Thieves Guild. The Elder Scrolls V: Skyrim

Clarity
Job SourceMercer Frey
Reward200 gold
PreviousReliable roof
NextWrong Honey
LocationGoldflower Manor,
Riften
ComplexityLight
IDTG02

Walkthrough

After completing the last task, Brynjolf will be immediately ready to give you the next one. To do this, he will ask you to follow him. Go and after several corridors you will meet with Mercer Frey - the head of the Riften Thieves Guild. Mercer will briefly outline the essence of the task: Goldenglow Manor brought a lot of good to the Guild, until one day the shop was closed - the local owner suddenly refused to cooperate with the Guild. Current Guild partner Maven Black-Briar wants to harm his rival and asks you to burn the honey hives on the island. And Mercer wants you to loot Aringoth's safe.

Mercer will also proclaim you a newly minted member of the Thieves Guild, this time - officially. At the exit, talk to Vesk. She will report on the sewer passage leading to the estate and advise you to use it. So we'll do it.
Swim up to the island from the side of the sewers and follow into the dungeon. When you get upstairs, you will be standing at the Goldenglow Manor.

Our task is to clean the safe Aringota(owner of the estate) and burn three bee hives. The safe is located inside the house itself, the entrance to which is locked (expert). The key to the safe will be with the owner of the house, and it will not be possible to pick it up unnoticed, just like that. (It is possible to complete this quest without killing a single mercenary and stealing the key without using potions. However, this will require Cicero's clothes and a pumped stealth skill.) Having made your way to the second floor, you will soon find the owner, if you do not want a fight, become invisible. In another case, you will have to do without a key and open the safe with a master key (expert). The safe is located in the basement of the house.

The hives are located on the island itself - the best option get to them swim up and jump up the rocks.

When the work is done, go back and hand over the bill of sale to the estate that was in the opened safe. As a reward, you will receive your two hundred gold.

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

The Thieves Guild is a collection of thieves, robbers and swindlers who have built a nest in the sewers below the city of Riften. Beneath damp stone vaults, they practice their craft, store their loot in chests, and drink in the makeshift Ragged Flagon tavern. However, things are Lately the guild is not doing well - to such an extent that "they should take Mondays and cancel them." Who will help the unfortunate crooks and thieves? Of course, our hero!

Guild quests are structured differently from Companions or Winterhold mages. side quests here they serve not just for entertainment and do not advance the plot - they help the hero 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 sewers look and the more useful NPCs there are, such as alchemists, merchants and blacksmiths. In addition side quests open buyers of stolen goods throughout Skyrim.

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

chance meeting

Through our efforts, Brand-Shei ended up in this inhospitable place. Later he will return to the market.

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

The plan is as follows: Brynjolf attracts the attention of the entire bazaar with a loud announcement, and we steal a ring from another merchant - a lizard with the strange name Madesi - and toss Brand-Shea into the "pocket". The rest is a matter of technique: 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 bloodline will disappear.

The technology is simple: we wait until the counters are empty, carefully open the chest, take the ring, sneak up on Brand-Shei from behind the counter and, having opened the pickpocketing menu, move the ring into his “duffel bag”. The quest can be safely filled up. If you get caught by the guards, wait until Brynjolf gets tired of tearing his throat, or throw away the ring, we will still be given the next quest.

THIS IS A BUG: in no case do not try to throw a ring on an elf at night - the plot can get stuck tightly, and Brynjolf can be out of sight. If the problems nevertheless began, you can call Brynjolf 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 job is done (or filled up), Brynjolf will call to the Ragged Flagon 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 lower tier city, under the stairs, by the water. The dungeon is guarded by alien bandit elements, which will have to be dealt with in the usual ways - poking with sharp objects and flooding with magical napalm. Lower the drawbridge and watch out for traps.

In the Ragged Flask itself, you will witness a conversation from which it turns out that the thieves guild is going through better times. Your first task is to knock out the debt from 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 whole city will begin to beat the hero. It is enough to beat one, so that in a day the rest become more accommodating. But there are easier ways.

  • Argonian Kirava from the Bee and Sting Inn 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.
  • Bersi Honeyhand from Pawned Shrimp can't stand the sight of the broken jar opposite the counter.
  • Helga from Helga's Bunkhouse will agree to pay if you grab her statue of Dibella (in the next room) and promise to throw it into the well.

Return to Flask. There you will be introduced to the head of the guild, Mercer Frey, and introduced to future fellow craftsmen.

Clarity

Mercer Frey and Brynjolf. We are presented as a new, budding crook and thief.

Mercer Frey suspects that someone is undermining the guild - he will issue a task to teach the elf Aringot a lesson, who decided to go against the guild. We need to get into the Zlatotsvet estate, burn three (and only three, no more!) Bee hives and rob the safe in the house in order to find out from the papers what is happening. Talk to Vex - she will tell you that you can get into the house through the sewers.

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 conjure, it is enough to approach the hive with a "burning" hand). It is important that no more than three hives burn down, otherwise the guild will punish you with a ruble.

If you decide not to make your way into the mansion directly (the key to the entrance is at the guards), but choose the sewers, keep in mind that there are a lot of skeevers and traps.

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

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

FOR YOUR INFORMATION: after passing 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 vaults is still risky - whatever one may say, this is a guild of crooks and thieves!

Wrong honey

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

Talk to Brynjolf and he will tell you that Maven Black-Briar is waiting for us at the Bee and Sting. Ask him what she needs. She planned to crack down on competitors from Honning's meadery. Her agent Mallius Mackius is waiting for us at the Whiterun tavern.

The plan is very, very Jesuit. Sabjorn, the owner of the meadery, has a problem with rats. We need to introduce ourselves as a rat catcher and, thus gaining access to the honey factory, pour rat poison into a vat of branded honey. The quest consists mainly of conversations and skits. In the dungeon where you have to poison the rat's nest, beware of the traps. Your enemies will be spiders, bad rats and their "master" - hopelessly crazy, but quite a strong magician, about which you will "forget" to warn.

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

FOR YOUR INFORMATION: from that moment on, Mallius becomes a buyer of stolen goods.

Scoundrel's whim

The capricious villain does not even suspect that we are following him on his heels through the entire warehouse.

"Cranky Scoundrel" - Gulum-Ai, an Argonian who works at the docks. Strings lead to him, pointing to an unknown villain who has stood in the way of the guild. As a reward for cooperation, Gulum-Ai (you will find him in Solitude, in the Laughing Rat) will require not just anything, but a box of fire wine straight from the Blue Palace. Not far to go, but if you're too lazy, you can try to influence a friend with threats or persuasion. True, then he will not give us soul stones - and these are useful gizmos.

For fiery wine, the Argonian will say that a woman was talking to him, very angry at the head of the thieves guild. But the capricious lizard will not tell us the name of the buyer, so we will have to follow him. The hike from the Laughing Rat to the warehouses of the East Empire Company will be a long one, and even there you will have to walk pretty well. Fortunately, hanging from the lizard, so to speak, on the tail is not necessary. You can lag behind as far as you like in order to get rid of the mercenaries you meet in the warehouse without any problems. The cave in which he will hide is located on the lower tier of the warehouse, under the walkways.

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

In a secluded cave, you will pin Gulum-Ai 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 former guildmaster Gallus, and she is hiding, plotting evil against Mercer Frey.

Watch out for the horkers at the exit of the cave!

Silence speaking

The new character in the drama is Karliah, a dark elf with Frank Herbert eyes.

After talking to the worried guild boss and visiting Tonilla to upgrade the thieves' armor, we move on to the Snow Veil catacombs, where Karliah killed the former guildmaster Gall and where, in all likelihood, she is now hiding. With us - Mercer Frey. He is determined to find Karliah and deal with her.

Snow Veil - standard catacombs with draugr, traps, spilled oil and bone "alarm". If it's difficult, let Frey go ahead, he's immortal here. After defeating the draugr boss, learn another Power word and let Mercer deal with the last 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, let's say, a passive position. Meeting old acquaintances will not lead to hugs and pats on the back. But much will become clear.

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

Difficult answers

You can send a mechanical spider forward instead of yourself - the most unusual companion in the game.

You can find Enthir either at the College or at the local Frozen Hearth Inn.

After looking at the journal, he will recognize Falmer and send you to Markarth, to the researcher of antiquities Kolselmo. The old man will have to be persuaded for a long time, but if we are in good standing with him (we completed his quests), he will give us the key to the Dwemer museum, where the stone with the Falmer writings is stored. And if it does not give out, the key can be stolen from the table.

The museum is guarded by guards. If we get in there with Calcelmo's knowledge and permission, 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 a good command of stealth skills will be able to pass through the halls unnoticed. But this is not very easy to do.

Calcelmo's laboratory is no longer guarded by guards, but by mercenaries. There are two pieces of news related to them. The bad news is they don't care if the scientist allowed you to do something or not. The good news is that you can fight them without risking being on the wanted list.

Then you will go through a room with traps (activate them from stealth - the effect will be funny) and through the balcony - to the tower of Calcelmo, 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, no drawings on the walls. The solution is charcoal and paper! They are all over the room. Take them, go to the Calcelmo stone, and the hero will do what is needed.

At this point, a team of guards with Calcelmo's nephew will burst into the laboratory. A stealthy approach is also good. In any case, the shortest path to freedom lies through the balcony and jump into the waterfall.

Return to Winterhold and report to Karliah and Enthir. Learn all about the Nightingales and the goddess Nocturnal.

The pursuit

And here are Mercer's plans. From afar, you can see that they are very insidious.

Returning with Karliah to the Ragged Flagon will not be easy. The cemetery entrance is closed, and we will have to repeat the original, long path. Brynjolf has a lot of questions for Karlia, but the deciphered diary will answer them. Even more eloquent will be the empty storage of the guild.

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

THIS IS A BUG: if it so happened that Karlia didn’t go with you to Flask, push the quest a little further with the magic word “ Setstage tg07 20". If you have already been to the hideout and taken 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 the plans that are no longer on the table, enter " Setstage tg07 60».

The manor "Riftveld", 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 oppose him. But this is not our method.

There is a way to solve the matter peacefully. Wald owes a lot of money to Maven Black-Briar - Vex will tell us about this. Talk to Maven, and she will promise to forgive the debt if we help her find a magic pen at the bottom of the lake to forge signatures. The right place is not marked on the compass, but it is easy to find it - the sunken boat with the chest is located exactly between two longships, strictly south of the Merry Farm.

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

Shoot the mechanism on the balcony with a bow and lower the ramp leading to the attic and enter Riftveld Manor. It is guarded by bandits who are easy to bypass even with little stealth skills. We need a "suspicious closet" on the ground floor. Behind it is a false panel and an entrance to a network of underground tunnels. In a room with a fire trap on the floor, go around the slabs with traces of flame (you will have to go in a “snake”). The entire corridor is full of traps, and even the door to Mercer's office itself is protected by poisonous arrows.

In the office you will find notes with Mercer's plans. Grab and bust gray fox- 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.

The revived triad

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

This unusual quest is a kind of repentance to the mistress of Nocturnal. There are no difficulties - meet Karlia and Brynjolf in the agreed place and go with them to the Nightingale Cave. After putting on the Nightingale Armor, stand in the indicated place and listen to the reproaches of Nocturnal.

To return the location of the goddess, we need to find Mercer Frey, punish him and destroy the Skeleton Key. Brynjolf will hint that we will become the head of the guild in the future - provided that we do side "city" quests.

Blindness

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

The path of our trinity (we, Karlia, Brynjolf) lies in the dwarven dungeon Irkntand. To get to the entrance to its first part - Arkanex, you can either climb from the bottom along the chain of stairs (be careful - the 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 people of Arkanex are 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 around the door. But you don't have 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 the Falmer are killed in the hall with the locked passage, and quickly activate the two levers on the ledges on the left and right in turn. Immortal Companions are especially useful in the fight against the Centurion, which you will stumble upon shortly after Mercer brings down the tower.

Next stop - Slave Pens. Falmers also live there, and a lever-activated trap will help us deal 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 is diligently gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karlia and Brynjolf will be temporarily busy with other things. If the fight turns out to be difficult for the hero, at the moments when Mercer becomes invisible, you can climb to the very top, to the head of the statue, and "blow" Mercer off the top with a shout 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 cave vault to open at its very head. Through it, all three heroes will swim out, like wet gophers from a flooded hole.

The Return of Twilight

Soar the nightingale eagles! Surrounded by birds, Nocturnal herself appears in the blue mist.

Here 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 Way alone.

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

The path consists of five elements:

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

After the scene, you will be in the inner sanctuary of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedric Lord. Drink from the Black Lake and talk to Karliah.

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

You just have to choose one of the Nocturnal gifts:

  • Month- the ability to turn into invisibility once a day at the moment of stealth.
  • half moon- powerful rage spell (enemies fight each other).
  • Full moon- a strong "vampire" energy strike, which selects and transfers to us a serious portion of health (again, once a day).

The most useful, of course, is invisibility. But you can choose any option, because later you can come back here once a day and change the gift for another.

One of the factions that a player can join in The Elder Scrolls 5: Skyrim, is a thieves' guild. Joining it unlocks an exciting quest chain and additional amenities, including the ability to sell stolen items and buy off guards.

Now I will tell you how to join the thieves guild and the passage of their quests. The guild is in Riften, so let's go there. In the town square (where the shops of merchants are located), Brynjolf will come up to you and offer to turn a small business.

chance meeting

The quest is called chance meeting» (A Chance Arrangement). In it, we need to steal a ring from one of the merchants and put it on another so that the poor fellow is arrested for theft. Any thief should get a lot of pleasure from such a task.

This quest can only be completed during the day. We tell Brynjolf that we are ready and he will arrange a distraction - he will begin to advertise his new miraculous elixir for all troubles throughout the area. This guy does not have much oratory, the first time I listened to his entire speech, in the end I failed the task and almost bought a couple myself, I had to boot.

Then he visits the poor fellow city ​​guard and takes him to prison, and we receive a reward and an invitation to visit the lair of the thieves guild. It is located in the sewers under the city, which is called "The Rat Hole" (The Ratway). We get down to the lower level of the city (walkways on the water) and go into the sewer. There we will be attacked by all sorts of ragamuffins, in general, nothing dangerous. We reach our goal - the Ragged Flagon tavern.

Brynjolf and his accomplices are already waiting for us there, we get the next task from him.

Reliable roof

In the quest Reliable roof” (Taking Care of Business) we will have to deal with knocking out debts from local businessmen. It turns out that the Thieves Guild is doing very badly and no one is afraid of them anymore, so we will have to correct this misunderstanding.

So, we need to visit three comrades: Kirava (Keerava), Bersi (Bersi Honey-Hand) and Helga (Haelga).

We return to Riften and go to the tavern " bee and sting» (Bee and Barb), Kirawa is the bartender there. But first, we approach the Argonian in the middle of the hall and ask him to explain to Kirava about her wrong. Then we come to her and take the money without any problems.

Then we go to the store Pawned shrimp"(The Pawned Prawn), we find Bersi there. We have two ways: you can challenge him to a fist fight or break his precious urn. Then we get paid.

Last stop - Helga's rooming house» (Haelga's Bunkhouse). We sneak around the corner and find there golden statue, steal it and then talk to Helga. We collect the debt and return to Brynjolf in the Flask.

Then we go with him to the Cistern, where he introduces us to Mercer, who accepts us into the thieves' guild and gives us the first serious task.

They also give you a few perks. Talk to Tonilia in the tavern and get a guild set of armor with bonuses to profile skills. She will also buy stolen goods from you.

From the Cistern there is a direct exit to the city. To enter back from the street, you must click on the guild sign on the coffin, it will drive off and open the passage.

Clarity

In the quest Clarity» (Loud and Clear) we will need to invade the Goldenglow Estate, crack the safe in the house and burn three beehives. First, talk to Vex in the Flask, she will tell you about the passage to the estate through the sewers.

We leave for the estate, it is located on an island in the middle of the lake to the west of Riften. We find the entrance to the sewer (a wooden hatch on the northwest side) and through it we get into the house itself.

There, hiding from the guards, we go up to the second floor and find the hidden owner, Aringoth, in the corner of the room. We steal the key from him and keep the path to the basement.

You can also pick up the bee figurine to the right of his bed, which can be given to Delvin in the guild.

On the way to the basement, the very last guard who sits on a chair and looks directly at the passage we need can create a problem, there are several ways to solve it.

You can use invisibility and sneak past. You can distract him, for example, by shooting a bow to the side and, while he checks, go to the basement. Well, in the end, you can just set fire to a combustible puddle under it, but this is not our method, as they say.

Open the safe and take its contents. Next, we leave the house, sneak to the hives, use a fire spell and set fire to three pieces. Then we take our legs in our hands and run and swim away from there until we are stuffed with arrows from head to toe. We return to the Cistern and report on success.

We now know that someone is purposefully trying to harm the guild by depriving them of their remaining funding paths. But we still don't know who this villain is. Meanwhile, our deeds do not go unnoticed, and Brynjolf sends us to talk with Maven Black-Briar.

Wrong honey

We leave for the city to the tavern "Bee and Sting", go to the second floor, there she is waiting for us. This madam is the gray cardinal in the city and holds everyone by the throat, so it's better not to joke with her. She owns a mead factory that sells mead throughout Skyrim.

We get the quest from her Wrong honey”(Dampened Spirits), in which we need to go to the vicinity of Whiterun (Whiterun) and eliminate her competitor - Sabjorn (Sabjorn), who has sold out in earnest and creates competition for her. And he appeared literally from nowhere, so this is doubly suspicious.

We leave for Whiterun and meet Maven's contact in a local tavern, his name is Mallus Maccius. He has a very cunning plan to take Sabjorn out of the game and take over his business. To do this, we need to introduce ourselves as a fighter with rodents, with which he has a problem, and along the way of their extermination, poison a vat of mead.

No problem. Let's go to Honning meadery(Honningbrew Meadery), which is southeast of Whiterun and talk to Sabjorn about his problem. He allows us to get rid of rodents, so we go to do it. Along the way, we will meet a pretty strong crazy magician with a personal army of rats, so be prepared.

After the massacre of him, we poison the nests of rats (they are just next to his laboratory) and go out into the boiler room. Climb up the stairs and poison the vat of swill. We leave through the door (the key hangs nearby) and return to Sabjorn.

After the tasting ceremony, he is thrown into a dungeon, and the meadery goes to Makius, so the mission is completed. But we still have to find out who is behind all this. We rise to the second floor and find the desired note.

To her right, behind the door, you can find the Honningbrew Decanter, which can be sold to Delvin in the guild.

We return to Riften to Maven and give the note, after which we go to Brynjolf in the Cistern. Then we speak with Mercer, who found a contact of this mysterious enemy in Solitude (Solitude).

reckless design

Get the quest reckless design”(Scoundrel’s Folly), in which we need to find a certain comrade under the name Gulum-Ai (Gulum-Ei) and get the necessary information from him. After talking with Brynjolf before leaving, we learn that Gulum-Ai is stubborn and will no doubt sell his own grandmother, so most likely you will have to bribe him or follow him.

We go to Solitude to the tavern " Laughing rat"(The Winking Skeever), we find the reptile we need. If you have a high level of persuasion skill, then you can chat him up. If not, he can be bribed by stealing a crate of liquor from the local palace, which is very easy to do.

After which he will say that a certain woman has something against Mercer and therefore arranges all these troubles for the thieves guild. Without telling us anything else, he sets off.

We follow him to the docks, then to the warehouse. Nothing interesting, just follow him and get rid of the guards. In the end, he will obviously put it in his pants and quickly give us the right name - Karlia(Karliah). She killed the previous guildmaster and is now presumably after Mercer.

We return to the guild and tell Mercer everything we learned. Here we get the next task.

Silent conversation

In the quest Silent conversation”(Speaking With Silence) Mercer and I go to the Snow Veil Sanctum, it is located southeast of Winterhold ().

In general, we go through the dungeon until we reach the door with a riddle for which you usually need the appropriate claw. However, Mercer is so cool that he opens this door without any problems. We go there and get an arrow in the side.

The screen blurs and we listen to Karliah's conversation with Mercer. It turns out that she didn't kill anyone, and the villain is actually Mercer himself. Here's the scoundrel. As a result, she runs away, and in addition to the arrow, we also get a knife in the ribs ... Thank you all!

But Karliah saves us, and we learn in detail about the perfidy of Mercer, who killed the previous head of the guild - Gallus (Gallus). He left a journal in which the whole thing is described, but it is impossible to read, since it is written in an incomprehensible language. We receive the following task.

Difficult answers

In the quest Difficult answers» (Hard Answers) We need to translate this diary to prove Karliah's innocence to the guild. To do this, we go to Winterhold, go to the tavern and look for Enthir.

He will tell us that the diary is written in the Falmer language and only Calcelmo in Markarth can translate it. We go there, but he refuses to help us. We get the key to his museum (through his task or from his table in the western wing of the castle) and make our way there.

The museum is teeming with guards, so we carefully move around the room. At the end we reach the tower of Calcelmo, where the Falmer dictionary we need is located. We take a roll of paper and coal from the table and copy the dictionary from the stone table. After that, the nephew of Calcelmo with the guards will enter the room and ask them to search the room.

We kill them or sneak, then we leave the tower (here you can jump from the passage down into the water) and calmly return to Enthir in Winterhold. He translates the diary, and Karliah and I return to the thieves' guild.

The pursuit

The quest begins The pursuit(The Pursuit). After returning to the Flask, Brynjolf runs into us, but after reading the diary, he realizes that it is Mercer who is to blame for the death of Gallius.

It also turns out that he has been cleverly stealing money from the vault all this time, thanks to the same stolen skeleton key that he swore to protect. It is because of this that the guild is in decline, as it angered Nocturnal, the patroness of all thieves.

So we're following him. On a tip from Brynjolf, we go to Mercer's house, go in from the yard and stumble upon Vlad, the guard. You can either kill him or steal the key to the house, you can also complete an additional quest.

But I was too lazy to take a steam bath and complete the quest, plus I was unhappy with Mercer's behavior, so I just chopped off Vlad's head.

With the help of a bow, we shoot at the device on the balcony and a bridge will descend to us through which you can get into the house. There we go down to the 1st floor and find behind one of the cabinets secret passage, at the end of which we find Mercer's cache and his future plans. Don't miss the cool cutter in the showcase!

We return to Brynjolf and find out that Mercer planned to steal the eyes of the Falmer - huge gems from the Dwemer ruins.

The revived triad

In the quest The revived triad» (Trinity Restored) You and Brynjolf become members of the closed community of Nightingales who serve Nocturnal and guard her sanctuary. You will get a set of cool and stylish armor that I personally wear throughout the game :)

After that, we go after Mercer to prevent him from stealing the Falmer's eyes and returning the Nocturnal Skeleton Key.

Blindness

In the quest Blindness"(Blindsighted) we go to the Dwemer ruins of Irkngthand, which is located west of Windhelm (). Karlia and Brynjolf will be with us, so there will be no problems with clearing the dungeon.

We cut out all the Falmer and collect scrolls with a life detection spell along the way. As a result, we get to the statue, from which the enterprising Mercer has already taken out his eyes.

He will cast rage on Karliah and Brynjolf, so that they will fight each other, as a result, we will have to deal with Mercer alone. There is nothing special here, except that he will become invisible, so use the collected scrolls. I personally did not need them, as I immediately cornered him and chopped him up invisible with swords without problems.

Quickly search his corpse, take the key and eyes and get ready to soak the skin. Everything around will begin to collapse and the room will begin to fill with water. The main thing is not to panic and wait until a part of the wall collapses behind the head of the statue, opening a passage through which we run out to the surface with all the agility.

Now we need to return the key to its place.

Darkness returns

In the quest Darkness returns» (Darkness Returns) we go to the Twilight Sepulcher to retrieve the Nocturnal Skeleton Key. The tomb is located west of Falkreath.

Immediately at the entrance, we will meet the ghost of Gaul, who will warn of several tests that must be passed in order to reach the sanctuary. In the first test, you just need to defeat other ghosts. In the second, you need to go through dark places without stepping on the light, since you will quickly die on it.

If you play as a Khajiit, then I recommend turning on night vision, the path and the placed stretch marks will immediately become visible.

The third test in the room with the statue is to find a pull on the chains to the right and left of it (behind the large torches) - this will open the door behind the statue. After jump into the hole below, there you will find a skeleton and a note. Wait a few seconds and you will fall into the sanctuary, where you will return the key to its place.

There, Nocturnal will come to you and give you one of the three powers.

To select the desired power, just step on the plate with the image of a sickle, full moon or crescent:

  • Sickle allows you to become invisible once a day for 120 seconds in stealth mode.
  • Full moon allows you to drain 100 health from the target once a day.
  • Crescent allows you to make everyone around you attack each other once a day for 30 seconds.

The choice is not final, these forces can be changed, but only once a day.

This is how the main quest chain in the Thieves Guild ends. Mercer is punished, and you become the new head of the guild. But there is still plenty to do, as you will have to restore the guild to its former glory and power with the help of .

Reliable roof

Questgiver: Brynjolf
Start conditions: complete the quest "Random Encounter"
Reward: health potion, warrior potion


Go to the Rat Hole (this is the hideout of the Thieves Guild under Riften). Make your way to the Ragged Flask and talk to Brynjolf there. He will ask you to get money out of debtors. Talk to him about all the debtors, this will reveal to you Additional tasks, the implementation of which will greatly simplify the task.

Knock money out of Kirava
Go to the Bee and Sting Tavern. Say hello to Kirava from Brynjolf.


Additional task

Use Talen Jay to get to Kirava
Talk to Talen-Jay about Kirawa's debt.

Get money out of Helga
Go to Helga's Rooming House. Say hello to Helga from Brynjolf.


Additional task

Steal the statue of Dibella from Helga
Steal the statue of Dibella to blackmail Helga.

Knock money out of Bercy Honey Hand
Go to the Pawned Shrimp Shop. Say hello to Bercy from Brynjolf.


Additional task

Smash Bercy's Dwarven Vase
Hit the Dwemer vase in Bercy's shop with your weapon to break it.

Find Brynjolf in the Ragged Flagon
Return to Brynjolf and collect your reward.

Clarity

Questgiver: Brynjolf
Start conditions: complete the quest "A Safe Roof"
Reward: 200 gold

Follow Brynjolf
Follow Brynjolf to the Cistern.

Listen to Mercer Fry
Get a job from Mercer Fry.

Talk to Brynjolf
Listen to the details of the task. Completing this stage will unlock the optional quests "Get the Thieves Guild armor from Tonilla", "Learn more about the Thieves Guild from Delvin", "Learn more about the Thieves Guild from Vex".

Burn three bee hives
Make your way to the apiary and burn three beehives with any fire spell.

Clean out Aringoth's safe
Sneak into the basement of the estate, at the very bottom of it you will find a safe. You can pick the lock or steal the key from the owner. Take the documents from the safe.


Additional task

Find the key to Aringoth's safe
The key is at Aringoth himself. Sneak up to the second floor of the manor and steal the key from Aringoth's pocket.

Return to Brynjolf
Return to the Rat Hole for your reward.

Wrong honey

Questgiver: Brynjolf
Start conditions: complete the task "Clarity"
Reward: No

Talk to Maven Black-Briar
Find Maven Black-Briar and receive the quest.

Talk to Mallius Makii
Go to the Prancing Mare Tavern in Whiterun and talk to Mallius Makius there.

Talk to Sabjorn
Head to Honning's Meadery, southeast of Whiterun. Talk to Sabjorn.

Ask him to issue an advance, otherwise you will not receive anything.

Poison the nests
Go down to the basement of the honey factory and go deep into the cave. There you will find a nest of skeevers, poison it.

Poison a vat of Honning honey
Leave the basement and go to the meadery. There, throw the poison into a vat of honey.

Return to Sabjorn
Report to Sabjorn of your success.

Attend a tasting
Watch as the Captain of the Whiterun Guard tastes honey.

Talk to Mallius Makii
Find out from Mallius Macius where Sobjorn keeps the documents.

Find out the identity of Sabjorn's secret partner
Go upstairs to Sabjorn's office and take the documents from his desk.

Return to Maven Black-Briar
Return to Riften and give the documents to Maven.

Return to Brynjolf
Talk to Brynjolf to complete the quest.

Scoundrel's whim

Questgiver: Brynjolf
Start conditions: complete the quest "The Wrong Honey"
Reward: 2 tiny and 1 small soul gems

Talk to Mercer Frey
Get a job from Mercer Frey.

Talk to Gulum Ai
Travel to the Laughing Rat Inn in Solitude and speak with Gulum-Ai. At first he won't tell you anything; try to bribe him. He will give you a task.

Steal a case of fire wine
Go to the Blue Palace. Go down the left corridor and steal the crate of wine. There are no guards there, theft is simple.

Get information from Gulum-Ai
Return to the Laughing Rat and give Gulum-Ai the wine; he will reward you with soul stones, but will not say anything useful.

Follow Gulum-Ay
Follow Gulum-Ai to the warehouse of the East Empire Company, sneak behind him into the Saltwater Grotto.

Deal with Gulum-Ay
Kill all the bandits and talk to Gulum-Ai. Don't kill him.

Return to Mercer Frey
Return to the Rat Hole with Mercer Frey to complete the quest.

At the end of the quest, you will receive an optional task "Talk to Tonilla about the exchange of armor."

Conversation with Silence

Questgiver: Mercer Frey
Start conditions: complete the quest "Scoundrel's Caprice"
Reward: poison of fear, rejection of electricity

Meet Mercer Fry at the Snow Veil
Travel to the Snow Veil Ruins northeast of Windhelm and speak with Mercer Frey.

Infiltrate Snow Veil Shrine
You need to get inside. Approach the entrance and wait for Mercer to pick the lock. Go inside. The third hall will have a closed grate; it is unlocked by pulling the chain, but this activates a trap, in most cases lethal. To pass this section, pull the chain and quickly run back. If you're careful, it won't kill you. Break into the next location. Along the way, you will meet the Dragon Priest - a dangerous opponent. Finally, you will come to a special Nordic door. Such doors require a special key-claw, which you, of course, do not have. Wait for Mercer to crack that door too.
Enjoy the scene that follows....and while you lie motionless, you can think about what happened.

Talk to Karliah
When you wake up, talk to Karliah.

Difficult answers

Questgiver: Karlia
Start conditions: complete the quest "Speak with Silence"
Reward: nightingale blade

Talk to Enthir
Go to the Frozen Hearth in Winterhold, find Enthir there and talk to him about the transfer.

Talk to Calcelmo
Enthir will send you to Calselmo, Markarth's court mage. Travel to Markarth at Understone Keep and speak with Calcelmo about the Falmer. Alas, he will not give you anything, you will have to steal.

Get access to the Calcelmo Museum
There are two options here - either complete the task of Calcelmo, then you will get access to the museum, or illegally enter there yourself. The key to the museum can be stolen from Calcelmo, or you can simply pick the lock at the entrance.


Additional task

Find the key to the Calcelmo Museum
Steal the key from Calcelmo or complete his task.

Find Calcelmo's book on the Falmers
No matter how you get into the museum, you need to get into Calcelmo's laboratory; there is no way around it without a fight. Break into the tower. There you will find a stone with notes.

Copy the inscriptions on the Calcelmo stone
Pick up a roll of paper and coal in the next room; now copy the notes from the stone.

Return to Enthir
Return to Winterhold to the Frozen Hearth Inn. Thugs will be waiting for you; kill them and go down to the basement.

Talk to Enthir
Talk to Enthir; now he will buy stolen goods from you.

Talk to Kaliya

The pursuit

Questgiver: Karlia
Start conditions: complete the task "Difficult answers"
Reward: No

Meet Karliah at the Ragged Flask
Travel to Riften at the Ragged Flask and speak with Karliah.

Follow Karlia
Karlia will go to the "Cisterna"; follow her. Watch events.

Talk to Brynjolf
Talk to Brynjolf about Mercer.

Infiltrate Mercer's house
Leave the Guild and look for the estate in Riften. It is located near the temple of Mary. The only way to get inside is through courtyard. There you will find a guard named Wald. He has the key to the estate. You can steal the key, you can kill Wald and take the key from the body.

To get to the second floor of the estate, shoot a spell or an arrow at the mechanism under the balcony.

Find clues to Mercer's location
Go down to the first floor of the estate. In the Great Dining Room, inspect the cabinets. One of them is fake. Open it; you will enter a secret corridor. Follow it to the end, dodging traps. As a result, you will find a small room with a desk. Take Mercer's plans from the table.

Talk to Brynjolf
Travel to the Ragged Flask and inform Brynjolf of Mercer's plans.

The revived triad

Questgiver: Brynjolf
Start conditions: complete the mission "Pursuit"
Reward: Nightingale boots, armor, gloves and hood

Listen to Karliah
Listen to Karliah's plan.

Meet Karliah at the standing stone
Head south from Riften to the Nightingale Hall and talk to Karliah.

Follow Karlia
Follow Karlia deep into the Nightingale Hall.

Activate Armor Gem
Use the armor stone to get Nightingale Armor.

Wear Nightingale Armor
Equip Nightingale Boots, Armor, Hood and Gloves.

Follow Karlia
Go to the ritual hall.

Stand on the free symbol on the floor
Stand on the leftmost nightingale symbol and wait for the end of the ritual.

Talk to Karliah
Listen to future plans.

Talk to Brynjolf
Listen to Brynjolf's proposal to appoint you head of the Thieves Guild.

Blindness

Questgiver: Brynjolf
Start conditions: complete the quest "The Reborn Triad"
Reward: nightingale bow

Go to Irktand
Irktand is located southwest of Winterhold.

Go there. To get inside, climb the wooden decks to the top of the ruins, there will be an entrance inside.

Talk to Karliah
Go down to the lower part of Irktand and talk to Karliah.

Find Mercer Frey
Move deep into the ruins. Soon you will find yourself in a large hall, the exit from which is closed with bars. Activate the two levers on the upper level to open the gate.

Kill Mercer Frey
Defeat Mercer Frey. It will periodically disappear and suddenly appear. Be careful.

Collect Skeleton Key
Examine Mercer's body. Take the Skeleton Key. If you take the Falmer's eyes, you will unlock the non-story quest "Bring the Falmer's Eye to Delvin".

Leave Irktand
Wait until the water fills the room to the top, and swim out over the head of the statue. Leave the ruins through the passage to the caves.

Talk to Karliah
Talk to Karliah to receive your reward.

The Return of Twilight

Questgiver: Karlia
Start conditions: complete the mission "Blinding"
Reward: Nightingale's talent

Enter the Twilight Tomb
Go to the Twilight Sepulcher, which is northwest of Falkreath.

Talk to the Warden Nightingale
Ask the Warden Nightingale about the next steps.


Additional task:

Collect Nystrom's diary
The body of Nystrom lies not far from the Nightingale Guard. Take the diary and read.

Walk the path of the pilgrim
Go inside the tomb. Soon you will enter a large hall, partly lit, partly darkened. Hold on to the shadows. Do not step on illuminated areas. The darkened stairs contained traps, move carefully.
Next, you will enter the hall with the Nocturnal statue. To the left and right of the statue you will see burning lamps. Near each of them hangs a chain. Pull the chains to put out the lights. After that, a passage will open behind the statue.
Next, go to the inner sanctuary. There will be a corridor ending with a passage into the pit. Jump. Take the note from the skeleton and read it. Wait a while. Soon the floor will disappear and you will be taken to a black lake.

Return the Skeleton Key to Black Lake
Insert the Skeleton Key into the hole in the floor.

Listen to Nocturnal
Please accept Nocturnal's thanks.

Talk to Karliah
So, Nocturnal allowed you to drink from the Black Lake, Karliah will tell you about the effects.

Choose one of the Nightingale roles
There are circles around the Black Lake; by joining one of them, you will receive a talent that can only be changed once a day.
Narrow Crescent Moon:
Cloak of Shadows Nocturnal - When sneaking, you automatically become invisible for 120 seconds.
Crescent:
Nightingale Deception - people and animals in the area of ​​​​the spell attack everyone in a row for 30 seconds.
Full moon:
Nightingale discord - instantly absorbs 100 health from the enemy.
Choose your preferred talent to complete the quest.

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

In this article, we will tell you, starting from joining the organization and ending with the last 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 starts to make a speech, and at that very moment you must get to Madesi's shop, steal the ring from the box and put it in the pocket of the distracted Brand-Shei.

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

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

For execution quest "Reliable roof" you must bypass three merchants in Riften and demand the payment of debts:

  1. To knock out a debt from Kirava from the Bee and Sting tavern, you first need to approach the Argonian standing next to her. After talking with the Argonian, you will understand that Kirava has a very important family, and just by mentioning relatives from Morrowind, she will immediately pay off the debt.
  2. Bersi at the Pawned Shrimp will only pay off her debt after a fistfight or if you break an urn that is dear to her.
  3. Helga will pay the debt only if you steal the vase and promise to smash it if you refuse.

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

Quest: "Clarity"

So now you've become one of thieves guild members. Immediately after joining, you will receive a task "Clarity", in which you need to sneak into the estate, steal all the contents from the safe and set fire to three beehives. In order not to run into 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. Practically at the passage to the safe there will be the last guard who can be killed or sneaked with the help of an invisibility potion.

Thus, after completing all the instructions, you need to escape from the island and report to the guild about 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 hard to stop the organization's funding. But, unfortunately, the exact name is still unknown, and you need to complete an assignment from Maven Black-Briar, who owns the best mead in Skyrim.

During the conversation, Maven reveals that another meadery has appeared near Whiterun, which takes away all the customers from her.

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

Having made your way to the honey factory, poison all the holes of the rats and, of course, the vat itself. As a result of the tasting, Sabjorn will be arrested, and Maven will take his place.

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

Quest: "Reckless Design"

After reading the note, Brynjolf realizes that the traitor is inside the guild and sends you to Solitude, where you must extort information from an Argonian named Gulum-Ai. To blabber Gulum-Aya, you need to use bribery or persuasion.

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

Next, you need to follow Gulum-Ai and periodically kill all the guards. At 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: "Conversation in Silence"

After returning to the guild and telling all the information to Mercer, you go together to Snow Veil Monastery. Making your way through the dungeons you will reach a small room behind a stone door. As soon as you get there, you will immediately get an arrow in the back and fall in 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.

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

Quest: "Difficult Answers"

In this quest, you need to go to Markarth to Kalcelmo (on a tip from Enthir from the tavern in Winterhold), who is the only one who can translate this journal.

But after talking with Calcelmo, 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 need to find the key. In the museum, you need to go through all the security and find the Kalcelmo tower, where the dictionary we need will lie.

Quest: "Pursuit"

After telling 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 Nightingale organization, at the same time receiving the light armor of the same name.

Quest: "Blinding"

Traveling to the ruins of Irkngthand, 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 them, 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 of fighting Mercer is that he will be invisible. To defeat him, use the scrolls or simply pinch him in the corner, chopping him 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 until part of the wall collapses 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. At the beginning, you will be attacked by several ghosts, killing them is quite simple.
  2. Next, you need to go along the corridor, stepping only on the dark areas of the floor.
  3. In the last test, pull both chains behind the torches, as a result of which the door will open for you.

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

Invisibility for 120 seconds,

Drain 100 health from an 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 skyrim thieves guild. Of course, everything does not end with these tasks, 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.

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