Skyrim passage of nightingales. The Elder Scrolls V: Skyrim. Walkthrough for the Thieves Guild. Quest: "Reckless Design"

At first, the appearance of the Ragged Flask tavern is, to put it mildly, Spartan. Then it will be better.

The Thieves Guild is a bunch of thieves, robbers and crooks who set up a nest in the sewers near the city of Riften. Under dank stone vaults, they practice their craft, stack their loot in chests and drink at the makeshift Ragged Flask tavern. However, things are in recent times the guild is not doing well - to such an extent that "they would have to take and cancel Mondays." Who will help the unfortunate crooks and thieves? Of course, our hero!

Guild quests are organized differently from Companions or Mages of Winterhold. Side quests here are not just for entertainment and do not advance the plot - they help the hero to earn money, and the guild sewer to get a decent look. You can do this after the completion of the thieves' plot. The more we help the guild, the better the sewer looks and the more useful NPCs it contains, such as alchemists, merchants and blacksmiths. In addition side quests open up buyers of stolen goods throughout Skyrim.

The plot of the guild is also unusual - it is closely connected with the sovereign of the Daedra Nocturnal. She is the only one who does not give the player a quest directly, as other Daedra lords do.

Chance meeting

By our efforts, Brand-Shey ended up in this inhospitable place. Later he will return to the bazaar.

You will cross with the guild when you first find yourself in Riften, a bandit town in the southeast of Skyrim. At the bazaar, a certain Brinjolf will come up to you and, after a heart-to-heart conversation, will offer you to teach an elf merchant named Brand-Shei a lesson.

The plan is as follows: Brynjolf attracts the attention of the whole bazaar with a loud announcement, and we steal from another merchant - a lizard with a strange name Madesi - a ring and toss it into Brand-Shea's "pocket". The rest is a matter of technology: guards, a search, and a few days in prison for the elf we set up.

FOR YOUR INFORMATION: nothing irreparable will happen to the elf - he will sit behind bars for several days and return to his workplace. Do not be afraid that the opportunity to make his quest to find the pedigree will be lost.

The technology is simple: we wait for the counters to be empty, carefully open the chest, take the ring, sneak up to Brand-Neck from behind from behind the counter and, opening the pickpocketing menu, move the ring into his "duffel bag". Quest can be quietly filled up. If we get caught by the guards, wait until Brinyolf gets tired of tearing his throat, or throwing the ring away, we will still be given the next quest.

THIS BAG: in any case, do not try to toss the ring to the elf at night - the plot can get stuck tightly, and Brynjolf can be lost from sight. If problems do start, you can summon Brignolph from oblivion with the magic word " Player.placeatme 0001b07d". The quest ends with the word " Setstage tg00 200", And the next one starts with" Setstagetg01 10».

When the deed is done (or overwhelmed), Brinjolf will call the Ragged Flask to the tavern. But you still have to get there.

Reliable roof

Upon learning that the farm in Morrowind is in danger, Kirava unquestioningly pays the money.

The entrance to the sewers, where the guild is waiting for us, is located on the lower tier of the city, under the stairs, by the water. The dungeon is guarded by alien gangster elements, which will have to be dealt with in the usual ways - poking with sharp objects and pouring magical napalm. Lower the drawbridge and watch out for traps.

In the Ragged Flask itself, you will witness a conversation, from which it becomes clear that the Thieves Guild is not going through better times... Your first assignment is to beat the debt out of the three "businessmen" on the surface. Each of them can be convinced with fists - the main thing is to attack not just like that, but by choosing the desired dialogue item, otherwise the hero will start pounding the whole city. It is enough to beat one so that in a day the rest will become more accommodating. But there are simpler ways.

  • Argonian Kirava of The Bee and Sting Tavern is worried about her farm in Morrowind - her colleague Talen-Jay will tell us about this. Promise Kirava problems, and she will part with the money.
  • Bercy Honey Hand from Pawned Shrimp cannot bear the sight of a broken jug across from the counter.
  • Helga from Helga's Bunkhouse will agree to pay by grabbing her statue of Dibella (in the next room) and promising to throw it down the well.

Return to the Flask. There you will be introduced to the head of the guild, Mercer Frey, and introduced to your future brothers in the craft.

Clarity

Mercer Frey and Brynjolf. We are introduced as a new, up-and-coming rogue and thief.

Mercer Frey suspects that someone is breaking into the guild - he will issue a task to teach the elf Aringot, who decided to go against the guild. We need to get into the estate "Golden Flower", burn three (and only three, no more!) Bee hives and clean out the safe in the house to find out from the papers what is going on. Talk to Vex - she will tell you that you can get into the house through the sewer.

The best way to get to the apiary is by water. The estate is well guarded, but you know what to do with the guards. You can set fire to the hives with a torch or a fire spell (it is not necessary to cast magic, it is enough to approach the hive with a “burning” hand). It is important that no more than three hives are burned down, otherwise they will be punished with a ruble in the guild.

If you decide not to go straight into the mansion (the key to the entrance is from the guards), but choose the sewer system, keep in mind that there are many spiteful creatures and traps.

In the house itself, a slight difficulty may arise - how to open Aringot's safe in the basement? The castle is of an expert level, and the elf himself has the key. It is possible to kill an elf, but it is undesirable - the guild does not approve of this. Stealing the key can be tricky if the hero is poor at stealth. There is a third way - by threats to force Aringot to part with the key, but success is not guaranteed here.

A bill of sale will be found in the safe - the estate was purchased by mead brewers, direct competitors of Maven Black Heather, the patroness of the guild. She will be furious.

FOR YOUR INFORMATION: by handing over the quest, you will become a full member of the thieves' guild, you will be able to use the secret entrance through the crypt to the cemetery and dispose of all the good that lies in the Cistern and the Ragged Flask. But putting things in the local storage facilities is still risky - whatever one may say, this is a guild of crooks and thieves!

Wrong honey

In vain the guard drank half a mug at once. This honey is definitely wrong.

Talk to Brynjolf and he will inform you that Maven Black Heather is waiting for us at The Bee and Sting. Ask him what she wants. She decided to crack down on the competition from Honning's Mead Brewery. Her agent Mallius Macias is waiting for us at the Whiterun tavern.

The plan is very, very Jesuitical. Sabyorn, the owner of the mead, has a rat problem. We need to introduce ourselves as a rat-catcher and, thus gaining access to the honey brewery, pour rat poison into a vat of branded honey. The quest consists mainly of conversations and sketches. In the dungeon where you need to poison the rat's nest, beware of the traps. Your enemies will be spiders, tough malevolent animals and their "master" - a hopelessly crazy, but rather strong magician, about whom they will "forget" to warn you about.

After pouring poison into a vat of honey, return to Sabyorn and witness the "tasting". Then talk to Mallius again and take the documents on the second floor of the mead brewery. Return to Maven Black Veres with your report, and then to Brinyolf.

FOR YOUR INFORMATION: from this moment Mallius becomes a buyer of stolen goods.

Scoundrel's whim

The capricious scoundrel does not even suspect that we are following him through the entire warehouse.

The "capricious scoundrel" is the Argonian Gulum-Ai, who works at the docks. There are strings leading to it, pointing to an unknown villain who got in the way of the guild. As a reward for cooperation, Gulum-Ai (you will find him in Solitude, in "Laughing Rat") will not require anything, but a box of fiery wine straight from the Blue Palace. Walking nearby, but if you are lazy, you can try to influence your comrade with threats or persuasion. True, then he will not send us soul stones - and these are useful little things.

For the fiery wine, the Argonian will say that a woman spoke to him, very angry with the head of the thieves guild. But the capricious lizard will not tell us the name of the buyer, so we will have to track him. The trek from Laughing Rat to the warehouses of the Eastern Empire Company will be long, and even there you will have to walk pretty much. Fortunately, hanging from the lizard, so to speak, on the tail is not necessary. You can lag as far as you like in order to easily get rid of the mercenaries encountered at the warehouse. The cave in which he will hide is located on the lower tier of the warehouse, under the walkways.

FOR YOUR INFORMATION: you can generally kill a lizard, so as not to follow him and calmly find the information we need.

In a secluded cave, you will pin Gulum-Aya to the wall, and he will tell you that the buyer is a certain Karlia. She used to be in the guild, but now she is suspected of murdering the former head of the Gall guild, and she is hiding, plotting bad things about Mercer Frey.

Watch out for the Horkers on the way out of the cave!

Conversation with silence

The new character in the drama is Karliah, a dark elf with Frankogerbert-colored eyes.

After talking with the worried guild boss and visiting Tonilla to improve the thieves' armor, we move to the Catacombs of the Snow Veil, where Karliah killed the former head of the Gall guild and where, in all likelihood, is hiding now. Mercer Frey is with us. He is determined to find Carlia and deal with her.

Snow Veil - Standard catacombs with draugrs, traps, spilled butter and bone "alarms". If it is difficult, let Frey go ahead, he is immortal here. After defeating the draugra boss, learn the next word of Power and let Mercer deal with the final puzzle door.

But the exploration of the dungeons will suddenly be interrupted by an arrow that has flown into our hero's back. An interesting conversation will follow, in which we will take, shall we say, a passive position. Meeting old acquaintances will not lead to hugs and pats on the shoulder. But a lot will become clear.

When the hero wakes up, ask Karliah about everything. The elf will give you the diary of Gall Desidenius - it must be delivered for decryption to the magician Entyr in Winterhold.

Difficult answers

A mechanical spider, the most unusual companion in the game, can be sent forward instead of yourself.

You can find Entyr either at the College or at the local Frozen Hearth tavern.

After looking at the journal, he recognizes Falmer and sends you to Markarth, to the researcher of antiquities Calselmo. The old man will have to persuade him for a long time, but if we are good standing(completed his quests), he will give us a key to the Dwemer museum, where a stone with Falmer inscriptions is kept. And if he doesn't, the key can be stolen from the table.

The museum is guarded by guards. If we get there with the knowledge and permission of Colselmo, they will tolerate our presence. If not, they will attack as soon as they notice, and fighting them will be considered a crime. A hero with good stealth skills will be able to pass through the halls unnoticed. But this is not very easy to do.

Colselmo's laboratory is no longer guarded by guards, but by mercenaries. There are two news related to them. The bad news is that they don't give a damn if the scientist allowed you to do something or not. Good - you can fight with them without risking getting on the list of wanted criminals.

Then you will go through the room with traps (activate them from stealth - the effect will be funny) and through the balcony - to the Colselmo tower, where you will find a stone with inscriptions. And here you will find one of the most unusual game puzzles. How to copy letters? There are no clues or pictures on the walls. The solution is coal and paper! They are everywhere in the room. Take them, go to the Calcelmo stone, and the hero will do what needs to be done.

At this point, a team of guards with Colselmo's nephew will burst into the laboratory. A secretive approach is fine too. In any case, the shortest path to freedom is through the balcony and jump into the waterfall.

Return to Winterhold and report to Karliah and Entyr. Learn all about Soloviev and the goddess Nocturnal.

The pursuit

And here are Mercer's plans. Already from a distance it is clear that they are very insidious.

Returning to the Ragged Flask with Karliah will not be easy. The cemetery entrance is closed, and we will have to repeat the original, long, path. Brinjolf has a bunch of questions for Karliah, but the decoded diary will answer them. The deserted guild vaults will prove even more eloquent.

We get a new task - to break into Mercer's hideout for evidence.

THIS BAG: if it so happened that Karliya did not go with you to the "Flask", push the quest a little further with the magic word " Setstage tg07 20". If you have already visited the hideout and took Mercer's plans, the quest will not start. Enter in the console " Setstage tg07 10"- and it will begin. At the place where you should take plans that are no longer on the table, enter “ Setstage tg07 60».

The Riftveld Manor, where we need to get through, is guarded by the warrior Wald. He will attack the hero when he tries to enter the house. This is not a problem, since the guards and townspeople will immediately act against him. But this is not our method.

There is a way to settle the matter peacefully. Wald owes a lot of money to Maven Black Heather - Vex will tell us about it. Talk to Maven, and she will promise to forgive the debt if we help her find a magic feather for forging signatures at the bottom of the lake. The required place is not marked on the compass, but it is easy to find it - a sunken boat with a chest is located exactly between two drakkars, strictly to the south of Farm Frenzy.

Maven will give us a piece of paper confirming the forgiveness of the debt, but it won't be easy to give it to Wald. Opening the back gate is too risky, so he won't talk to us, but he will attack us. Stand at the back or side gate, wait for the warrior to come, and tell him everything. Wald will happily give the key to the gate and run away.

Use a bowshot at the mechanism on the balcony to lower the ramp leading to the attic and enter the Riftveld Manor. It is guarded by bandits who are easy to get around even with a little stealth skills. We need a "suspicious closet" on the first floor. Behind it is a false panel and an entrance to the network of underground tunnels. In the room with a fire trap on the floor, go around the plates with traces of flame (you will have to go "snake"). The entire corridor is filled with traps, and even the door to the very office of Mercer is protected by poisonous arrows.

In the office, you will find notes with Mercer's plans. Grab the bust of the Gray Fox as well - it will come in handy for one of the thieves guild side quests. And further along the tunnels, a stone's throw to the "Flask".

Reborn triad

“We have failed you, Nocturnal. But don't take it personally. Who will remember the old ... "

This unusual quest is a kind of repentance before the mistress of Nocturnal. No difficulties - meet with Karlia and Brinjolf at the agreed place and go with them to the Soloviev cave. After putting on the Nightingale Armor, stand at the indicated place and listen to the reproaches of Nocturnal.

In order to regain the location of the goddess, we need to find Mercer Frey, punish him and destroy the Skeleton Key. Brinjolf will hint that we will become the head of the guild in the future - on condition that we do the side "city" quests.

Blindness

Mercer Frey poses in front of an eyeless statue of a snow elf.

The path of our trinity (we, Karliah, Brinjolf) lies in the dwarf dungeon of Irkntand. To get to the entrance to its first part - Arkanex, you can either climb from the bottom along a chain of stairs (be careful - bandits), or jump to the door from above, directly from the towers.

The dungeon itself is the usual Dwemer halls with steam pipes and fire traps. The population of Arcanex is bandits, defense mechanisms. Take the elevator down to the Great Hall, where after a scene with Mercer fighting in the distance, you will be warmly greeted by the Falmer. Ballista can be used to thin out enemies running at the door. But you don't need to be afraid of anyone - you have two immortal companions with you, and in case of problems, all battles can be left to them.

Make sure that all Falmer are killed in the hall with the locked passage, and quickly activate in turn the two levers on the ledges on the left and right. The Immortal Companions are especially useful in the fight against the centurion, which you stumble upon shortly after Mercer brings down the tower.

Next stop - Slave Pens. Falmer also live there, and a trap activated by a lever will help us to cope with them. After passing through long caves with entire Falmer villages, we will find ourselves in the Sanctuary.

Here we will catch up with Mercer, who diligently gouges out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karliah and Brinjolf will temporarily be busy with other things. If the fight turns out to be difficult for the hero, it is possible, at the moments when Mercer becomes invisible, to climb to the very top, to the head of the statue, and “blow off” Mercer from the top with a cry of Ruthless Force.

With the death of the main villain, the situation will quickly begin to develop towards a catastrophic one. Talk to Karliah. Search Mercer's body; take both "eyes" and the Skeleton Key. Climb to the very top of the statue and wait for a passage in the vault of the cave to open at its very head. Through it all three heroes will swim out, like sodden gophers from a flooded burrow.

Return of the twilight

Soar the nightingales with eagles! Surrounded by birds among the blue fog, Nocturnal herself appears.

This is the end of the story. The skeleton key will have to be returned to the goddess.

Here our task is to walk the Pilgrim's Path alone.

Go to the Twilight Tomb. Inside, talk to the shadow of Gall, study the diary of a less fortunate pilgrim and step on the Path.

The path has five elements:

  • First, we need to defeat the shadows guarding the Path.
  • Then go through the hall, hiding in the shadows and not leaving them (light does damage, and very serious - it can kill a hero in seconds).
  • Then you need to extinguish the torches next to the Nocturnal statue by pulling the chains.
  • After that - bypass the corridor with traps, having opened the lock.
  • And finally - jump into a dead end trap, from where there is no way out.

After the scene, you will find yourself in the inner sanctuary of Nocturnal. Return the Skeleton Key to Black Lake and listen to the Daedra Lord. Drink from Black Lake and speak with Karliah.

THIS BAG: if Karliah disappears somewhere, try to wait for her for a few hours. To force her to the stage and continue the quest will help the magic words "Player.placeatme 1b07f" and "setstage tg09 60". The outcome is also possible, in which Karliah refuses to talk to you. The command "setstage tg09 70" will help you to skip the problem.

You just have to choose one of the gifts of Nocturnal:

  • Month- the ability to turn into invisibility once a day at the time of stealth.
  • Half moon- a powerful spell of rage (enemies fight each other).
  • Full moon- a strong "vampire" energy blow that takes away and transfers us a serious portion of health (again, once a day).

Most useful, of course, is invisibility. But you can choose any option, because later it will be possible to return here once a day and change the gift for another.

In the world of Skyrim, you can be both a protector of the weak and the poor, and a villain and a thief. The Thieves Guild is designed to play the latter role.

How do I join the Thieves Guild?

The Thieves Guild is one of the few guilds in Skyrim that you can't just go to the right NPC and join.

In order to join the thieves' guild, you need to complete two "introductory" tasks. We leave for Riften and find Brynjolf there. I found it in a tavern, although it may be elsewhere.

As soon as you meet with him - he himself will start a dialogue, and offer to turn the "little business".

Chance meeting

The essence of the task is to rob one merchant, and substitute another. For a reward, of course.

Go to the square and find Brignolphe there (if it's night, you will need to wait until morning). Tell him you are ready. He will start advertising his new "product" so that everyone is distracted from their work and gathered around him. Your goal is the pockets, the key from the pockets of the lizard, and his counter (at first I thought that his counter was a house, in fact it is a simple counter on the market.

A small guide to pickpocketing:

  • in order for the theft option to appear, you need to enter the hidden rack (Ctrl);
  • the chance of theft is checked on each item separately, so take only the most necessary;
  • if the skill of stealing is small, save before stealing, so that in case of failure, boot.

You can take anything, the main thing is to take the ring. Now, you need to put this ring on another (I forgot the name, open the magazine - there it will be written to whom). The object is placed in the same way as it is sneaked.

After a successful operation, wait until Brynjolf finishes, and if he still does not calm down, enter and exit any building. Then talk to him, tell him that everything is done, and you will receive a reward.

Reliable roof

Talk to Brignolf again. He will say that he likes smart and nimble guys like you. And he will say that he will take you into his guild if you complete one more task.

Note: he can give you this task as soon as possible, or he can send you away, subtly hinting that you need to find a suitable place - such a place is from the "headquarters" in the dungeons under the city, it was there, in my case, he gave second task:

It consists in the fact that you need to beat the debt out of 3 people. And the most important thing, as it turns out, is not money. It is necessary for people to understand that the guild of thieves must be reckoned with. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. It will not work to knock out the money directly, you need to talk to the Argonian Talen-Jay, and convince him to influence Kirav. He will not want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money, you will break her;
  • Bercy. To hit Bercy for a living, you will need to break his favorite vase. He will scream for a long time, but then he will return the debt.

We return to Brinjolf, talk about the successful completion of the assignment, and - welcome to the Thieves Guild!

List of members of the Thieves Guild

Primary:

Mercer Frey - Leader of the Thieves Guild

Brinjolf - accepts us into the guild, in fact - Mercer's deputy.

Vex is a master locker, gives small contracts

Delvin Melory - gives small contracts, buys a variety of unique points of interest

Tonilla - the buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brignolf
Quest Content: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three hives. It would seem a trifle. In fact, as usual, there is a catch. And it lies in the fact that Aringolf's guard consists of mercenaries. Not very good news. Maybe you can somehow sneak in secretly? Yes, you can. We speak with "baby Vexi". She will tell us that you can get into the estate through the sewers. Classics of the genre. Yes, do not forget to go to Tonilla for the armor, you will like it.



Well, let's go. The estate "Golden Flower" is waiting for us.

It is best to go at night - less chance of being noticed by guards. And here is our entrance to the sewer.

Everything is simple there - you go along the corridor, kill the rascals, and reach the stairs. Go up, go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, getting around them with the proper stealth skill will not be difficult. But beginners will have to sweat. To begin with, I advise you - walk around the house and take away everything that is not nailed to the floor, and only then go to the safe.

We reach this lattice here.

Here you can turn back and go to the second floor - there will be the owner of the mansion, who has a key. Or you can go further and open the safe with master keys. Take your pick. But getting a key is more cumbersome than opening it with master keys. For those who still want to open with a key.

We go to the second floor and see the following picture:

It is very easy to get around - we go through the door. We go right through the room, leave, go a little further and see this:

There is no way around it. You just have to sneak very slowly. And here's another surprise:

The owner is in an uncomfortable position for us. I do not advise you to talk to him - you will not be able to kill him and hand over the key, besides, he will raise the alarm and the guards will run away. Just try to steal the key from his pocket.

Regardless of the option of action, we look to the right into the corridor, if we see the guard's back, we open the grate and make our way further, if we see his face, we wait until we see his back and only then we open the grating and make our way further. In the basement we will see such a careless guard:

No, well, I had to think of it - put a chair on a puddle of flammable oil. Well, all right, the fool himself. It will be extremely difficult to get past it - the space between it and the stairs we need is well lit. You can try to get in, or you can set the oil on fire with a fire spell. But he will not die instantly - he will have to finish it off. And there can still come running two guards from the next room. But with luck, you can already run the stairs and hide there in the shadows. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything that is and leave through the sewer or through the front door. Whoever is more comfortable, because the next part of our insidious plan is vandalism. Namely - setting fire to the hives. The front door will be closer in my opinion. Carefully we pass along the bridges, bypassing or waiting out the guards, and we set fire to three hives with fire spells. The beauty:

Everything, we can leave. We return to the shelter (we now have access to a secret passage) and get a well-deserved reward - 200 coins. Plus what you honestly managed to steal from the estate.

Wrong Honey

Gives: Brignolf
The essence of the task: Talk to Maven Black Heather and fulfill her request.

We go to Maven (I found her in a tavern or on the street near the stalls)

She wants us to eliminate her competitor, the Honning Mead. She sends us to Whiterun, to the Prancing Mare tavern, to a mayor named Mallius Macy:



Mallius tells us that Sabjorn is arranging a tasting of his honey for the Captain of the Guard the other day. And here's the bad luck - malicious rats appeared in his mead brewery. It would be necessary to poison, and Sabjorn is looking for someone who will take it. "And rat poison and honey do not mix well." As usual, all the rough work falls on our shoulders. Well, where to go? We go to the honey brewery:

We go into the building and speak with Sabjorn.

We offer him to help with his problem, demand a deposit (if possible) and go to the basement. We kill rascals, Psycho named Heimlin:

(examine it and read the diary - we again thwarted the plan to take over the world by a psycho. This is already becoming a routine), put rat poison into the nest and go to the mead brewery itself. Pour poison into a vat of honey. Well, I did something nasty - joy to my heart. And the wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he will not like it (and who will like the honey with the taste of rat poison?) And he will take Sabjorn to prison, and Mallia will appoint him in charge. Happy end. Almost. All that remains is to look around Sabjorn's room for an explanation of how he was able to open his mead brew so quickly. We take the key from Mallia and go up to Sabjorn's room.

We open the chest of drawers, we take away the coins and the document. But don't rush to leave. Hack the second door and take the Honning Honey Decanter. Delvin will give 200 coins for it and put it on the shelf where he will put all the interesting items you brought. We go to Maven, hand over the document and as a reward we receive ... Holy Orc dagger.

Hmmm ... Well, okay, you can at least sell it.

We go to Brynjolf. He says that Mercer Frey urgently wants to see us.

Scoundrel's whim

Gives: Brignolf
The essence of the assignment: Inquire from a lizard named Gulum-Ai about the buyer of the "Golden Blossom" estate

We go to Solitude, to the "Laughing Rat" tavern and talk to the lizard.

We are trying to bribe - and he tells us about a box of fiery wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him in this. There is nothing difficult - there is no one near this box at all. They came, took and left. We give the wine, and in return we receive information about a certain woman who came to Gulum-Ayu with a purse of gold and offered to represent her interests in one case. Namely, to take the payment for the estate to Aringot. Of course, he did not remember the name and face. But something this lizard darkens. We are not in a hurry to leave when we finish the dialogue. Let's follow him to the East Empire Company Warehouse.

We go after him. Careful, guards will come across on the way. I advise you to pick up all torches from the holders along the way - less light, which means there is less chance of being noticed. Kill the guards quietly or walk by - it depends on your preference. The main thing is not to make a fuss. By the way, the guards also walk with torches, which complicates our pursuit of the lizard.

We reach the entrance to the Salt Water Grotto. Gulum-Ai went there. We go next, but the lizard is already in an unimaginable way at its very end, and we will have to wade through the robbers. Proceed in the same way as with the guards earlier. We reach Gulum-Aya. Nearby are two robbers. We have no choice but to kill them. We kill, threaten Gulum-Ayu - and he tells us about a certain Karlya - a thief who killed the former head of the Gall guild, and now hunts for Mercer. Where she Gulum-Ay does not know, she just said "went to the beginning of the end." Do not forget to talk to him again, and say that he owes him - another buyer of stolen goods will appear. We open the secret door with one of the levers and go to Mercer. We tell him about Karli and about the "beginning of the end." From which he concludes that Karliah went to the ruins, where he once killed Gallus. And that he would go there with us and help kill her. Okay, but first, let's go to Tonilla for a reward - exchange of one of the armor components for a better one.

Conversation with Silence

Gives: Mercer Frey
The essence of the task: Go to the ruins of the Snow Veil and kill Karlia.

We go to the ruins and meet there Mercer. He states that Karliah is still here, he is sure of it. And he lets us go forward, and he follows us. Okay, we need to hurry before she disappears again. We approach the door, observe how Mercer opens it, and go inside. Be careful - there are a lot of traps and draugr here. Mercer will warn you about most of the traps. One of the words of power can be found in the Sanctuary:

We reach the door, which requires a claw to open. But since we do not have a claw, Mercer has to be cunning, and he opens the door without a claw (no, to tell us how to do it). We go in and ... fall from an arrow shot at us. We lose consciousness, but almost immediately we wake up and see that Mercer and Karliya are talking.

From the conversation it turns out that it was not Karliah, but Mercer who killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we will not succeed, and therefore we get a sword in the stomach. But we will not die. And when we wake up, we will see Karlia in front of us.

She tells us everything that we have already guessed. And she says that, to our happiness, her arrow was poisoned with a special paralytic poison, which slowed down our heartbeat and prevented us from bleeding. Thank her for that. She also found Gall's diary in these ruins - it was not just that she came here. But the diary is written in a language unknown to her, but she knows who can translate it - Entir, a friend of Gallus. We must go to him. To Winterhold.

We need the Frozen Hearth tavern.

Entyr will tell us that Gallus kept a diary in Falmer. Original, considering that only a few people in all Skyrim know him. He himself cannot decipher, but he knows who can. Colselmo, the Jarl's court mage in Markarth. We go there:

And here is Colselmo himself:

He is truly an expert on the Falmer language. But he categorically refuses to show his work. You can get into his trust by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will speak to you for the first time anyway, even if you are invisible. Consider this. So, regardless of the path, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to the Colselmo laboratory. But if you are confident in your abilities, you can scour this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the spider control rod. The instruction in the diary is next to it. And here is the spider:

There are guards in the laboratory too. You can sneak past them or kill. Or you can set up traps to make "accidents" happen. After all, Dwemer mechanisms are old, who knows what kind of failures can happen there? In the room where Aykantar is sitting, you can also launch a trap - you will kill faster. Do not forget to pick up the cube in that room - give it to Delvin.

From this room we go out onto the balcony, and from there we find ourselves in the Colselmo Tower. It's almost done. Take charcoal and a roll of paper in his office. If you want to inspect his office for usefulness - now is the time, then he will be gone. We leave through the door in the office to the stone and redraw it on paper. Ready. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will be a little late in the passage - a good chance to discreetly slit his throat. Then one will stand at the stairs, and the other two will go upstairs. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further, to the stone. We kill one, then the second. That's it, you can return to Entyr in Winterhold. We go into the basement and see Karlia next to Entyr:

We give him the copied text of Kolselmo, and he begins to translate. It turns out that Gallus had long had suspicions about Frey's loyalty. Gull learned that Mercer was leading a too luxurious life. Looks like he was robbing the guild. Robbed the Thieves Guild. Ironically. In addition, Gallus mentions that Mercer desecrated a certain Twilight Tomb. Karliah says that the transfer must be immediately delivered to the guild so that everyone knows how bad Mercer Frey is. But first, let's talk with Entyr - he will offer us to visit him in the College if we want to sell stolen things. Another buyer. Fine. Now we are talking with Carlia, and the mosaic is starting to take shape little by little. The Twilight Tomb is the temple of Nocturnal, the patroness of the night and thieves. Nightingales vowed to protect the temple to the last drop of blood, because all her gifts are stored there. And even more - through him, she interacts with our world. And Mercer defiled the temple. Hence the fall of the Thieves Guild - Nocturnal herself turned her back on them. We need to go to Riften as soon as possible and punish Mercer. Finally, Karliah will give us the Nightingale Blade - the sword of Gall:

The pursuit

Gives: Karliah.
The essence of the task: To expose Mercer Frey.

We go to Riften, to the "Ragged Flask" and talk to Karlia. Together with her we go to the guild, and we are greeted by a warm welcome - Brinjolf, Vex and Delvin. And all with bared blades. Perfectly.

But Karliah gives Brin Gall's diary, he does not believe his eyes and offers to open the vault. Delvin states that it takes two keys to open the vault. Vex says it is impossible to pick this lock. But Bryn insists, and he and Delvin open it. It turns out that Gall was right - we see empty chests.

Vex is furious, she threatens to kill Frey with her own hands, but Bryn calms her down and sends her to the Flask with Delvin to alert them. If Mercer sticks in here. And we have to go to his estate "Riftveld" and look for clues where he could go. And we are allowed to kill anyone who gets in our way. Delightful.

The easiest way to get to the estate is from the courtyard, via the ladder that Mercer made in case of an emergency. But there is a small snag - Wald. Mercer's guard. Let's talk with Vex - she once knew Wald very well. Vex will tell us that you cannot make friends with him - he is only friends with money. But you can promise him that Maven will close his debt. Do as you want - you can close the debt, or you can just kill him and take everything you need from his corpse. There is no difference.

This is actually the ladder mechanism itself, where you need to shoot in order for it to descend.

The house itself is empty, but there is one secret. One of the cupboards is the door to Narnia. Well, I mean, Mercer's hideout. It is located on the second floor. In the shelter, keep your eyes open - the traps do not sleep. And there will be something to profit from, as well as in the house. We reach his room, take the plans, a good sword in the showcase (glass, cold damage) and the Bust of the Gray Fox - give it to Delvin. Well, and also what you like. There is no need to go back - there will be a passage to the Rat Hole. We go through it to Brinjolf and give the card. It turns out that Mercer is after the Eyes of the Falmer - huge precious stones that cost a fortune. If he finds them, we will never find him. This money will be enough for him until old age, and there will be more children left. We must stop him at all costs! I need to talk to Karliah. Time is running out.

Reborn Triad

Gives: Brignolf
The essence of the assignment: Become a Nightingale.

Yes Yes. We will become the Nightingale. As usual, our hero is an uber-super-duper-many-who. Well, okay, everything in order. Karliah asks us to meet her at the ancient standing stone beyond Riften.

Upon arrival there we see both Karliah and Brin. Karliah asks us to follow her, she will explain everything on the way. And we enter the Slovenia Hall. Karliah really wants us to become Nightingales. To do this, you need to put on their armor and go through the rite of passage. We go to the Stones and, taking the armor, we put it on.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the dedication was completed, and we became Nightingales. So, what is next? And then Karliah will tell us about the true crime of Mercer. It is that Frey stole ... the Skeleton Key. If you've played Oblivion, you must remember what it is. But this key isn't just about physical constipation. After all, the capabilities of the human body are very great, and we use only a part of them. And when you understand that the key can also open such "locks" - the possibilities become almost limitless. You can't let such a thing get to a man like Mercer.

Before we move out, let's talk to Brin. He will offer us to become the main Thieves Guild. Naturally we will agree. Where are we going? Now let's go after Mercer. The path lies in the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, we go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that's it. We go to the second level and immediately stumble upon Karlia and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will observe the scene of the murder of two Falmer by Mercer. Move on. We find a huge room with a grate at the end. To open it, you need to pull two levers - to the left and right of the room on the dais. By the way, there is a ballista next to it - behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And look under your feet - these are Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies are Mechs and Falmer. The truth is, the Centurion can get in trouble.

A healthy colossus, tenacious and hits painfully. Going hand-to-hand with her is not the smartest idea, of course, but with good armor you can. Or you can give Brinjolf this honor, and join Karliah himself and shoot him with a bow. Or magic. Improvise, be creative.

And finally, we got to Mercer. We go into the Sanctuary and see how he gouges out the Eyes of Falmer from the statue.

But suddenly the platform on which we are standing breaks off and falls. Karliah and Brin stay upstairs. We'll have to fight Mercer alone. And he also bewitched Brin so that he was forced to fight Karlia. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he loves to go into invisibility, but at the same time it is not difficult to see him. After his murder, the cave, in the best traditions of the genre, begins to collapse, and the room itself begins to flood. The door won't open. What to do? Wait until the room is flooded. No, I'm serious. Wait. When the room is flooded, stones will fall over the head of the statue and open the passage leading to the Bronze Water Cave.

Return of the Twilight

Gives: Karliah
The essence of the task: To complete the Path of the Pilgrim.

We speak with Karlia, and she will tell us that we need to return the key to Nocturnal. But to get to it, you need to walk the Path of the Pilgrim. She cannot get there, because because of her the tomb was desecrated, Brin needs to return to the guild and maintain order there. Who is left? That's right - we are. Before she leaves, she will give us her bow - a useful little thing.

By the way. After all, it is not necessary to give the key instantly, right? And the Eternal Lock Pick is a very good thing. You can, for example, keep it with you until you have such a perk. But at the end of this quest, a very good reward awaits you. But more on that later.

Our path leads to the Twilight Sepulcher:

At the entrance there will be a Nightingale-Guardian:

When talking with him, it turns out that this is none other than Gallus himself. But he himself cannot return the key to the Tomb - the closer he gets to the Well of Night, the weaker it becomes. And even now he feels that he is dying. We'll have to. Do not forget to read Nystrom's diary - it lies against the wall to the left of the Guardian Nightingale, by the skeleton.

Further, the quest marker disappears. But even without him, everything is transparent here. In the first room, three Nightingales-guards are waiting for us. Two together and one a little further. In the next room, you need to follow the shadows without touching the light - you will die very quickly. Light is light, but you should not forget to look under your feet. Further there will be a room with a statue of Nocturnal and a dead bandit nearby (I wonder how he got here?). It seems to be a dead end. Although ... What is there behind the right torch in the form of a bird's head? Aha! Chain! We pull and ... Nothing happens, except that the torch goes out. Hmm ... And if you look behind the left? Also the Chain. We pull for it, and the door opens behind Nocturnal.

In the next room, commonplace pressure plates and pendulum blades. There will be a surprise outside the door. And for you it will most likely be unpleasant. I will only say that no one has died from caution and quicksaves. And here you are in front of this door:

And now, finally, we are at the Sanctuary. But ... there is only a pit with a skeleton at the bottom and nothing else. We do not get upset and jump. It won't hurt too much. But there is no way out of the hole, is there? Not scary. Sit a little or run along it - soon our hero will get the key, turn it and suddenly - lo and behold! - the floor will dissolve and we fall into the holy of holies of the tomb.

All that remains is to stick the key into the lock (logical, isn't it?) And ... listen. Nocturnal herself will speak with us. Frankly, I thought her face would be prettier.

But my graphics may just be to blame. Does not matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well ... well, she's right. And the reward is really worthy. Standing on the circle with the drawing of the month, we will receive a talent, when applied, an excellent buff for thieves falls - invisibility is automatically imposed upon sneaking up. Standing on a semicircle - a fury spell - all creatures in the spell's area of ​​effect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will get the spell of draining health from the enemy - I don't know if it is leveled or not, but at level 18 it consumes 100 health from the enemy. Agree a lot? But, unfortunately, these are not spells, but talent. That is, you can only use it once a day. It's a pity, but it can't be helped. And you won't be able to take all three either. Take your pick. After choosing we will see Gallus. He came to say goodbye to Carlia.

Well. The adventure is over. You can complete the generated endless quests from Vex and Delvin, or you can just forget about the guild and visit only to sell stolen goods. Good luck to you. Keep your eyes peeled - go to the Shadows.

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The Thieves Guild is an important organization in the world of Skyrim., which, as you already understood, deals with various thefts. Like most others, the thieves guild has its own line of quests, through which you will not only see their line of business, but also personally contribute to many changes in the organization.

In this article, we'll cover everything from joining the organization to the final mission.

Joining the Thieves Guild:

To become a full member of the organization, you must go to Riften and find a Nord named Brynjolf in the square, who will give you a small quest "First meeting"... According to the assignment, you need to wait for the moment when Brynjolf begins to make a speech, and at this very moment you must make your way to Madesi's shop, steal a ring from the box and put it in the pocket of the distracted Brand-Neck.

After that, Brand-Neck will be imprisoned for theft for seven days, and you will get access to the Ragged Flask tavern, which is the guild's base.

After reaching the tavern through the sewers filled with rats, you will again meet Brynjolf, who will give the last quest to join the guild.

For execution of the quest "Safe Roof" you have to bypass three merchants in Riften and demand payment of debts:

  1. To knock out the debt from Kirava from the bee and sting tavern, you must first of all approach the Argonian standing next to her. After talking with the Argonian, you will understand that for Kirava, a very important family, and as soon as she mentions relatives from Morrowind, she will immediately pay off the debt.
  2. Bercy from the Pawned Shrimp store will pay off the debt only after a fistfight or if you break an urn dear to her.
  3. Helga will only pay off the debt if you steal the vase and promise to break it if you refuse.

After that return to guild hideout and tell us about the completed assignment.

Quest: "Clarity"

So now you have become one of thieves guild members... Immediately after joining you will receive a task "Clarity", in which you need to get into the estate, steal all the contents from the safe and set fire to three hives. In order not to collide with all the guards of the estate, you will have to make your way to the house secretly, through a secret hatch located in the northwestern part of the island.

After entering the house, go up to the second floor, steal the key and go down to the basement. Almost at the passage to the safe there will be the last guard, whom you can kill or sneak with the help of the invisibility potion.

Thus, after completing all the instructions, you need to escape from the island and report to the guild on the completion of the task.

Quest: "The Wrong Honey"

Based on the stolen documents from the estate, the guild members began to realize that someone was trying their best to stop funding the organization. But, unfortunately, the exact name is still unknown, and you need to complete an assignment from Maven Black Heather, who owns the best mead in Skyrim.

During the conversation, Maven reveals that another mead brewery has appeared near Whiterun, which is taking away all customers from her.

Your task will be to poison the vat just before the tasting itself, and thereby assist in a change of leadership in the mead brewery. On this moment The mead brewery is run by Sabjorn and in order to get to the vat you have to pretend to be a rat fighter.

Once you make your way into the mead brewery, poison all the holes of the rats and, of course, the vat itself. As a result of the tasting, Sabyorn will be arrested, and Maven will take his place.

To completely complete the quest, go up to the second floor and take another note regarding thieves guild.

Quest: "Reckless Design"

After reading the note, Brinyolf realizes that the traitor is inside the guild and sends you to Solitude, where you must extricate information from an Argonian named Gulum-Ei. To blab Gulum-Ai, one must use bribery or persuasion.

After talking, Gulum-Ai will tell only that there is one woman in the guild who hates Mercer.

Next, you need to track Gulum-Ai and periodically kill all the guards. In the end, having taken the Argonian by surprise, he will immediately tell that this woman's name is Karliah and that she killed the former leader of the guild and is going to repeat the same with Mercer.

Quest: "A Conversation in Silence"

After returning to the guild and having told all the information to Mercer, you together go to the Monastery of the Snow Veil. Making your way through the dungeons, you will reach a small room behind a stone door. As soon as you find yourself there, you will immediately receive an arrow in your back and fall into a semi-conscious state. It turned out that the traitor was not Karliah, but Mercer, and it was he who killed the former head and stole the entire budget of the guild.

Further, you will receive a strong knife blow and practically find yourself on the verge of death. At the last moment, Karliah will cure you and tell you that you can prove Mercer's guilt only by reading his magazine, written in an incomprehensible language. To unravel the incomprehensible language Karliya gives you another quest.

Quest: "Difficult Answers"

In this quest you need to travel to Markarth to see Kalzelmo (on a tip from Entyr from a tavern in Winterhold), who is the only one who can translate this journal.

But after talking with Kaltselmo, he will refuse to translate and provide you with the necessary dictionary. You can find the dictionary only in the museum and to get there you will need to find the key. In the museum, you need to go through all the security and find the Kalzelmo tower where the dictionary we need will be.

Quest: "Pursuit"

Having told everything to Brynjolf, you will go to Mercer's house, the path to which will be blocked by his personal guard Vlad.

Having dealt with Vlad, lower the drawbridge and go into the house.

Quest: "The Reborn Triad"

In this small task, you and Brynjolf will join the Soloviev organization, at the same time receiving the light armor of the same name.

Quest: "Blinding"

Going to the ruins of Irkngtand, you, Brynjolf and Karliah must stop Mercer and prevent him from stealing the Falmer's eyes. On the way to Mercer, there will be a large number of Falmer on your way, having dealt with which you will reach your intended goal. You will have to fight Mercer alone, as he will cast spells on Brynjolf and Karliah, forcing them to fight each other.

The difficulty with fighting Mercer is that he will be invisible. To defeat him, use scrolls or just hold him in the corner, chopping him down with a sword. After you take all the items from Mercer, the room will begin to flood with water.

The main thing is not to panic, just wait for a part of the wall to collapse and swim towards it.

Quest: "Darkness Returns"

In the last task, you must return the Nocturnal key that Mercer stole. To return the key, you must pass the following tests:

  1. In the beginning, you will be attacked by several ghosts, it is quite easy to kill them.
  2. Next, you need to go along the corridor, stepping only on the dark areas of the floor.
  3. In the final challenge, pull both chains behind the torches, which will open the door for you.

After passing through the passage, you will fall down, where you can put the key in place. As a reward for your return, Nocturnal will grant you one of three abilities:

Invisibility for 120 seconds

Drain 100 health from the enemy,

Forcing your enemies to fight each other for 30 seconds.

In the future, you will be able to choose one of three abilities, but only once a day.

Summing up:

Now you know the whole process of passing the guild of thieves of skyrim... Of course, these tasks do not end there, and you will be able to receive additional quests... After all, the guild is in decline, and you, as one of the leaders, must return it to its former glory.

There are spoilers at every turn in this playthrough. I warned you.

Thieves Guild Walkthrough

Thieves Guild Walkthrough

Chance meeting

Thieves Guild Walkthrough


Thieves Guild Walkthrough

With this quest you can join the thieves' guild. To start it, you must come to the Riften market in the afternoon and talk to Brynjolf. He will offer to turn the gamble. While he distracts everyone, you must get into Madesi's chest and steal his silver ring, and then put the ring in Brand-Neck's pocket. This is a very easy task. We break open the safe, take out the ring and put it in the pocket of the dark elf. That's it, we return to Brignolf and report on the success.

Reliable roof

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Brinjolf wants to test our fighting skills. To do this, we need to come to the Ragged Flask through the so-called rat hole. We go down there. We scatter, burn, shoot enemies (or simply chameleonim). After a while, we find ourselves in the Ragged Flask, and Brynjolf gives us a second test task. We need to shake the favor out of three people (hello, Godfather). These people are:

You can just break into the institution and take the money by arranging a fist fight. And if you have developed the skill of persuasion, then you can just persuade to give the money. And the wolves are fed and the sheep are safe. You can also find out from Brignolf about the weak points of these people, this will greatly simplify an already simple matter.

You can take the statue of Dibella from Helga, and Helga will immediately give the money. Kirave can be threatened with violence against his family. At Bercy, break the Dwemer bowl and he will pay immediately.

After collecting all the money, return to Brynjolf.

After giving the money, follow Brinjolf. He will introduce you to Mercer Frey. After the conversation, you become a full member of the thieves guild. And, as expected, you are given the first task. We are sent to the Zlatotsvet estate to steal documents and burn 3 bee hives. We will also have several tasks in the "Miscellaneous" section. First, we need to take the armor from Tonilla. And secondly, we need to get to know all the members of the guild.

After completing these tasks, ask Vex how you can secretly enter the estate. She will say that there is a sewer through which you can get to the place. There are many rats and one trap in the sewer, but it's easy. After passing the collector, you find yourself in the estate.

In the estate, you can act according to your taste. You can just kill everyone, or you can act covertly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We also need to take the key to the safe from Aringot, but you don't need to do this if you are a good burglar. If you happen to be in Aringot's room, then take the key from him. You can kill him and remove the key from the corpse, or you can persuade him to give the key. One way or another, we go down to the basement, open the safe and take the documents. Now we need to burn 3 hives. If you like to fight, then go out into the yard, kill everyone and burn 3 hives. And if you are a lover of stealth, then jump into the collector after you have broken the safe, from the collector you will go to the hives, which you will set on fire.

After that, return to Brinjolf with a report.

Wrong honey

We leave for Maven Black Heather for a task.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

She will send us to Whiterun in the Prancing Mare. We speak there with Mallius, he brings us up to date. After that, we go to the Honing Mead and are hired by a rat exterminator. Also, with a strong persuasion skill, you can breed it upfront (otherwise you won't get anything from it). After that we go down to the basement and exterminate rats and spiders. At the end of the cave we will meet the insane magician Hemlin, about whom we were not warned and we kill him. You can grab a diary from the cooling corpse.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put poison in the rat's nest and climb into Honing's brewhouse... In the brewhouse, put the poison in the vat. After that, we report to Sabyorn about the successful baiting of rats, watch the scene and talk to Mallius. He gives the key to Sabjorn's room, where we take the letter. After that, we return to Maven, and then to Brinyolf.

Scoundrel's whim

After talking with Brinjolf, we go to Mercer Frey. He will send us to Solitude to his contact. We go or teleport to Solitude. Watch the execution scene if you are in this city for the first time.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

After that, go to the "Laughing Rat" and find Gulum-Aya there. We talk to him and during the conversation we bribe or convince, but he does not say anything sensible. We'll have to keep an eye on him. Since he walks slowly, you can just wait in the tavern, and then go to the Eastern Campaign section. Here it is better to act covertly, since the lizard goes to its final goal extremely slowly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The upper beams or water will help us.

After that, the lizard enters another location, and you follow him. Now you can kill everyone or act stealthily. Just do not kill the lizard, but talk to him, after the conversation you will learn about the woman who keeps evil on Mercer and the thieves guild. Also, the lizard will buy stolen things from you. You can return to Mercer, he will tell you about Karliah.

Don't forget to get the new piece of armor from Tonilla after completing the quest.

Conversation with silence

Mercer will make an appointment with Snow outpost... We come there. After the conversation, we head to the door of the mound. It is closed, but Mercer will open it. We go in, beware of traps, also do not forget about the draugrs.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Be careful, as towards the end of the first level of this location, you can find a model ship that can be sold to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The shrine will also contain draugrs and traps, and you will also learn a new shout "Disarm". Then there will be a dead end, because the door cannot be opened without the help of a claw, but even here Mercer performs a miracle by opening this lock. We pass on and watch the scene.

Difficult answers

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We wake up next to Kalia and inundate her with questions. After that, we go to Winterhold to Entyr, but he cannot translate the diary, since it is in Falmer. But he sends us to Colselmo in Markarth. Arriving in Markarth, we go to Calselmo and fulfill his request to kill the spider Nimha in the ruins of Nchuand-Zel (although you can do it easier and just steal the key we need from the table next to it). On the way to the spider we pick up a diary that begins side quest A missing expedition, but that's another story. After killing the spider, we go to Calselmo and take the key to the museum.

We head to the museum and go to a prohibited location. There are many soldiers in this location, but it is quite possible to pass stealthily, since there are traps that can distract them. Also do not forget to take the "Dwemer Puzzle Cube", which you can sell to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

By the way, here you can find a wand-controlled Dwemer spider. Alas, it will not work to take it outside the laboratory.

We rise to the balcony, and from there to the wizard's private chambers. Take a roll of paper and charcoal. Use these items to copy the inscriptions from the Calcelmo stone.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

As soon as you copy them, Calselmo's son and a couple of guards will burst into the room. You can kill them, or you can go around stealthily. In any case, it is time to return to Winterhold and Entyr. After the dialogue, you will complete the quest, and you will receive a good "Nightingale Blade" as a reward.

The pursuit

Travel to Riften in the Ragged Flask. Karliah will be waiting at the entrance.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Say you're ready and follow her. The whole guild was waiting for us. We speak with Brinjolf and watch a scene during which it turns out that Mercer robbed the entire guild.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We speak with Brinjolf and leave for the estate. Before leaving, we talk with comrades in arms and learn that there is a ladder in the estate with which you can get inside. The ladder is knocked down by arrows, magic and shouting. We learn from Vex that the estate is guarded by Wald, and he owes Maven Black Heather. You can talk to Maven about his duty, and she will send the dual feather that Wald lost to look for you. Here is the approximate location of this feather:

Having found the feather, we return to Maven. She will hand over the documents on Wald's debt. We show the documents to Wald, and he lets us through, and at the same time gives the key. There are many mercenaries in the manor, so it is unlikely that it will be possible to go secretly. After cleaning, go to the room with the wardrobes and activate Suspicious closet... Having opened the cabinet, go downstairs and look under your feet: there are many traps. On the table you will find Mercer's plan as well as a bust Gray Fox that can be sold to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Before you leave, you can hack the shop window. There is a nice sword that came from Oblivion. The sword is called "Cooler"... Time to get back to Brignolf.

Reborn triad

We speak with Karlia, and she appoints a meeting place. We arrive there and go into the cave. In the cave we listen to the dialogue between Brinjolf and Karlia. After the conversation, we find ourselves in the nightingale hall, immediately activate the nightingale stone and get a good set of armor for lovers of stealth (and, by the way, this is generally one of the best armor in the game).

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put on the received armor, we follow Karlia. On the way, she tells us about the nightingale's oath. After the conversation, we stand in the marked circle, and after that we talk with Karliah and learn that Mercer Frey stole the "Skeleton Key". Now we need to kill Mercer and return the artifact to its rightful place.

Blindness

Now we need to get to Irktand. There are marauders and bandits outside, so we need to kill them before entering the ruins.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Inside, we see that the robbers are brutally killed. We ignore them and move on. Inside the ruins, we will be greeted by Dwemer mechanisms (how unexpectedly). We clear our way to the ski lift, on which we ascend to the Great Hall. Brinjolf and Karliah are already waiting for us there. Having met them, we "turn on" the corridor action with the murder of Dwemer mechanisms and Falmer, and there will also be a Dwemer centurion and a puzzle. In the next room we find doors to the Slave Pens.

In this room there will be many traps and a lot of Falmer who are ready to tear apart the unwary adventurer.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Through a pile of corpses we find ourselves in the sanctuary. Mercer is there, and he stole both Falmer eyes. After a short dialogue, he descends and begins to fight. Be careful: this is a very difficult opponent, as he disappears all the time and delivers improved backhand strikes. After the victory we take away the eyes of the Falmer and the skeletal key. The first we can sell to Delvin for 2,500 gold pieces. The hall will begin to flood and after a while a passage to the cave will open, through which we will go out into the fresh air. We speak with Karlia and get the last task.

Return of the twilight

Now we need to pass a ritual test in order to return the Thieves Guild's luck.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

To do this, we go to the "Twilight Tomb". In the tomb, we meet the ghost of Gallus, who tells us the essence of this test, and also points to a skeleton in the corner, which has a diary describing all the tests.

In the first trial, we fight nightingale ghosts.

In the second test, we should not step into places where there are rays of light. If we step there, we will (almost) die immediately. Try to stay in a dark place.

In the third test, we have to pull the two rings that are on the sides of the statue.

In the fourth trial, we overcome all the traps and break the lock.

In the fifth and final test, we jump down and search Anders' skeleton, as well as read the diary. After a while, the floor collapses, and we find ourselves in a room.

Thieves Guild Walkthrough


Thieves Guild Walkthrough
Once in the room, we unlock the Black Lake lock. After that, Nocturnal will appear, and the skeleton key will disappear. Nocturnal will give a great speech, and then Karliah will appear. We will also be offered three abilities to choose from:

Thieves Guild Walkthrough


Thieves Guild Walkthrough
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