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Redguard: Escape from the Catacombs

19 February 2011

After you deliver the amulet to Lord Richton and confront him about the disappearence of Iszara, you are thrown in a cell in the catacombs with little hope of escape...or is there? If you havn't got the amulet yet you may wish to visit the N'Gasta Amulet page.

Pre-Requesite Quests: N'Gasta's Amuket
Following Quests: None?
Location: The main gates to Lord Richtons palace
Required Items: N'Gasta's Amulet
Items to be Received: Rusty Key
Monsters to be Faced: Alot of guards
Difficulty: Medium, a couple interesting puzzles, lots of guards, and a few tricky manuvers to pull off.

Catacombs Map ( click on letters to jump to tips )
A B B C D E F G H I I I J K M N O P Q R S T U V
[Catacombs Map, 657x358 (16 kb)]

Quick Walkthrough


  1. Talk to the prisoner in cell and get key.
  2. Use key on south wall under torch too loosen stone block in order to reach the rope.
  3. Climb up rope to hall and then up again using another rope.
  4. Get your equipment back from Point E.
  5. Travel to Room F and use the triangular buttons in the floor to open the three doors in the west side (one-by-one).
  6. From behind each door, obtain the three runes.
  7. Use the three runes to solve the puzzle in the East of Room F to open the door and continue.
  8. Climb up to reach the ropes in Room R and pull the switch at Point T.
  9. Continue on to the exit at Point V.
  10. Don't forget to collect your 200 gold for the amulet delivary job from Kotaro by the docks. Make sure you have less than 300 gold when you see him or you'll lose some due to the 500 gold limit.


Detailed Walkthrough


Point A
You find yourself in this cell after confronting Lord Richton and being subdued by Dram. There is a hole with a rope in the ceiling but you just can't quite reach it by jumping. A prisoner is lying on the floor in the North-West corner. Talking to him will get you some information about contacting the Restless League using the Lighthouse in Saintsport and a key (to the lighthouse). Use the key on the South wall under the torch to loosen a block. Once it walls out (watch those toes ;) you can reach the rope in the ceiling.

Point B
Climbing up here from Point A you find you are in a hall with a guard nearby. The guard will not notice you until you jump from the rope. Since you have no weapons ignore the guard and quickly grab the other rope up from this area. The door in South cannot be opened and there isn't anything here other than the guard.

Point C
Continue on down the right side of the hall. The door on the left cannot be opened and the room beyond it is actually Point E.

Point D
This is a large room with three exits, a lava pit, and two guards. Since you still don't have any weapon yet quickly proceed to the left-exit and Point E.

Point E
In this room you'll find all your equipment as well as a few additional items such as potions. Continue back to Point D where you can dispatch those guards now. Well, perhaps not quite all -- if you have a number of torches, you probably won't have any with your equipment, and there will be one torch on the floor.

Point F
This is a large open area with lots of interesting things. First, take the exit on the North wall (on your right as you enter the room) to find some gold and healing potions. The rope going down from where you enter the room leads to a puzzle which you'll solve later in this level. Continue on to the West side of the room where you'll find three closed doors and four triangular buttons. Figuring out how to open each door isn't that hard but here's the combinations anyways:
[Triangle Buttons, 125x127 (2kb)]
  • 1: Clears set buttons, closes any open door.
  • 3+2: Opens center door (leading West).
  • 3+4: Opens left door (leading South-West).
  • 4+2: Opens right door (leading North-West).
The solution to the level/dial puzzle is solved Later On.

Point G
In the halls surrounding Point G there are two guards patrolling which may take you by surprise. There is also some gold and few potions in this room.

Point H
In this room there is a three-way bridge of sorts connecting three doors. If you step on the button in the middle of the walkway you will open all three doors, each with a guard behind it. The guards often get stuck coming down the stairs making them easy targets.

Point I
In the two rooms East and West of Point H can be found some potions and torches.

Point J
From the North door of Point H you are led into a long, narrow room. You can climb onto the high platform from the East side to find some gold and potions.

Point K
Watch yourself in this area since there are deep lava pits which you don't see until you're right on top of them. There is a guard after the last pit so be ready to fight.

Point L
In this round room you find a rune on the South with two lines on it. You'll need this to solve the puzzle in Room F. Head back to room F now.

Point M
This room is lava filled with various spindles and ledges throughout it, as well as two fireball traps around the corner. The trick here is caution and timing. Almost all jumps can be made in walk mode so you don't fall over the edge. When jumping to the ledges near the fireball traps, I think the one on the right may be easier. Take a running jump just after the fireball hits the wall and run to the other end of the ledge.

Point N
Another round room here with two guards and another rune on a stand in the North. The rune is protected by a small lava trench and spinning blades. Walk up to the edge of the lava and jump just after the blades go by. The rune has two lines and a dot on it. Head back to Room F again.

Point O
Climb up the rope here or use the rope in Room F to swing and jump up there.

Point P
This is a lava filled room with three ropes hanging in it. You must take a running jump onto the first rope since the door closes behind you and the small ledge disappears. While on the rope swing back and forth until you get enough speed to jump to the next rope. There is a guard on the other side.

Point Q
Another round room with a rune on the west side of the stand in the middle of the room. The rune has a line and a dot on it. When returning through the rope/lava room you'll need to run and jump again to the first rope (not enough range with a standing jump). When jumping off the rope to the other side be wary of the door which will close as soon as you hit the ledge. Return to Room F and the puzzle in the East.

Point F - Dial/Lever Puzzle
This puzzle may seem confusing at first but its really quite simple. Look at the wall with all the symbols on it and try to match all the runes you hold on it (you are looking for runes which match yours all in one column). Turn the dial to the matching rune and insert the three runes, then pull the lever. The door just to the South of you will open.

Point R
This is a very tall square room with one guard one the ground floor. Climb up the stairs on the left side and jump across the gap. Climb onto the archway and jump to the nearest rope. Swing onwards to the next rope and then to the high doorway. There are a few guards on the top which will need to be dealt with.

Point T
You'll find a lever here which will open the door below you at Point S. I tried to return back down via the way I came...with the ropes, but I couldn't reach either rope, falling to my death. The best, and least painful, way is merely to drop from the where you pulled the lever. You might lose up to 10 health from the fall. There is a way to avoid any health points loss. Go back a ways until you can drop and hang from the edge over a torch bracket on the wall, and then drop down onto that bracket.

Point S
There is one guard here and the door which is opened at Point T.

Point U
In this area is a locked door which you cannot open by any means (you'll probably come back at a later time). Watch out for the small lava trench crossing the hallway just East of this door.

Point V
The Exit to the Catacombs. You come out near the docks, to the East, above a drain grate. Once you exit, all guards will attack you on sight, making life a little more interesting...:). Don't forget to collect your 200 gold for the amulet delivery job from Kotaro by the docks. Make sure you have less than 300 gold when you see him or you'll lose some due to the 500 gold limit. An interestinng note -- if you don't collect from Kotaro, he will be gone by the time you're out of jail, and you'll never get to collect from him.

<=== Return to Quest Page

Many thanks to Ranger - ranger-j@altavista.net for his contributions to this walkthrough.


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