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Redguard:The Restless League

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Now we will discuss the location of your hidden rebel base...
Quest Giver: Krisandra at the Silversmith's shop
Location(s): Harbor and Bell Towers, Smugglers Den under Cartography shop, Observatory, Rollo's house, Lighthouse in Saintsport
Prerequisite Quest: Catacomb Escape
Next Quest: Flask of Lillandril
Reward: League Insignia, Iszara's Diary, Monocle, Locket, Bandage, Key to Iszara's Lodge
Required Items: Torch, Rusty Key
Difficulty: Medium
 
Ficheiro:RG-quest-The Restless League.jpg
A League ship pulls into port

Quick Walkthrough

  1. Talk to Krisandra in the Silversmith's shop to learn about Lakene and the Smuggler's Den.
  2. Talk to Lakene near the destroyed city section and learn about his missing locket.
  3. Talk to Favis in the Bell Tower and Prnell in the Harbor Tower.
  4. Return the monocle to Prnell to borrow his flag.
  5. Wave the flag outside to get Rollo outside of his house to get Lakene's locket.
  6. Return the locket to Lakene and get the password to the Smugglers den.
  7. Enter the Smuggler's Den and talk to Urik there to get the League insignia.
  8. Talk to Erasmo to learn about the 'flashing' lights he sees if you haven't already done so.
  9. Travel onto the Lighthouse and open it using the rusty key the prisoner in the Catacombs gave you.
  10. Light the pyre at the top and signal the League using the code Erasmo mentioned.
  11. Talk to the lady on the boat that arrives and show her the insignia.
  12. Travel to the League's hideout and talk with Basil, the leader of the band.
  13. Defeat his henchman in a duel and return to talk with Basil and receive a bandage (use it) and a key.
  14. Unlock Iszara's lodge with the key just received and open her diary to start a cutscene.
  15. You will return to the main island at sunset afterwards.

Detailed Walkthrough

Point A - Lakene

Talk to Krisandra in the Silversmith's shop and she'll tell you about Lakene wanting her to make a locket he lost belonging to his wife (you might need to chat with Lakene first). Talk to Lakene in the east of the City, if you haven't already done so, to learn about his missing locket. Rollo doesn't appear to be around anywhere so you're going to have to find him somehow. She won't have the "Smuggler's Den" topic which leads into talking about Lakene until it is triggered by Gerrick. And Gerrick won't trigger it until you're talking to him and his parrot says, "Knows More", which triggers a topic of that name with Gerrick. When you follow the conversation that then opens up, Krisandra's topic will be triggered.

Point B - Favis

Talk to Favis in the Bell Tower in the east of town, just south of the large city gate. You'll find that he is manning the bell in case Prnell waves his flag to signal an incoming ship. He'll also complain about the supposedly broken bell. Offer to fix it and climb up the rope to take a look. You'll find that nothing is wrong with it but you should also find a monocle sitting on the ledge up there. Grab it and return to Favis.

Point C - Prnell

Go to the Harbour Tower on the East end of the docks. Enter via the building with stairs up to a second story door. From inside go out the third floor door and across the small bridge (takes some time due to the game loading everything unfortunately). Talk to him for a while and return his monocle. He will be very grateful and let you borrow his flag (try to contain your excitement). Exit the tower and wave the flag on the bridge to start the bell ringing. You should also have heard Favis or Prnell mention that Rollo comes out of his house only to unload docking ships (signaled by a ringing bell).

Point D - Rollo

Rollo is a typical pirate with a red bandana but, unfortunately, he won't talk to you. Perhaps if you could find his house you might be able to rummage around while he's gone. Either attempt to enter all the regular houses until you find the one that is open, or follow Rollo around until he returns home. His house is the light-brown building just southeast of the Draggin Tale tavern. Inside is a chest with Lakene's locket.

Return to Lakene

Return the locket to Lakene who will tell you the password to the Smuggler's Den (spoon).

Point E - Smuggler's Den

Travel to and enter the Smuggler's Den, in the back of the map/cartography shop. Talk to the man inside, Urik. You'll somehow need to get the League insignia paper that Iszara gave him. There is a peaceful and a combative path to getting the insignia. If you threaten Urik, a fight will quickly ensue. The close quarters makes fighting a little more difficult and he is slightly better than the best guards. Once you defeat him he'll gladly turn over the paper. The peaceful method requires you to ask for the paper in return for a good word to the Restless League. Once you mention that the League has disappeared lately he will reluctantly give you the insignia.

Point F - Erasmo

If you haven't talked to Erasmo at the observatory, do so now. He has some interesting information about the lighthouse and all the flashing lights he sees at night.

Point G - Saintsport Lighthouse

Continue on to the Lighthouse in Saintsport at the south end of the island. If you haven't been here before you'll have to confront and kill a local mad man here. Open the lighthouse using the key you got from the prisoner in the Catacombs. Travel up to the top and light the pyre using a torch. Move over beside the lever on the shutter to use it. Remember what Erasmo said about the lights...flash, flash, flaaash (check your logbook). In other words, two short flashes followed by a long one. The short flashes are as short as you can open and close the shutter, with the long flash about twice as long. When you succeed, a short cutscene will play showing an approaching ship. Enter the ship and talk to the lone woman on board. Show her the League Insignia to continue to the League hideout.

League Hideout

When you arrive at the Restless League's hideout you're directed to see Basil. He can be found with a local cutthroat west from where you arrived. Talk to him and learn all he knows. Once you've finished you have a not-so-friendly duel with his not-so-bright friend. He's a fairly good sword fighter, certainly not your average guard quality. Once you defeat him, return to Basil to receive a bandage and a key to Iszara's lodge (use the bandage). Her lodge is the greenish building just north of the docks where you arrived. Inside is her locked diary. When you examine it, you'll see its missing a red, er, well, something. If you use the bloody bandage on it, it will open. Once you open the diary, a main cutscene will play, leaving you back on the mainland once its finished (at sunset).

Map