Oblivion:Imperial Prison Sewer (Tutorial)

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OB-mapicon-Cave.png
Sewer:
Imperial Prison Sewer
(view on map)
# of Zones 6
Occupants
Rats, Goblins, Undead
Console Location Code(s)
ICPrisonSewerExit01, ImperialDungeon01, ImperialDungeon04, ImperialDungeon05, ImperialDungeon02, ImperialDungeon03, ImperialSewers03
Region
Heartlands
Location
Northeast of the Prison District, across from Vilverin
The Imperial Prison Sewer

Imperial Prison Sewer is the sewer system northeast of the Imperial City where the tutorial takes place. Later, it may be seen as Imperial Prison Sewer (Scheduled for Execution). It contains 6 zones: Imperial Prison, Imperial Substructure, Natural Caverns, Imperial Subterrane, The Sanctum, Sewers

[edit] Quests Starting Here

[edit] Notes

  • Be sure not to leave any valuables in this sewer after finishing the tutorial as the door is locked on completion of Deliver the Amulet. If you try to regain access you are told that a sign on the door reads "No entry on pain of death. Sealed by authority of Commander Adamus Phillida, Imperial Legion".

[edit] Exterior

Key to Maps
Imperial Prison Sewer, Exterior
  • The exterior is located on the shore of Lake Rumare, at coordinates: Tamriel 11, 20
  • This location's map marker (M on map) is named Imperial Prison Sewer (editor name ICPrisonSewerMapMarker). The entrance door is NE of the marker, 1 feet away.
  • 1-2 Mud Crabs are near the entrance
  • 1 Slaughterfish is near the entrance
  • 1 Nirnroot is at location N on map
  • The following plants can be found near the entrance: 3 Clouded Funnel Caps, 2 Green Stain Cups

[edit] Zone 1: Imperial Prison

Imperial Prison
The prison cell you start in

After the initial game cinematic, you will be placed in a cell in the Imperial Prison, in the southwest corner of this zone. After you have chosen your race, three Blades (Captain Renault, Baurus and Glenroy) will arrive, escorting Emperor Uriel Septim VII. After entering your cell and positioning you out of the way, next to the window, Renault will open a secret passage in the northeastern wall of your cell and the group will proceed through it.

Follow them through the various corridors until you arrive in large room. Four Mythic Dawn assassins will appear from door X, which is too elevated to be reached, and attack the group, killing Renault before they are cut down. Baurus will stoically take charge and lead the way through door X nearby, which is locked. Pick up Renault's katana as a wall (D) nearby crumbles and two rats will attack you.

Proceed into the next room, kill another rat and loot the chest close to the entrance. Proceed to the skeleton nearby (B) and relieve him of his various items. A iron bow and a rough leather shield are also close at hand. Use your lockpicks to unlock the chest next to the skeleton. Loot the two other containers nearby and proceed to door A. In front of it is a dead goblin (E) who holds the key to the door along with more decent loot.

Occupants:

Treasure:

Doors and Gates:

  • There are three doors in/out of this zone:
    • 1 door (at X - westernmost) leads to a cut-off area of the same zone where the Mythic Dawn assassins are initially placed
    • 1 door (at X - easternmost - locked, key required) leads to the zone Imperial Subterrane
    • 1 door (at A) leads to to the zone Imperial Substructure
  • 1 Iron Gate at C (locked, key required, opened by Baurus)
  • 1 Crumbling Wall at D

[edit] Zone 2: Imperial Substructure

Imperial Substructure
The Imperial Substructure

This zone is fairly linear, so proceeding from door A to door B shouldn't be too hard. The main obstacle in this zone is the zombie that appears in the corridor linking the first two rooms. Various rats will flee his presence so taking these down shouldn't be too hard; as for the zombie, use your newly acquired fire damage spell to help you finish him off.

The third room contains a good deal of equipment and treasure at G, in particular heavy armor. Be sure not to miss the chest in the southern corner, which is hidden underneath a hole in the wall and has a decently challenging Average lock. In the final room, don't forget to loot the skeleton at D and to pick up the flawed ruby laying next to him; as well as the various plants nearby, which are useful for poisons.

Occupants:

Treasure:

Doors and Gates:

[edit] Zone 3: Natural Caverns

Natural Caverns
The Natural Caverns

Once again, this zone is quite straight-forward, but the goblin enemies here are much more challenging than the previous rats. In the first room, pick up the mortar & pestle and the various ingredients, which enable you to produce some Damage Fatigue and Health poisons that may be of use later on. The goblin skirmisher in the next room will set off the three swinging logs (M) by crossing the tripwire, so try to push him towards the incoming logs.

In the next room, you can choose to finish the two goblins nearby by pushing the logs at L down at them or you can try to run through the whole of the next room, getting all the goblins to follow you, and then return here and hopefully kill more in one go. If you prefer not to risk, make sure to use sneak and sniping in the next room, to avoid the various goblins ganging up on you. In particular, be wary of the Goblin Witch. Loot the area and proceed to the next zone through door C.

Occupants:

Treasure:

Traps:

Doors and Gates:

[edit] Zone 4: Imperial Subterrane

Imperial Subterrane

You start out in this zone from door C in a cave-like tunnel until you arrive at a hole in the wall which enables you to jump down into the zone proper. You will still be on a higher level than the Blades and the Emperor, who arrive from door X, and if you're quick enough you can snipe at the Mythic Dawn assassin on a ledge opposite you. Jump down once the battle is over and follow the group once again. If you wish to keep all of the loot of the previous zones and are carrying it back and forth, make sure to throw it down before you go, as the distance is too high to jump back.

In the next room, instead of following the group down into the following room, you can take advantage of your position and snipe at the assassins in the ledges in front of you. Proceed further through the various rooms, which shouldn't pose much of a problem if you leave the fighting to the Blades. Note that once you pass through door D it will lock behind you and you won't be able to re-access this area, so make sure to take all the loot you want with you.

Occupants:

Treasure:

Doors and Gates:

  • There are three doors in/out of this zone:

[edit] Zone 5: The Sanctum

The Sanctum
The Sanctum, after the battle

After entering from door D, Baurus will realize the gate at B is obstructing the way and proceed towards the small room to the far east. As soon as you reach it, 4 assassins will enter from the doors at X and a gate will appear in front of door D. After the Emperor has died, and the secret wall at C opened, the assassin will attack you. He is quite challenging, and if you are having problems backtrack to Baurus and let him help you out. Baurus will then give the key necessary to open door E and proceed to the Sewers.

Occupants:

Treasure:

Doors and Gates:

  • There are five doors in/out of this zone:
    • 3 doors (at X) lead to 3 cut-off areas of the same zone where the Mythic Dawn assassins are initially placed
    • 1 door (at D) leads to the zone Imperial Subterrane
    • 1 door (at E) leads to the zone Sewers
  • 1 Iron Gate at B (locked, key required)
  • 1 Secret Wall at C

[edit] Zone 6: Sewers

Sewers

Navigating through this zone is quite simple: proceed from door E down to the sewer room; here you will be faced with up to three enemies (1 rat and 2 goblins) so consider using sneak to pick them off one by one. Keep going until you reach the exit (Out) where you will be given the chance to change any of your player details.

Occupants:

Treasure:

Doors and Gates:

  • There are three doors in/out of this zone:

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