WALKTHROUGH/GUIDE - Guide for The Elder Scrolls: Redguard
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ELDER SCROLLS REDGAURD WALKTHROUGH (C) 2002, CheatMan Inc., Cheater's INDUSTRIES. Phone #: 1-800-CHEATMAN E-mail: firstname.lastname@example.org AIM: sportsfan20489 I hope you like this GUIDE/FAQ/WALKTHROUGH New to the sword? Once you arrive into the harbor of Stros M'Kai you get your first taste of steel as your ship is attacked by two ruffians of the Restless Leauge Pirates Guild. Better be quick or you'll be dead! Swordfighting is essentiual to this game, so you better learn those keys fast. Using the Ctrl key and the arrow keys will direct your sword thrust, while holding down the Alt key will defend your enemies attack. Once you get the basics it's time to get advanced. The Control key will give you the basic Single Slash, hitting the Ctrl key twice will give you the Double Slash, hitting the Ctrl key three times .... well gives you the Triple Slash, although this gives the most damage it also you leaves you open for an attack. Want a power attack, just hit the forward arrow key and the single thrust Ctrl key, it will key those pesty guards and pirates at bay. The Lunge Attack, will keep Cyris a safe distance away from his attacker, use the forward arrow key and the Double Slash combination to achieve this end. Sidestepping attacks, backstepping incoming lunges, and jumping are all excellent swordfighting techniques. Although jumping makes Cyris look like a fool, it is actually a very effective tool to use. Try it and see! You're new in town? Once you are in Stros M'Kai, talk to everyone along the docks, starting with your Captain Bremen. He can give valuable information on the town, the location of the Dragon Tail Inn, what's been going on during the Empire's War, and the Restless Leauge. Although Cyris cares little for politics, ye best be careful where NPC's put thier loyalities. Now leave the ship and go and talk to everyone you might meet. Trivic, is a good source of information, he's walking along the docks waiting to get his boat repaired. It seems it was broken into a couple of nights before. You'll also meet a very friendly girl walking along the docks, her name escapes me now, so many women so little time. She has valuable information on your missing sister and the local barkeep. She even knows Tobias, your contact in town. By the warehouse, you'll meet a man offering you a job. It is a quest to retrieve and deliever an amulet to the Govenor of Stros M'Kai, accept the job but don't go on the quest just yet ... there's still plently to do. Go to the town square, here you will notice many of the major bildings in town. Most notiable the Dragon Tail Inn, the Mages Guild, the Temple, the Bookstore, the Cartographer's shop, the Silversmith shop, and the General Goods Store. But first, go to the Dragon tail Inn and talk to Tobias, your contact in town. He's the one that informed you of your sister's disappearance. You also meet Drekkius the barkeep, a lizard from the Black Marsh. Talk to both of them. Pick a fight with the local boys in the tavern, their Forebears and pissed about the empire. This way you can pratice up on those swordfighting techniques. Don't worry, the local lads won't kill you, only ruff you up a bit. After this go and talk to everyone about everything. Even try entering a few of the buildings, although most be locked, and talk with the people there. Most notiable the local drunk in town, Crendel. Brother Niddle in the temple. Mara, the local flower girl. Felicia, at the Mages Guild. Lakene, the mr. fix-it guy in town. Makio, at the Cartographer's Shop. And Gerric at the General Goods Store. You get the idea ... Once you have enough information it's time to go exploring along the island. You'll learnalot about the different locations and know what's where! Don't stray too far off course or you just may run into some pirates or some very angry guards! Along the Orges Tooth Mountains, you'll find an abandoned house. Inside are goodies, keep them all, especially an empty flask. If you go back to Gerric's shop and buy aloe, you can mixed with pure water to create a healing potion. You can get water from the local well in town, by the Dragon tail Inn. Make sure you talk to parrot in Gerric's shop, he has valuable information about your sister and her hidden stash of gold. But you have to rhyme to him to get him to talk. Gold is everywhere on the island, just laying around on the ground, go and pick some up when you run out. Explore everything and talk to everybody, this is the key to Redguard and to solving all of the puzzles and mysteries. Buy all the books at the bookstore! Izara's hidden gold! While talking to the parrot at Gerric's shop, you will learn about Izara's hidden gold. Make sure you buy a shovle, you'll need it. To find the gold, exit Stros M'Kai and walk north until you reach a bridge. Don't cross the bridge, but head west along the edge of the stream, and you will come upon a statue of Hunding, a great hero of Hammerfell. It's seems someone has knocked his head off, if you stand the way the head faces and walk 20 paces (in walk mode) and start digging. There you should find 300 gould pieces, enough to buy all the things you want but didn't have enough money for before. N'gasta Island.....Part One Buy plenty of healing potions from the Mages Guild and pratice up on your swordfighting before attempting this mission. Once you feel comfortable enough, it's time to go adventuring! If you want to go to N'gasta's Island, go across the bridge and head west until you reach a series of wooden bridges. But be carefull, these bridges are old and rotten and will fall apart as you try to walk across them. The key here is to run and jump, and to save often. One you reach the other side, you will find a Skeleton Boatman, tip him with your gold and he will take you to the island. Once there follow the path to a stone pavalion, there you will find several healing potions to help you on your journey. But beware, skeletons pop up out of the ground to kill you! Don't try and kill the zombies, because you can't. They fall down sure enough, but they won't stay down. At the Main Gate turn right, and walk along the edge of the wall until you find a skull lever, pull it and it will open a secret door. Go inside and get the gold, potions, and most importantly the crowbar. Use the crowbar on the main gates to pry it open. Once inside, turn left and continue until you see a green building with a giant eyeball onto of it. Climb up the stair and turn the wheel, which will turn the eyeball. You may notice the big green statue in the background move, run to it and jump on it's back. Once there, climb up on it's head and walk across to the main gates of N'gata's Tower. He's waiting there to talk to you! After this, return to Stros M'Kai, your adventure has just begun. But do not return the amulet to the Govenor just yet, or as I like to call him Fat Boy. If you do, the guards will chase you around for the rest of the game making your other quest quite fustrating and annoying to complete. Hunding's Artifact Well by now you may have notice the huge statue of Hunding in the bay. Must be a great hero or something. To learn more about him, ask around. Still don't know enought, go and buy the book on Redguard Heroes at Jeffer's bookshop to learn even more. It seems Hunding defeated the goblins under Stros M'Kai with a power artifact. seems it's been missing for years. I wonder where it is? Go to the warehouse, where the guy offered you a job about an amulet, and turn to the right. There should be a small building, and behind it should be a small crate. Climb onto the box and and up onto the roof. Once there, jump across to the balacony on the other building. Climb up on it's roof, and walk across the clothing line to the next building. Tightrope your way across, just like in the cirus. Psycho Circus, and welcome to the show! Sorry, got a little carried away with that one. Once your on the next building, jump to the main gates of Stros M'kai. Walk as far as you can until you walk no futher. Jump of the wall, and hang by your fingertips. Make your way along the edge, until you can climb back up. Walk to the statue, and inside you will find the most treasured artifact of Hunding. To get down, you can either go back to the way you came, or just jump into the water! Aaaah ... a refreashing swim! The Goblin Caves After talking to Brother Niddle and Mara the flower girl, you will learn of the disappearnce of a monk from the local temple. It's seems he had dealings with your sister. You will find out that alot of people of disappeared lately. Go to the town's guardens, Mara can tell you the way, and look closely at that waterfall. Pretty isn't it? Notice something, there seems to be a small ledge under the waterfall. You know what to do? Run around to the otherside of the bridge and jump in the water, swim to the edge of the falls and jump down. Once your own the ledge, climb down the rope, and there you go! Kill the goblin waiting there for you, and cross the bridge. To your right you will see a small locked gate, don't try and enter because it's locked. To your left, you will see to huge doors that are also locked. Must be something big behind there? But I'm not telling, not yet anyway. Once you have climbed up to the huge doors, jump across the ledge on the other side. There you will find several potions and gold. Now take a look down! A long way isn't it! Mushrooms anyone? Jump off the ledge and bounce, bounce, and bounce your way across the mushrooms to saftey. A key to bouncing is once you hit the mushroom, use your arrow keys to turn in the air to hit the next mushroom. Save before you jump, is always good advice from an aged old sage. Go into the next room and kill some more goblins, and climb upwards to a crossing bridge, but be careful vines shoot up out of the ground to eat you! Ouch! That's gotta hurt. Walk across the ledge and you will notice a scar in the wall, jump onto and hang your way across, watch out for those vines, once you fall into a room where the dead monk is. Here you will find his journal, and learn all you need to about him and your sister. You will also learn about the Archmage's Ring. Go to the locked door in the same room as the dead monk, and say the words .... Ubula! The goblin will open the door, kill him! In the next room will be a teleporter, jump on it and see's where it takes you. One room will be by the main entrance. Remember the little locked cage door, well this is it, unlock it! You may also notice a huge crack in the wall. How do I get that open? Use the force Luke! No, use the Hunding Artifact! Once your done, jump back on the teleporter and you may find yourself in locked cage, don't worry soon the teleporter will kick in and you find yourself in the first room. Jump down the ledge, and kill three goblins there, make sure you get those potions! You will come to a ledge that looks down onto a room, a strange building of somekind is there. You will find a barrel by the shore of this green-junky river. Man, the polution must be bad in Stros M'Kai! I wonder if there is a dwarven nuclar powerplant near by? Well, don't worry about it, light the barrel with your torch and run, you should see a nice explosion. Now jump way across the floating pieces in the water to this beached ship on the ledge on the otherside. I wonder how this got here? Must floated in somewhere! If you look up, you will notice a big hole in the ceiling. Look familiar? Yes it is the same big hole, you found in the ground out by the bridge. Now why is that there? Just light the barrels with your torch and run like hell! the bridge should explode, opening another doorway in another room. Goto it and enter the doorway. Eventually you will come to room filled with mushrooms, go down there and kill a big green monster. You can't really kill him, but you can put him to sleep. Go to the ledge, and look down. More mushroom anyone? You know what you have to do? Bounce, bounce, and bounce your way to a ledge all the way to your left. Once there, hang your way around until you get to a tunnel, and jump in it! Walk to the next room, kill more green monsters, and you should find a Skeleton Elevator. Take a ride down, and kill two more goblins. Jump onto the cages hangin over the river and jump on the squid-like thing swim by. It should take you to a wooden house sumerged in the green junk. You may also find in the game, a huge wheel under a ledge, climb down to it and turn it, and a damn or a door should open. Exploring is the key here, since I don't remember exactly where it is at! Save alot, and watch out for those vines, and slippery ledges, it's long way down! Afterwards you will come to a huge damn, and a river of green junk. Go down and kill the goblins, and green monsters. make your way along the side, until you reach a room with a wheel. Turn the wheel, and the damn will close. Now jump down into the empty riverbed, and walk along it's path until you find a dead goblin. He'll have an important skeleiton key on him. Climb back up, and reopen the damn with the wheel. Now how do I get across, or back the way I came. You may notice that the ledge you walked down on, you can't climb back up. I wonder why? reopen the damn, and climb up onto it's doors, and jump across them. This will get you to the otherside. Kill the green monster under the mushrooms and the goblin by the door. Open the door with the skeleton key and enter the next room. Jump across the stones in the water, and climb up on the ledge on the far side. Kill the gobin, and walk across the skeleton bridge. Inside you should find a huge room supported by pillars. Inside is the King of Gobins. Big isn't he? You can try and kill him, but you can't! Not on your own anyway, you need help. And some big help, get him to swing his axe at the pillar and the ceiling will come tumbling down on him. But you better get out of the way! Also in this room is the dead Archmage Volo, get the ring off his body and make your way back across the skeleton bridge. It is possible to get the ring without killing the King of Goblins, but who would want to? Once you jump back across the river, you will see a teleporter in a locked cage to the far right wall. Go to it and turn the wheel, the door should open and hop on it! Teleport your way back to the main entrance, and leave the tunnels the way you came in .... up the rope and jump down out of the waterfalls! Back in town again! Go and talk to Brother Niddle, he wan't to know what you have learned about the missing monk and the Archmages ring. Go and talk to Felicia at the mages guild. And Drekkius at the Dragon Tail. Buy more potions and refill your empty flask. Speaking of flask .... 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 long the island, there 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. One 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 cartographers map and Crendels 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 is two chest, 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 Rolo. 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 and walk across the walkway to the other building. Inside is Pernell, he can't see to good 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 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 big letter R on the front, for the Restless Leauge, 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 agian. Old Woman 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 otherside 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 it's 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 anothe 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 your 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 th floor. Climb up on the cart, and onto the railroad tracks. Jump across to the otherside, 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 foward to anothe 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 shot 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. Beettle 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 there god or somehting? 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 bettle 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 beettle man! Third, run back to the pressure plate again until the bettle is standing upright on it's legs. Fourth, run to the platforms on the side and jump on those green things sticking out of his chest, this should releease his arms. They should be holding the chains on each side now. Run back to the pressure plate, but be carefull remember those guards impaled on the walls. They didn't just run into those spikes! Fifth, turn the bettle 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 did'd do this at first and spent alot 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 aroundthe 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 pedistals 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 pesidals until you get to the walkway above the stairs. run to the two towers and turn the wheels there, this should conect 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 beettle puzzle. One 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 pedesials lowering in another room. Now leave the way you came in, back through the door. When you get to the room where the pesdials are, the ones you saw in the movie, jump on them. Jump across until you reach the chain hanging from the ceiling. Swing arcoss to the balacony 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, an 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 thorugh the window on the right, and get inside the jail. Go thorugh 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 your 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 pirates everywhere looking for the flask. Go to the center pavalon in Saintsport and look up, and you should see a picture of our goddess Leki, seen her in town before? Maye. 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 Govenror. 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 member of the Restless Leauge. 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 it's 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 Leauge. The old elf in the observatory is the key. Flash, flash, fllaaaaash! Those darn ghost 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 Leagues secret hide-out. The Restless Leauge. The first thing you need to do is to go and talk to they're 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 wan't 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 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, figt 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 orcs 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 Govenor, 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 through. Kill the Govenor and the dark elf Dram. Then find the Dragon. To kill the dragon, I hope you have Hundings Artifact. Strike at his belly. THE END (C) CheatMan Industries, 2002 Made on April 23,2002 ALL rights reserved. Have a Good Night ~CheatMan~