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Oblivion:The Lust Keep

< Oblivion: Places: Planes of Oblivion
Oblivion Tower:
The Lust Keep
# of Zones 4
Important Treasure
Console Location Code
OblivionRDCitadel04
OblivionRDCitadel04Hall01
OblivionRDCitadel04Hall02
OblivionRDCitadel04Lord
There are two corridors that lead from the entrance to doors to the Rending Halls

The Lust Keep is a medium-sized Sigil tower, and one of five randomly chosen Sigil Keeps.

This tower can be visited when accessing the Main Tower from Oblivion Worlds 1, 3, 5, 6 or 7. In order to reach the Sigil Stone on top of this tower, you are required to pass through a few hallways before reaching the Sigillum Sanguis. There is some loot to be found in the hallways, and some boss-level loot in the Sigillum Sanguis.

Zone 1: The Lust KeepEdit

 
Key to Map
 
The Lust Keep

This tower consists of three levels: one ground level and two upper levels. You can either turn left or right at the entrance. Both ways lead you to one of the doors to the Rending Halls. There is little else on the ground level, other that an extra Daedra to fight.

Your route over the next level depends on which exit from the Rending Halls you chose. If you see the door to the Corridors of Dark Salvation right in front of you, you have ascend the tower through those halls. Otherwise you can use the long ramp to ascend the tower, the exit from the Corridors of Dark Salvation is halfway. In both cases you finally arrive at the top of the first level, where you can see two Runed Portals. Both portals teleport you to directly above; the second level.

The second level only contains a few Dremora and the doors to the Sigillum Sanguis.

Occupants:

  • Ground level: 3 Daedra creatures
  • First level: 2 Dremora and 3 Daedric occupants (Daedra creatures or Dremora)
  • Second level: 2 Dremora

Traps:

  • Falling in the pool of lava in the middle of the ground level will result in instant death.
  • Touching the fire pillar in the middle of the room will result in instant death.

Doors and gates:

  • There are nine doors in/out of this zone
    • 1 door (at Out, ground level) leads outside to the Planes of Oblivion
    • 2 doors (at A, ground level) lead to Rending Halls
    • 2 doors (at B, first level) lead to Rending Halls
    • 2 doors (at C, first level) lead to Corridors of Dark Salvation
    • 2 doors (at D, second level) lead to Sigillum Sanguis

Other:

  • 1 Runed Portal at location E, first level, that teleports you to E, second level
  • 1 Runed Portal at location E, second level, that teleports you to E, first level
  • 1 Runed Portal at location F, first level, that teleports you to F, second level
  • 1 Runed Portal at location F, second level, that teleports you to F, first level

Zone 2: Rending HallsEdit

 
Rending Halls
 
The trapped room in the Rending Halls

Depending on which entrance you used, you start in these halls at either the northeastern or northwestern end. When you ascend the ramp you will arrive in a big room. Here you can decide which route to take. When you use the northwestern exit you can skip the Corridors of Dark Salvation entirely, but you will lose out on some loot. It is recommended to visit the middle room (past a locked door, from both directions) for some loot. Be careful of the Land Mines there.

Occupants:

Treasure:

Traps:

Doors and gates:

  • There are four doors in/out of this zone
    • 2 doors (at A) lead to The Lust Keep, ground level
    • 2 doors (at B) lead to The Lust Keep, first level
  • 2 doors (initially closed) at locations C
  • 1 door (initially closed, locked by a leveled, at least Hard, lock) at location D
  • 1 door (initially closed, locked by a leveled lock) at location E

Other:

  • 2 Magicka Essences at locations m on map

Zone 3: Corridors of Dark SalvationEdit

 
Corridors of Dark Salvation
 
One of the rooms in the Corridors of Dark Salvation

When you enter the zone you find yourself in a small room, where you may find one Daedra. Climb the ramp to the next room, where you will encounter a few more Daedra. You can try to unlock door D there for a The Punished (and one Dremora). Pass through door C and ascend the final ramp to reach the door that leads back to The Lust Keep.

Occupants:

Treasure:

Traps:

Doors and gates:

  • There are two doors in/out of this zone
    • 1 door (at A) leads to The Lust Keep, lower first level
    • 1 door (at B) leads to The Lust Keep, upper first level
  • 1 door (initially closed) at location C
  • 1 door (initially closed, locked by a leveled, at least Easy, lock) at location D

Other:

  • 1 Blood Fountain at location b on map

Zone 4: Sigillum SanguisEdit

 
Sigillum Sanguis
 
An overview of the Sigillum Sanguis

Ascend the ramp and pass through the opening to find yourself in the room that contains the Sigil Stone. Be careful, as you will find one Daedra already downstairs. You can find two Magicka Essences and two Daedra on the next level. At the top platform you can find a boss-level Daedra and a boss-level The Punished. Be careful if you are sneaking that the Daedra can spot you easier than that you're used to, due to the openness of the area. Once you have reached the top you can grab the Sigil Stone to close the Oblivion Gate.

Occupants:

Treasure:

Traps:

  • Touching the fire pillar in the middle of the room will result in instant death.

Doors and gates:

  • There are two doors in/out of this zone
    • 1 door (at A) leads to The Flesh Spire, third level

Other:

  • 2 Magicka Essences at locations m on map