly. This hint is also mentioned in Arvel's journal. After that, you only need to activate the lock, and the door will lower.

Final Cavern Room
The large cavern room at the end is guarded by a Draugr Overlord.


In the large room at the end of the area, there is a Word Wall with inscribed Words of Power. As you approach the wall, the word FUS (Force) lights up, and you have learned it. It is the first word of the dragon shout "Unrelenting Force". However, you will not be able to take this secret with you that easily. You have awakened the guardian of this shrine - a Draugr OverlordDraugr Overlord. Once you defeat him, you will obtain his enchanted weapon and the sought-after DragonstoneDragonstone.

Deliver the Dragonstone to Farengar
A final corridor leads to a small room with a chest. Here, you must jump down from the rocks and cannot return - the only way left is outside.
Back in Whiterun, you will find Farengar in his study. He is talking to a woman about the return of the dragons. As soon as he notices you, he accepts the Dragonstone and speaks praising words. With this, the task is complete, and the next quest starts immediately. You will receive your reward for completing the assignment as soon as the next task is explained by the Jarl.


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