Redguard:Catacomb Escape
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Quick Walkthrough
- Talk to the Prisoner in cell and get key.
- Use key on south wall under torch too loosen stone block in order to reach the rope.
- Climb up rope to hall and then up again using another rope.
- Get your equipment back from Point E.
- Travel to Room F and use the triangular buttons in the floor to open the three doors in the west side (one-by-one).
- From behind each door, obtain the three runes.
- Use the three runes to solve the puzzle east of Room F to open the door and continue.
- Climb up to reach the ropes in Room R and pull the switch at Point T.
- Continue on to the exit at Point V.
- 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.
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 northwest 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.
Ficheiro:RG-misc-Catacombs Buttons.gif |
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- 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 see the box on the right for the combinations if you like.
- 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 and 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 (the triangle) and insert the three runes (in order from top to bottom on the chart: first the rune shaped like a "T", then the one with two horizontal lines and a dot, and on top the one with a single line with a dot), 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 onward 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 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 interesting 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.
Map
Dialogue
Deliver the Amulet
- This is the dialogue that occurs when you deliver the amulet.
Richton walks in with Dram at his side.
Guard | This man insited he deliver the amulet to you himself, milord. |
Richton | A certain amount of persistence is admirable, isn't it, Dram?
Very well. Your job is done. Give the amulet to one of the guards. |
Cyrus | Hold on, governor. I have a few questions to ask you first. About a woman named Iszara. |
Dram | He's no courier. |
Richton | This is not an audience, sir. You forget yourself. |
Cyrus | She's been missing for a few months and people think she may be in trouble. They also say you might have something to do with it. |
Guard | Milord? |
Richton | No, no. I'll handle him.
I know of this Iszara, young man. Her troubles are of her own making, I'm sure. When you mix with thugs and murderers-- |
Cyrus | Like I said, you might have something to do with it. |
Richton | Under imperial law, the Restless League, and this Iszara woman, a known consort and confederate of the League, are guilty of piracy, sedition, and treason, and subject to summary execution.
In my capacity as governor, such executions are my responsibility. But... This Iszara has not come to my notice, and if she has disappeared, she has done so without my help. And now, I have other pressing affairs. |
Cyrus | Are you saying she was part of the Restless League? |
Richton | You are dismissed, courier. |
Cyrus | We don't seem to understand each other, governor. Iszara is my sister and this isn't an audience, it's an interrogation.
Tell me all you know or I'll give you more trouble than the League ever has. |
Richton | You would threaten an imperial governor? Are you simple?
Threaten me, and you prove yourself a traitor... And you must die for it. Guards, seize that man. |
Richton | So this is the Redguard fire I've heard so much about...
Young man, you've the makings of a fine swordsman... but, by your actions, you condemn youself, and forfeit you life. Dram? |
Dram | No. Let me question this one. He is a fool... but fools can be useful. (casts spell) |
Cyrus | Ugh! (passes out) |
Cyrus has escaped!
- This is the cutscene that occurs right after exiting the Catacombs.
Guard | Governor! I have news of the Redguard! |
Richton | Which bloody Redguard? |
Guard | The one recently put into the Catacombs, sir. The one named Cyrus. He has escaped! |
Richton | WHAT?! |
Guard | He is nowhere to be found, sir. We are combing the streets for him now. |
Richton | But escape is impossible from the Catacombs? The traps and so forth, right, Dram? |
Dram | I hear you. |
Richton | Thank you, guardsman. Carry on. And keep me posted. |
Dram | I underestimated the Redguard. |
Richton | Bah! Overestimated the dungeons of our enemies, more likely! Never trust another man's deathtraps.
Double the guard, immediately, and increase the patrols in town and along the waterfront.
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Dram | Leave him to me. |
Prev: N'Gasta's Amulet | Up: Quest Walkthrough | Next: The Restless League |