Elder Scrolls : Redguard - Part 2 The Ultimate Pirate Adventure! Walkthrough from the net Concluded from last issue The Flask......Part One As your talking to the local town-people you may happen upon the quest of the magical flask. Everyone has heard of it, but no one has found it. Remember all those pirates along the island, they're looking for the flask too. That's why they have maps on the island with them. Go to the bookstore and buy the book of Elven Artifacts. Now go and take the book to Makio, the cartographer, and he can make you a map to the flask. It is but one piece to the puzzle. You can talk to the snake charmer in town, by giving him gold, so many people are like this! He will tell you about Joto in jail! A powerful mage that had dealings with your sister, he has a piece of the map too! But don't try entering the jail, because the guards won't let you in. Don't worry, there are other pieces you have to get first. You can learn about another piece by talking to Drekkius at the Dragon Tail Inn, it's seems the local drunk in town has another. Go and talk to him, he won't tell you anything though. So go and talk to Trivic, the guy who's waiting to get his boat repaired by the docks. It seems his boat was broken into a few nights back, and a map piece to the flask was stolen. Guess who has it? That's right, the old drunk Crendel. Go back and talk to him, and trick him into revealing the secret location of the map. Follow him, but stay a safe distance away. Once he leads you into the park, wait until he leaves and run there and dig up the missing piece to the puzzle. Now you should have two piece, the cartographer's map and Crendel's stolen map piece. You can learn of another piece by talking to Felicia at the mages guild, she tell you of a silver ship with a map on the bottom. Now where can I find a silver ship? Go and talk to the girl in the Silversmith's shop. Seems she' s new in town, being a Forebear and all, the previous owner being a Crown and having died in the war. Well with all this junk around she has just thrown everything in her warehouse, and doesn't have a clue about any silver ship. Go to her house next door and you should find two guards tearing the place upside and down. Now what could they be looking for? Kill the guards and go and talk to the lady again. She will thank you and give you a key to the warehouse. The Warehouse is not by the docks. It is actually right behind her house. Just go around the building and open the door with her key. Inside are two chests, one with a potion in it and another behind some crates. Jump behind the crates and open the chest, inside is the silver ship. Now go and talk to Lakene, the Mr. fix-it guy, it seems he has the password into the local Smuggler's Den. If he won't talk to you, go and talk to the Silversmith woman again, and then talk to Lakene. It seems he doesn't want anyone to know what he's been up to in the Den, especially his wife! He will tell you he lost his wife's locket while playing cards to guy named Rollo. Who's Rollo? Never seen him in town before! That's because he stays in his house drinking all day. His house is located by the Dragon Tail Inn, who could have guess that? Across from the well in town. Go and talk to him, but he won't budge, "Get out of my house!" He'll tell you! So how do you get him to move, so you can steal the locket in his chest, that he happens to be sitting on. You can try killing him, but Cyris has morals and all that, and won't strike an unarmed man! Rollo should tell you, if you didn't piss him off too soon, that he works for Gerric at the General Goods Store. Go and talk to Gerric about Rollo. Gerric should tell you about his friend at the bell tower. Go to the belltower, across from the snake charmer, and talk to Favis. Hey dere young lad, de dum de dum de dum! Hehehehe! It seems his bell is broken, and he wants you to fix it. Climb up the rope and look at the bell, well nothing seems wrong with it. Jump to the ledge, and get the eyepiece laying there. Talk to Favis again, and he'll tell you about Pernell at the watchtower. He never let's me swing the flag! Go to the docks where there are two buildings joined together by a walkway. In the basement of the first building is a chest with gold in it. Go upstairs and walk across the walkway to the other building. Inside is Pernell, he can't see too well without his eyepiece. So give him the one you found. And he will let you wave his flag! Makes me feel young again! Go to the walkway and wave the flag. You should notice that the bell should start ringing. Return the flag and run back to Rollo's house. You should get there just in time as he leaves his house. His job is to carry crates from the docks to Gerric's shop when the bell signals a ship coming into dock. Open the chest, get the locket and return it to Lakene. Now Lakene will give you the password into the Smuggler's Den. Go to the den behind the cartographers shop and give the password ... Spoon. Inside is a guy who knows your sister, looks like she was trying to buy something from him and gave him a parchment for his trouble. A worthless parchment to him, but a valuable one to you! It has a big letter R on the front, for the Restless League, it seems Izara your sister was working from them and then running from them! Now you should have four pieces to the map! But there are five, and Joto in jail has the missing piece. Go and talk to the snake charmer again. Old Woman's stones ... Part One The snake charmer will tell of his friends camped out of the city. They are located to the north, across the bridge by the coastline. You should find the old woman drawing in the sand, and her son walking around doing nothing. You may even notice a grave there too. To bad, since N'Gasta has his soul snare and all. They should tell you about there troubles and how they need your help to free the old woman's son soul from the evil of the soul snare. The old woman won't talk to you, she's too busy chanting and all! To help them, you need a book on astrology from Jeffer's bookstore, and you need to visit the Observatory on the other side of the island. The Observatory Inside you will find an old elf who burnt his legs while trying to fix the broken telescope. He needs your help, because if he doesn't fix the telescope, the Fat Boy will kill him. He'll tell you about the ancient dwarven telescope and its strange powers. To fix it you need a dwarven gear. Which just happens to be in the dwarven ruins, it seems they disappeared a long time ago. Lakene, the Mr. fix-it guy, knows all about them. The Dwarven Ruins Buy the book about Dwarven Artifacts from the bookstore. Climb up the mountains and kill some guards. When you get to the door, go into the cave behind it, and kill another guard. By the dwarven crossbow is another door. Open the door by translating the words with your dwarven book. Inside you will find two dead guards, don't walk on the pressure plates, or you will end up just like them. Jump onto the broken pillars on the floor and jump the ledge along the wall. Once you're in the tunnel, jump over the hole in the floor, until you get to a room where there are railroad tracks above and a cart on the floor. Climb up on the cart, and onto the railroad tracks. Jump across to the other side, and turn left. Inside is huge room with a waterfall, two golden statues, and two guards. Kill the guards and look around the room. Notice the broken section and the door above it. Don't worry, you can't get to it, but there are several potions behind the broken section. To open the other two doors, stand on the pressure plate and the golden statues should move. Watch out for that sword, man! Inside one room, you have to jump across a chasm, jump across another chasm, swing on a rope, and turn a lever to open a locked door. To swing on ropes, just use the right and left arrow keys and then jump. Go back to the main room. open the other door, with pressure plate, and swing on the rope, and exit through the door you opened. Inside is a big dwarven machine, drop down and kill the little robot there. You may also notice a chasm you can't jump across. Hang from the ledge, drop down, jump forward to another ledge, jump on the pipe and then you made it across. Go to the end of the hallway, jump down, kill the guard, and climb up the rope. You may come to a room with a several golden crossbows and a broken bridge. To get across shoot the crossbow to the ledge on the other side. Now walk the pipes to the arrow shaft and jump onto to it. Jump up to the ledge and you can make it across. Beetle Puzzle Blues You will come into this room you will notice two guards impaled on the wall. Ouch, that's gotta hurt! And a giant beetle. Must be their god or something? Stand on the pressure plate and the beetle should move. Stand on it again, and it should swing the head away from you. Now run to the back, climb up and jump on the head, once there, step backwards and fall off the head. Wow, a transformer! The head should move, revealing a man-like head. Second, run back and jump on the pressure plate again, this should swing the beetle back around until the head is facing you and the legs are away from you. Go back, and jump on the chain facing the legs. Aaaaah .... a giant beetle man! Third, run back to the pressure plate again until the beetle is standing upright on its legs. Fourth, run to the platforms on the side and jump on those green things sticking out of his chest, this should release his arms. They should be holding the chains on each side now. Run back to the pressure plate, but be careful remember those guards impaled on the walls. They didn't just run into those spikes! Fifth, turn the beetle again with the pressure plate, until it is laying flat down. Run over to the chain and pull it! this should make the legs fold back up and make the arms fall down. I wonder if he is dead? Sixth, reactive the legs and spin the beetle back up until he is standing upright again. This time his arms should be holding the middle chain and the door exiting the area should open. Now onto the next room. Pipe Puzzle Nightmares Why did I call this Pipe Puzzle Nightmares? Just for the very fact, that if you don't read this spoiler it will keep you up for nights on end. The First thing to do is turn the machine on in the back, I didn't do this at first and spent a lot of wasted time running around and turning wheels. In the back, you will see a small golden building surrounded by lava, jump across to it and turn the wheel. Wow....steam power! Second, run around the ruins and turn all the wheels, you will notice that they turn the pipes. Connect the pipes so that they connect to the center pipe by the stairs as you first come in. Keep turning the wheels until you can get two of the pedestals to lay down flat and the one above the stairs. Third, jump onto the golden building in the back, and jump your way across the pedestals until you get to the walkway above the stairs. Run to the two towers and turn the wheels there, this should connect the pipes to the rest of the ruins. Jump back down. Fourth is to go back and redo everything that you have already done. Sound familiar? It should, just like the beetle puzzle. On the right is a map of the puzzle, in the tower, turn the pipes until they look just like the map. Once you have done it right, you should see a little movie about some pedestals lowering in another room. Now leave the way you came in, back through the door. When you get to the room where the pedestals are, the ones you saw in the movie, jump on them. Jump across until you reach the chain hanging from the ceiling. Swing across to the balcony and door. Inside this is room is a giant Dwarven Robot. To kill it, jump down where it is at. And swing your sword at his left ankle. There should be a green button there, just hit it, and the robot should come tumbling down around you. Inside is the dwarven gear you need to fix the telescope at the Observatory. The Observatory .... Part Two Place the gear back in the observatory. You can access the room by a secret panel on the floor. Jump across along the steam pipes until you get to the gear room. Don't burn your legs! Once there, place the gear back into the slot and ride the elevator back up to the main floor. Now talk to the old elf, and he will let you look through his telescope. Remember the old woman and her dead son! Hope you have that book on astrology. Look through the telescope and move it around until you find the Snake's head and tail. Once you see it, go and help the old woman. The Old Woman's Stones ...... Part Two As you are standing behind the old woman, place one stone to the dark circle to your left. The second stone should go to the square next to it, towards the center. Once you have done this, the old woman will talk to you about soul stones! Joto in jail Now go and talk to Felicia in the Mages Guild about the soul stones. The Archmage will get very angry at you and turn you into a rat-like bunny thing! Oh no, what can I do. Go around and try and talk to people, you will find out that you can't. Go to the jail, jump through the window on the right, and get inside the jail. Go through the jails and see if you can find Joto. He won't be able to understand you so you have to make your words sound like English. I think the right combination is Joto, Jail, help, Izara. The words should sound like Ch .... ange .... Me .... Back! And Joto will change you back. But watch out. Dram the dark elf is there, and he's gonna kill Joto. And you too, if you're not quick with a sword. Exit the jail and run along the rooftops, fight the guards, and jump down onto Lakene's house, and then onto his broken wagon to get back down onto the ground. you should now have all the pieces to the Flask Puzzle. The Flask Puzzle .... Part two Add up all the numbers on the back of the pieces of the puzzle and go to Saintsport. Watch out, there are pirates everywhere looking for the flask. Go to the center pavilion in Saintsport and look up, and you should see a picture of our goddess Leki, seen her in town before? Maybe. Walk 63 paces forward and turn left and walk another 16 paces, slid down a hill, and start digging. And there should be the flask. The Lighthouse Can't get into the lighthouse? Well then you need to return the amulet to the Governor. Return the Amulet Once you return the amulet to the Fat Boy, he will throw you into jail. Who could have guessed that? To escape the catacombs, talk to the guy in the room with you and he will give you a key to the lighthouse, it seems he is a member of the Restless League. Use the key he gave you to dig out a stone in the far wall, climb up on the stone and and climb up the robe. Run around and kill some guards and get to a room with all your stuff in it. Everything should be there! The hardest part of the catacombs is the three doors. Step on the pressure plates until you can get a door to open. Go through the rooms, past the traps, and get the rune stones at the end of each three doors. Once you have all three runes, go to the Wheel, Lever, and Door puzzle. To get through here, turn the wheel to five o'clock and place each rune in the slot according to its location on the dwarven writings on the wall behind you. Once the door opens, exit the catacombs, and see a cool movie! The Lighthouse .... Part Two Use the key to enter the lighthouse and signal the Restless League. The old elf in the observatory is the key. Flash, flash, fllaaaaash! Those darn ghosts keep me up all night! The Restless League ship should now come to shore, yes they can see the light even during the day time. The woman on the ship will want proof of who you are? Give her the parchment with the big letter R on it you go from the Smuggler's Den. Then she will take you to the Restless League's secret hide-out. The Restless League The first thing you need to do is to go and talk to their leader. He's located on the west end of the docks. Be careful here. These pirates here are touchy, and don't like strangers poking their noses into their business. Some may even pull a sword on you! Once you find the leader, talk to him about your sister. Notice the guy standing next to him, well he has a score to settle with you. Remember those two pirates you killed on your way into Stros M'Kai, well it seems they were his friends or something, and he wants some serious revenge. Watch out he's tough! And quick with a sword! To hurt him, swing your sword and jump like a fool! That's the only way to win. Once you have beaten him, the leader will give you a bandage to heal your wounds. He will also ask you to go to Izara's house and find her diary. Her house is located by the docks that you came in on, and use the key to enter. Inside you will find her diary on the table. To open it, use the blood from your bandage on the lock. Read the dairy, and watch a cool movie! This isn't about your sister, Redguard! This is about the Kingdom! N'gasta's Island ..... Part Two It seems N'Gasta has your sister. If you have the flask, go and kill him! Once you reach the tower, fight the two demons there, then get the vial and fill it with the potions. Pour the potion into the pit and jump onto it. It should throw you up onto a ledge. After you, kill the fat squid N'gasta, you need to mix a potion to get to his boss. Mix orc's blood with amber, hist sap with the unicorn horn, and ectoplasm with the daedra heart. This will take you to the daedra lord Celis Vile. Talk to the guards and enter the door. Rescue your sister. The Governor, the Dragon, and the Catacombs .......Part Two Last you need to reenter the catacombs and go through the doors that you couldn't enter the first time. Kill the Governor and the dark elf Dram. Then find the Dragon. To kill the dragon, I hope you have Hunding's Artifact. Strike at his belly, make him knock over the brazier to make your sword fiery hot and continue to strike away until he is dead. Wow....look at all that gold! Take the soulstone from the dragon back to the old woman and her son, and watch cool movie. Fight a little more, watch another movie! As you notice towards then end, I didn't reveal everything. What's the fun of the game if you know all the secrets? Hope you enjoy the game, I sure did! Bethesda out did themselves with this one! Great job guys! Eric the Redguard - o -