

From here, the rooftops can be crossed to gain access to a room behind Dwarven metal grates. Back up the ramp, the draw bridge can now be followed up to another platform and another ramp down. Another ramp leads down again to a button that drops a draw bridge from back at the previous platform. On the far side is a set of stairs that lead up to a spiral ramp up to a platform with more Falmer. At the end is a door leading to steps down to a large room with many Falmer and two skeevers in a pen. Up the stairs leads to a hallway with another workbench, a short set of stairs up, four spider workers, and, at the end, an elevator to the Raldbthar Deep Market.ĭown the corridor is a ramp down with another spinning blade trap. Next is a pusher/flame trap, and two more Dwarven spheres. If the blades don't stop after defeating the spider worker, they can be bypassed by getting next to the parts of the wall where they can't reach, then once the blades are past, running to another part of the wall to get to the top. Note that the blades tend to be very glitchy, so a save is recommended before going through the open door. The next door should be open, and leads to a hallway with a Dwarven spider worker, and then stairs with a double blade trap, which should shut off automatically after the spider worker is defeated. The next large room contains loud gears, a spider worker, and two more Dwarven spheres. Through the next door and around a corner lies a Dwarven sphere and then another door. The room contains more loot, mostly behind a locked gate. Alternatively, straight ahead is a master-locked gate can be opened, and through it and to the right are two Dwarven crossbow mechanisms aimed at the bandits that can be used by pulling the levers next to each one.Īfter the bandits are dealt with, a gate underneath the crossbows leads to another large room with a bandit and many fallen rocks. The path proceeds down a hall and to the right, where an open gate leads to the same room with Alain Dufont and two other bandits. The right (southwest) end of the room contains two more bandits and a workbench. Down the hall is a large room with a single bandit towards the left (northeast) side. At the flame trap, a hallway leads to the left. The alternative is to proceed the long way around. With high enough Sneak and Lockpicking skills, the gate lock can be picked and Alain killed without too much trouble. Straight ahead is an expert-locked gate with Alain Dufont and two other bandits behind it.


Damage can be minimized using Whirlwind Sprint or Become Ethereal to go through it without getting burned, or it is possible to go around the back (right) side of the post that is shooting fire. The first room inside the ruins contains a flame trap blocking the way forward, with a charred skeever impaled by a pole that is set up so the flames will cook it.
