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Oblivion Mod:Order of the Dragon/Ocato's Castle

< Mod / Oblivion: Oblivion Mod: Order of the Dragon: Places: Castles
Castle:
Ocato's Castle
# of Zones 15
Occupants
Skeletons, goblins, bandits
Important Treasure
None
Console Location Code(s)
ODDGC01, ODDGC02, ODDGC04, ODDGC05, ODDGC06, ODDGC07, ODDGC08, ODDGC09, ODDGC10, ODDGC11, ODDGC12, ODDGC13, ODDGC14, ODDGC15, ODDGC16, ODDGC17 (ODDGCO3 is not missing)
Region
Jerall Mountains
Location
Far north of Bruma
The approach to the castle

Ocato's Castle is a large castle located beyond the border of Cyrodiil, in southern Skyrim. The castle's entrance is located due north of Dragonclaw Rock. It's pretty easy to find—there are a couple sets of stairs leading up to it, and the castle itself is huge.

The entrance to the castle proper

Related QuestsEdit

ExteriorEdit

  • The exterior is located at coordinates: Tamriel 11,45
  • This location does not have a map marker.

Zone 1: ExteriorEdit

The main approach leads up to a portcullis, which you can open. Deal with the two guards standing watch, then advance into the courtyard proper. It's large and has several more guards in it, so keep an eye out.

Zone 2: Western Gatehouse TowerEdit

The key you got from the renegade battlemage goes to the door in the tower, not the main keep, so you'll have to go in that way. (Note: There's also a backdoor to a lower level of the dungeon through the well; it goes straight to Zone 5.) This is a simple square tower with stairs up the walls and a second door. There are two guards—one on the ground, and one at the very top—but nothing else of interest here.

Zone 3: Gatehouse, West WingEdit

There are a couple rooms here, with a handful of guards and various containers of clutter. Take the stairs down to the small storage room; if you look on one wall, you'll see the outlines of a secret door. The lever to open it is hidden behind the chest to your right. Go down the stairs and look for a set of steps on the opposite side of the room; from here, follow the passage until you find a grate in the floor. You'll have to drop down the shaft, then you'll be able to reach the door to the Underground Vault.

Zone 4: Underground VaultEdit

After entering this zone, turn right—the stairs ahead lead to a portcullis that you can't move. DO NOT PULL THE LEVER. All it does is activate the dart traps along the stairs. Go down to the bottom and follow the passage around; there's another dart trap down below that will activate regardless, so just jump through that. Kill the skeleton guardian and take the key—it goes to the door leading to the Old Hall.

Zone 5: Underground Vault (2)Edit

As before, turn right after entering here—you can go down the stairs, but the door at the opposite end is blocked by a gate that you have to open first. Proceed along the passages, killing the skeletons as you go; the path is easy to follow. Cross over the long plank, take care of the skeletons on the far side (if you haven't already) and loot the barrels if you want arrows. You'll find a lever at the far end of the uppermost gallery—pull it, and the gate will raise. Head back down and go through the door to the next zone.

Zone 6: West WingEdit

This place is, simply put, a maze. There are a few skeletons, along with a pair of guards on the upper level. Keep going up until you emerge into a room lined with stone walls and a niche with two decorative pillars. Activate the one on the left, and the niche will open, revealing a secret entrance to the upper halls of the castle. Kill the guards, then take the door to the Old North Tower. The tower is empty, but has a trap door in the ceiling, leading to the roof; a chest there has a key to the door on the bottom level leading back to the second Underground Vault. Another door goes to the Reception Hall, but it only leads to a small walled-off area with a few items of interest; if you have a bow or spells, you can kill some of the guards in the throne room, too.

Zone 6: Underground VaultEdit

The door puts you at the top of a set of stairs. Ignore the portcullis across from the entrance for now; you'll open that later. There are only a few passages, a room above with some skeletons, and a large room below with two locked gates and a turn handle. Go past the room with the zombies until you come to the end of the passage, which is a drop overlooking the room below. Drop down, activate the turn handle (which raises the portcullis) and grab the key on the back side of the pedestal to open the gate. Go up the stairs beyond the portcullis and turn left to the door leading to the Cold Vault.

Zone 7: Cold VaultEdit

From the entrance, you can go left or right. To the left is just an empty room with a few containers; the right goes to the next level. Follow the passage, dealing with the occasional rat or goblin, until you reach the door at the end.

Zone 8: Inhospitable Rock CanyonEdit

This area is actually outdoors, a series of deep, narrow canyons inhabited by lots of goblins. Shortly after entering this zone, you'll come to a fork; go right. The left-hand path dead-ends and has little of interest, unless you want to kill more goblins. The right-hand path eventually leads to a wide open area with an altar at the far end (more on this in a bit). Right at the top of the slope leading down to the open area, there's a small pile of rocks. The rock on the far side from you is moveable—push it, and it will lower to reveal a hidden space with a sack of gold.

A path nearby goes up along the right-hand wall; this leads to a tower (the Goblin Captain's Dwelling) and continues past it to another ruined tower, where you'll find more goblins and a fair bit of loot.

And finally, if you approach the altar, a light will shine above you, and a bear will appear. Kill the bear (and loot the containers behind the altar), then head back the way you came. A large wall section will lower, revealing stairs leading up to a door that goes to the Cold Vault.

Zone 9: Goblin Captain's DwellingEdit

This is a pair of small rooms joined by a set of stairs. A goblin warlord lives in the upper area—grab his shield, on the table—and the lower has a few containers.

Zone 10: Cold Vault (2)Edit

The door opens into a passage. Follow it all way through, killing the goblins (and later, undead) as you go. Eventually, you'll come to an intersection—one part leads up to a locked gate, and the other goes down to an empty room with a chair. Ignore the gate for now—you want the room. Activate the "Strange Stool", which is actually a mechanism that opens a secret door in the floor, and go down to the next zone.

Zone 11: Deep Cellar SectionEdit

This is a small area. Follow the passage all way down to the room with the lever. Pull it, and you'll get a message about a door opening. Go back out to the cave with the grate in the floor and kill the ogre (or not, it doesn't matter), then return to the Cold Vault and go up to the gate, which is no longer locked. It leads to a room with a ladder leading up to the Old East Tower.

Zone 12: Old East TowerEdit

Go up the stairs, all the way to the top, and pull the lever. This will open a secret door a couple flights down. Go through it to the Reception Hall.

Zone 13: Reception HallEdit

You'll end up in another dungeon area. Go down the stairs to a large room with a column in the middle. The fire atop it is a trap—it'll shoot fireballs at you. If you move quickly, you can dodge them; you can also turn it off by going to the doorway across from you and up the stairs. There, you'll find a turn handle that will disable it. Go back down, loot the chest under the stairs, then go up and through the far arch to a room with another niche/secret door. This leads to the throne room that you might have seen before, except you're on the far side of the barricade. If you haven't already killed the guards, you'll have to do so now; head up the stairs after that and take the door to the Main Hall.

Zone 14: Main HallEdit

At last, the end of the journey. The Main Hall has three guards, but you can ignore them—they won't attack. Walk (run, jump, whatever) toward the guy on the throne. He'll come to meet you, you'll enter a cutscene, and then you'll be sent elsewhere.