A Snare to Loosen
This is a complete walkthrough of "A Snare To Loosen", the first quest of The Trappings of Fate.
It was made for TToF v1.1.1. There might be slight differences with later versions, but nothing that should invalidate this guide.
Needless to say, this is heavy spoiler territory. These first few spoiler tags below here hold the sequence of steps to get through the quest.
First room:
Escape hogtie pole
Escape armbinder
Escape hood
Escape blindfold
Unlock and open the door
Second room:
Escape mittens
Escape belt
Escape boots
Escape gag
Escape harness
Remove red barrier
Unlock and open the door
Third room:
You'll need to remove the piercings in order to beat Irkalla.
and these spoiler tags hold video guides for how to execute the individual steps:
Quest start:
After you're reached level 9, the next time you see the courier he will give you a "Letter of Thanks" starting the quest. Travel to the Four Shields Tavern at Dragon Bridge and talk to the innkeeper. Drink the wine you are given and go to sleep in the bed.
First room:
Armbinder:
Escape from the hogtie pole by struggling, breaking it or lockpicking. Any method will do. Once out, activate "Something Hooked" on the wall to loosen your armbinder. After that you can struggle out of it from the inventory.
Hood:
Find the key that was placed on the ground after you removed the armbinder. Pick it up with a long hold of the activate key and move it to the wall below the gargoyle. Select "Hood" in the menu. While wearing mittens, you cannot pick up objects normally, but you can still drag them around with the long hold activate. Remember that for later.
Blindfold:
Activate the rug below the hogtie pole and choose "Blindfold".
Door:
Find the key on the wall behind the torch on the other side of the door. Activate it once to drop it and make it pickupable, then long hold activate drag it to the lock of the door.
Second room:
Mittens:
Go to the far door with the red barrier on it. On the other side is another key. To reach it, grab the broom from the room you're in, long hold activate and move it through the bars or below the door to maneuver it to the other side. Then move it over to the key to sweep it off its hook. Grab it from the floor where it landed (another long hold activate) and bring it to the hole in the wall below the gargoyle ("Something Indented"). Choose "Mittens".
Belt:
If you've examined your worn devices you may have noticed that there wass an object on the inside of the mittens. When you took them off the mittens dropped to the floor. Inspect them to find the Fish Key. Use the key to unlock your belt.
Boots:
Having examined your devices, the boots are shown to have a moon and sun symbol. There is a Moon Crest in the cell you started in. The small room with the water holds a Dwemer Sun Lamp above the pool. To loosen the boots, you must activate the sun while having the buff given by the Moon Crest. The Sun Lamp is probably too high up too reach normally, so you need to push the cart in the main room to the rock over the pool below the Sun Lamp. It'll snap in place and give you a ramp. Grab the buff from the Moon Crest, run to the pool, jump up the cart and activate the Sun Lamp. The boots will loosen and you can remove them via the inventory.
Gag:
Under the bench in the pool room is the Crow and Coin Key. Use it to open the display case in the main room and grab the knife. Sharpen the knife on the wheel in the pool room, then cut open your gag from the inventory. (Don't do this over the pool, you may need to interact with the dropped gag again later)
Harness:
You've almost certainly activated the tentacle statue at this point (possibly multiple times), but it may not have helped you progress yet. To loosen the harness, you need to counter the "red" magic with "green" magic from the statue. To do this, increase your sensitivity by using the moon crest, then activate the tentacle statue. Each time you do this the "red" magic is weakened a bit more. Do this several times (3-5, depending on which version you're playing) and the harness will loosen. Remove it via the inventory.
Barrier:
You cannot remove the barrier by yourself. After you remove your boots, inspect them to find the Hound Key. Use it to open the wall cage. Inside you will find a summoning anchor for a Daedra. He has the power to remove the barrier. He won't talk to you if you're still wearing a gag, or until you've dealt with the gargoyle in the main room. Blind the gargoyle by dragging a bucket or basket over its head. Then talk to the Daedra again and convince him in whichever way you can or see fit to remove the barrier.
Door:
You will need to remove the barrier and have removed your harness first. If you've done both, remove your plugs if you haven't already, and inspect them on the ground. You will find the Dove Key. Use it to unlock the door.
Third / final room:
Piercings:
You cannot remove the piercings by yourself. Find the stone mask hidden in the pool and make a deal to disarm their harmful enchantments. Do not remove them afterwards, or it will tip off your captor before you confront them.
Edited by Frayed
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