Passage of the guild of thieves. Walkthrough The Elder Scrolls IV: Oblivion: Gray Fox Quests The elder scrolls iv oblivion thieves guild

Joining the Thieves Guild is very beneficial for everyone who wants to not only get rich, but also get new opportunities. These include, for example, the ability to remove the bounty on your head for half the price.

There are two ways to find members of the Thieves Guild:

1. Nearly every gate in the Imperial City has a sign that a certain Captain Hieronymus Lex is looking for a thief named Gray Fox. After reading such an announcement, you need to talk to any beggar in the city. When asked what they think about the Gray Fox, they will of course answer that it is just a myth, but a couple of gold (AND a good attitude) will loosen the tongue of any poor fellow. When asked why you need a Gray Fox, answer that you want to work with him, and you will be shown the right place.

2. The second way is even easier. Go to any store (You can also go to the house) and in front of everyone steal any item that you like. Naturally, the guards will come running. Agree to serve time in jail. After leaving the prison, it is worth waiting for a while (depending on the distance between you and the Imperial City) and a Dunmer named Myvryna Arano will come up to you and give a letter from the Gray Fox, which will contain the time and place where you need to be come.

So. At midnight, go to Dareloth's Garden in the Waterfront, in the Imperial City. There you will see a person, an Argonian and a Bosmer, waiting for something (or someone). We approach and talk to a person, Armand Christophe. Armand is a foreman (doyen) of the Thieves Guild.

To be accepted into the Guild, you must pass a test. It will be as follows: steal the diary of Amantius Alektis (Amantius Allectus). You can follow the Bosmer woman (her name is Methredhel), who already knows where Amantius' house is, or you can ask the beggars. For a couple of coins, they will tell you that Amantius' house is located in the Temple area (A marker will appear on the map). The Bosmer is already in the house, so we must get ahead of her. The diary is in Amantius' desk. We take the diary and back to the Coastal region. Give the Diary to Armand Christoph, and he enrolls you in the Guild.

If Metredel managed to steal the diary before you, don't despair. After all, she will give the diary only the next night. Find out from the beggars where Methredel lives. Now go to her house (it is best to do this during the day) and quietly steal the diary from her chest. You have the diary and you can safely go to Armand.

But if you didn't manage to steal the diary from Methredel, all is not lost either. You and the Argonian Amusei will be given one more chance (Which Amusei for some reason will not take advantage of). You must steal Rosshan's Antique Cutlass sword. At night, break open the door of the A Fighting Chance store. The sword is in the store owner's chambers. Entering the room, you will find a very bad animal. The poor animal will have to be killed. It remains only to take the sword from the chest and bring it to Armand.

You are now a full member of the Thieves Guild. Armand will advise you to visit Ongar in the city of Bruma. He needs to sell any stolen goods for 50 gold. Clean whoever you want, the main thing is that you should not be noticed. We carry everything stolen to Bruma. Once you sell enough, your journal entries will update. You should go to Armand Christoph for the task (again at midnight, in the Coastal region).

To receive this task, as already mentioned, you need to sell stolen goods for 50 gold.

Armand will instruct you to steal the tax roll and the money of the inhabitants of the Waterfront from under the nose of Hieronymus Lex. Start the quest by talking to the beggars. They will tell you that Lex lives in a watchtower in the Temple District. It is best to come there at night. Lex lives on the top floor of the tower. Break open the lock, grab the statement and money, and then calmly leave. At night, find Armand, who, for completing this task, assigns you the title of robber (Footpad).

It is required to sell stolen goods for 100 gold.

The next task is to steal the statuette of Lady Llatasa Indaris (Bust of Llathasa Indaris), wife of Count Cheydinhal (Cheydinhol), who died under unknown circumstances. We go to the city and talk to the beggars. They will tell you that the figurine is in the crypt under the Chapel and is well guarded. We go into the Chapel, break open the door to the crypt and quietly sneak to the grave of the Countess. We take the figurine and quickly leave the chapel.

We return to the Port area. But... Something is wrong. Almost all of the city's guards had gathered in the Waterfront, along with Hieronymus Lex himself. And they're looking for Armand Christophe.

After talking with the locals, we learn that Metredel is looking for you. Yes, yes, the same Bosmer woman who passed the first test with you. It turns out that there was no customer for this figurine. The operation was aimed at exposing a spy (a Dunmer named Mivrina Arano) implanted by Lex in the Thieves Guild. Methredel will ask you to put the figurine in Mivrina's closet and then turn it in to Lex. After completing this simple operation, Lex will ask you to go with him to make sure your accusations are true (does not trust the reptile). Follow him. After you enter the house of Mivrina Arano, we observe an interesting scene: Lex, having searched the closet and found the figurine, accuses and arrests the Dunmer woman. All. The next night, meet with Armand Christophe, who will elevate you to the rank of Bandit and tell you about the new Dar Jee from Leyaviin. He will also tell you that from now on, you will receive all tasks from S "Krivva (S" krivva) - a Khajiit living in Bravil.

It is required to sell stolen goods for 200 gold.

Krivva will ask you to return the Adgarji ring, which can be found in Leyawiin. Adarji will tell you that the Argonian Amusei (Remember this one?) stole the ring from her. She will ask you to kill Amusei (this is prohibited by the rules of the Thieves Guild!). "No need to find an Argonian. Talk to the beggars. For a small reward on your part, they will tell you that the Argonian was caught and put in the Leyawiin prison. We go to the prison. We give the guard a small bribe, as a result of which he allows us to go to Amusei. It is worth giving the Argonian a master key, and for this he will tell that the ring was taken by Countess Alessia Caro. After talking with some servant of the Countess (and raising relations with him), you will find out that the Countess wears the ring all the time and takes it off only at night. into the countess's bedroom at night and steal the ring from the box to the right of the bed. Leave the castle and carry the ring to Adarzhi, then return to S "Krivva in Bravil. She will assign you the title of robber (Prowler).

It is required to sell stolen goods for 300 gold.

Krivva is very worried about the unrest in the Imperial City: the guards, led by Hieronymus Lex, have occupied the Port Area and many members of the Thieves Guild have already been arrested. we learn that the Bosmer is hiding in the house of Dynari Amnis "House", which is on Talos Plasa. Methredel will send you to steal from the Secret University, at the Archmage (!!!) Hrormir's Stuff, and in the Archmage's bedside table you need to put a letter from the Gray Fox. We bring Methredel's staff. She will send you to the Port area, for reconnaissance. As soon as you find Lex, a messenger from the Mages Guild (Dremora) will appear.He will give a letter to Lex, after reading which, he will have to withdraw troops from the Waterfront.He will drop the letter, so do not forget to pick it up.Go back to Methredel.She will ask you show the goodwill of the Gray Fox and return the staff.But do not drag the staff to the Arcane University.We need to take it to the house of the retired magician Onthus Vanin (Onthus Vanin).That's it, you saved all the thieves of the Waterfront (and not only).Now it remains to return to S "Krivva and get a well-deserved promotion to a raider (Cat Browler).

It is required to sell stolen goods for 400 gold.

The next task from Krivva is that a certain Teranis (Theranis), also a member of the Guild of Thieves, was tasked to bring the book “ Lost Stories". But he never returned. You need to find Teranis, and along with him, the book. By when you arrive in Skingrad, talk to the beggars (as usual) You will learn that Teranis has been imprisoned. If you try to bribe the guard, you will be refused, so you need to find another way to get into prison. You can commit some kind of crime, or you can be hired worker (feed the prisoners) at the butler - the orc Shum gro-Yarug. Anyway, once in prison, you will not see Teranis. Talk to the prisoner Larthjar the Laggards. Promise him release, and he will tell you about everything that is happening very often a certain Pale Lady visits the prison and constantly takes away several prisoners who then do not return.Recently, she took Teranis and his cellmate - a wounded Argonian (guess who) After searching the prison, you will find bloody footprints that lead somewhere behind the wall. Click on the Strange Candle and the wall will open up. Follow the bloody footprints further and soon you will come across a vampire. Having finished with her, search the body of the dead Teranis (did not have time, as always). There are no books with him, of course. But behind bars...yes, that unfortunate Argonian Amusei. He will ask you to release him and take him outside the castle (do not catch the eye of the guards). Having fulfilled his request, you will find out that the book we need lies behind the well in the bushes (marked with a marker) in Skingrad. Back to S "Krivva"

It is required to sell stolen goods for 500 gold.

S "Krivva says that we need to take care of the one who has always prevented the existence of the Thieves Guild. It's about about Captain Hieronymus Lex of the Imperial Guard. The plan to get Lex out of the Imperial City is simple: Anvil needs a new captain of the guard. You need to replace the letter with recommendations with one that will contain Lex's name (with excellent recommendations, by the way). In Anvil, we learn from the beggars about the “right people” and about the secret passages of the castle. Go to the forge in Anvil Castle and talk to Orin the blacksmith. He will open you a secret passage leading to the room of Dairihill (Dairihill) - the adviser to the Countess of Anvil (She keeps a letter of recommendation with her). We break open the door to the room and take the letter from the table. We leave the castle the same way. Now we need to add Lex's name to the letter. The beggars will tell you about the one who is engaged in forging documents - about the Stranger (A Stranger). It can be found either in Anvil Castle, right in front of the Countess' throne, or in an abandoned house (Abandoned House). For 500 gold, he will agree to forge a letter. After 24 hours, we pick up the fake and go to the office of the Imperial Legion, which is in the area of ​​​​the Imperial prison, to stamp the papers. Be careful - the territory is well guarded. Place the seal and go to Anvil, directly to the Countess. The letter should be delivered directly into the hands of the countess. The Countess will give you an order to transfer Lex, which you must deliver to him. For this task, S "Krivva promotes you to the rank of Shadowfoot. From now on, you work directly with the Gray Fox.

It is required to sell stolen goods for 600 gold.

Metredel will find you and give you a note from the Gray Fox. He will be waiting for you in Bruma, at Helvius Cecia's House. The great thief will ask you to find Savilla's Stone, which is located in the Temple of Ancestor Moths. The Temple is located near the statue of Azura, in the northeastern part of Cyrodiil. The monks, as before, cannot be beaten, but the guards of the stone ... In general, go to the temple. There, talk to one of the NOT blind people towards the temple. When you finally get there, talk to one of the NOT blind (that is, sighted) monks. You will need to increase his location, and then ask him to show you the entrance to the catacombs. Follow the markers and you can easily find the hall where the stone is located (the main thing is not to catch the eye of the monks). Grab the stone and run through the right room, which will take you to the surface. You can return to Bruma to the Gray Fox.

It is required to sell stolen goods for 700 gold.

This time, the letter from the Fox will be given by Amusei, who nevertheless joined the guild. You need to come to the house of Malintus Ancrus "House. You need to steal the Arrow of Release from the court sorcerer Fathis Aren from Bravil. The fox allows you to kill him, but only outside the castle. The beggars of Bravil will tell you what Fatis has tower outside the city, but the entrance to it must be somewhere in the palace. Naturally, there is no arrow in his room in the palace, but one of the supports on the walls moves away, opening the way to the catacombs. This is a rather complex labyrinth filled with Daedra, spellcasters and rats. My advice to you is to save before climbing into this corridor. After passing this labyrinth, you will find yourself in a dilapidated tower, where you will find Fatis. You can kill him, or you can just get the tip of the Arrow of Release (the tip is enough) from his chest and quietly dump.Return to the Gray Fox, who will happily raise you to the rank of Master Thief.

It is required to sell stolen goods for 800 gold.

The letter from the Gray Fox will again be brought by Amusei. Travel to Ganredhel's house in Cheydinal. The great thief needed Jack Springhill's Boots, which he says are now in the possession of Jack's descendant, Jakben, Earl of Imbel. Also, the thief will mention that Jack was buried in his famous boots. After talking to the beggars, you will learn that Jakben is nocturnal. Enter Jakben's house. Talk to him and he will give you the key to the basement that leads to the crypt. Get down into the crypt, and looking into the stone sarcophagus ... do not find the boots. But there is a diary in which it will be said that Jack Springhill is a vampire who lives to this day and is known as Jakben, Count of Imbel. Come back upstairs. Along the way, you will meet Imbel, who, apparently, decided to end you. Kill him and take the boots. Return to the Gray Fox.

It is required to sell stolen goods for 1000 gold.

The hour of the most audacious robbery has come. It will definitely go down in history (I warn you - this is the most difficult quest in the entire game, so draw your own conclusions). This time the Gray Fox will be waiting for you at Othrelo's house in the Elven Gardens (Imperial City). He will return Jack Springhill's Boots and the Release Arrow to you. I also advise you to stock up on good armor, a bow and a set of arrows. It would also be useful to have an Invisibility spell, or at worst, at least a Chameleon. Your task is to steal the Elder Scroll. The fox will give you his plan in writing, so I advise you to read it.

First point. We need to get into the basement of the Imperial Palace. Make sure no one sees you. There will also be a guard in the basement. While he is patrolling, sneak into the room right behind him and activate the Glass of Time. Now you can go to the Ancient way (Old Way). Get into the sewers in the place where the marker indicates. You will wander through the sewers for quite some time, but the proximity of the Ancient Path will be heralded by the appearance of a few opponents (undead), but they will be fairly easy to deal with. After a bit of winding, you will find the Ancient Path. Here the long run will end in a large hall with three statues.

The largest statue has a keyhole, and the passage can be opened with an accurate hit from the right position. Now look around. See two red lights right in front of the big statue. That is where you need to get to. But the path to the point is blocked by a metal grate. It is opened by pressing the buttons located behind the door on the upper level. Now return to the point between the two crystals and watch the large statue turn towards you, and a keyhole will open in it, which you need to hit with the Arrow of Release. You MUST save now. First, release a few regular arrows (you will hear a characteristic sound when hit). Next, without releasing the scope, release the Release Arrow. If you hit, the large statue will move away, opening a passage, and the smaller statues will come to life. These statues are quite serious opponents, so if you have an invisibility spell, you can get past them. Now save again and go through the door. You ended up in some room where the guards sleep.

Now you should not catch the eye of ANY guard, even for a moment. Following the marker, make your way to the next floor. You are in front of the Imperial Library. A blind monk will be sitting on the right, and right behind him is a lever. Turn it and go around the grate. When entering the Library, do not talk to anyone. Just sit on a chair and wait. Some time later, an Elder Scroll will be brought to you! The monks will think that in front of them is Celia Camoran, who has disappeared somewhere, so do not give yourself away. Take the Scroll and sneak upstairs. Reaching the room Battle Mages, jump into the fireplace. This is where Boots are needed. They will fall apart (self-destruct) as soon as you touch the ground, but will keep you from falling. You are not far from the beginning of the Ancient Path. Get out to the surface and return to the Fox.

However, the Gray Fox will ask you to take one ring to the Countess of Anvil, Milone Umbranox. She (and you, probably) will be surprised to see the ring. It turns out that this is the engagement ring of her husband, whose name and face she somehow cannot remember. And then the Stranger appears (yes, yes, the one who forged the letter of recommendation) and puts on a mask. So this is the Gray Fox! But now, with the help of the Elder Scroll, he was able to remove the curse from his hood. Before you is my lord Corvus Umbranox, Count of Anvil, missing under mysterious circumstances. Corvus gives you his helmet and gives you the title of Gray Fox. You are now the Chief Thief, congratulations. Now you can visit the Coastal District, where the office of the Thieves Guild will be located. You will meet many familiar faces there.

Good luck and may the shadow keep you.

© Hearingly

  1. After selling stolen goods worth at least 1000 gold, the Gray Fox will contact you.
  2. Make your way to the basement of the Imperial City Palace and activate the Vessel of Time to enter the Imperial City Sewers.
  3. Pass through the Old Way and the Forgotten Catacombs to the Hall of Ages.
  4. Make your way through the Imperial City Palace to the Library of the Elders.
  5. Having received ancient scroll, return to the Gray Fox.
  6. Take the ring given by the Gray Fox to the Countess of Anvil, Millona Umbranox.
  7. After some secrets are revealed, take on the Gray Hood of Nocturnal to become the new head of the thieves guild and the Gray Fox.
Description

Planning

Once again, Amuzai urges you to speak with the Gray Fox. This time at Otrelos' house in the Imperial City. The last three tasks were preparation for the final job: stealing the Elder Scroll from the Imperial City Palace. He does not hide that this will be the most dangerous task and warns you to be prepared. He explains the plan, gives him the key to the sewers and the restored Release Arrow, and . There is no "price for blood" during this quest.

The Perfect Heist

Vessel of Time

Make your way to the basement of the palace and activate the Vessel of Time (giant hourglass). Presumably activating the Vessel of Time opens the Old Path, but due to a minor glitch in the quest scripts, this step is actually optional (see bugs). There is a fairly large dungeon ahead, so make sure you have everything you need (don't forget the bow).

Hall of Ages

When you find yourself in a huge chamber with a large statue flanked by two smaller statues, a quest update in your journal says that this is where you need to use the Arrow of Release. But you need to stand in a certain place to open the keyhole on the pillar. If you start exploring the room, another quest update will let you know when you're approaching the correct shooting area. It is blocked by walls and locked gates. The suggested way to reach the location is to lower the walls by activating a hidden pressure block. If you head south from the main room, you'll find a pressure block on the balcony - it opens a hidden door. Go through the hidden door to a new area (also the Hall of Ages). The pressure block you are looking for is at the end of this zone. Returning to the main room will reveal that the walls are gone (freeing some undead) and the gate is open. If for some reason you don't have a bow with you, then be sure to take one at this point: one of the four undead that have just been released is guaranteed to be an archer.

Ayleid Warrior - Eternal Guardian

When you stand on the pressure plate, the keyhole opens. Aim carefully (because you only have one ), and take a long shot. Practice with regular arrows. Of course, you should save before taking a shot.

ancient scroll

You find yourself in the premises of the Imperial Guard. Be extremely careful not to get caught by the guards.

In the Imperial Library, you will meet the Moth Priests again. Don't talk to them!

Staying in stealth mode, you need to pull the lever next to the priest of the Moth, sitting on a chair, and enter the library itself. Silently sit on a chair and wait for the Elder Scroll to be brought.

Grand Prize

Palace Escape

Take the scroll and leave. You can also take two useful "Shadow" scrolls from the bookcase, each of which gives 50% Chameleon. You cannot return the same way you came, but instead must climb the nearby stairs. Proceed through the Moth Priest Rooms to the Imperial Battle Mage's quarters. Sneak past the guard - Evangeline Beanic. There is no "Blood Price" for killing her, but you will be removed from the Mages Guild and you will attract the attention of the guards.

Jump into the fireplace. It will be a very long jump. You can use Swift Jack's Boots, but they will be destroyed by the jump. It is safe to jump with tumbling 40 if you have at least 180 health points. Make a separate save after the jump.

There is a small ledge just a few meters below the grating itself, which can be used to slow the fall for a short time. While it doesn't help much, the ledge will save a few health points, which can ultimately be the difference between life and death.

An alternative to jumping is arrest in the palace. You will be sent to prison, but after the release, the Elder Scroll will remain with you. However, before that, you must first return to the hatch in the guard barracks where you first entered from the Hall of Ages. Trying to open the hatch will give you the same quest upgrade you get from jumping down through the fireplace. It is imperative that you receive this quest update before you get arrested or you will not be able to complete the quest.

Regardless of how you choose to make the jump, you will end up at the entrance to the Old Way. Walk back through the sewers and return to the Gray Fox with the grand prize.

Countess of Anvil

The Gray Fox gives you another task: give the ring to the Countess of Anvil. He says it can cause anger or tears and if she asks, tell her it's from a "stranger". Do as he asks.

Gray Hood Nocturnal

In the Countess's Palace, you will witness a small scene, and you will also receive the Nocturnal Gray Hood and become the new head of the Thieves Guild!

Notes
  • Amusei will not look for you if you are in jail, in a shelter Dark Brotherhood or stroll through the elven gardens of the Imperial City.
  • If your Acrobatics skill is high enough, you will be able to enter the palace even without Swift Jack's Boots.
  • The Speech Tutorial "2920 Second Seed Month (Vol. 5)" is only available during this quest. It is located in the chambers of the imperial battlemage, on a high shelf to the right of the fireplace.
  • Without the Shivering Isles expansion, Feyfolken III is only available during this quest. It's in the library where you pick up the Elder Scroll, on the first shelf on the left.
  • If the push block doesn't open the walls, you can easily stand behind the iron gate and then jump over it with the boots of Swift Jack.
  • After completing this quest, a special edition of The Black Courier will be published: Palace Invasion? In fact, it is published even before the quest is completed. Also, if you get caught making your way through the palace and failing to complete the quest, you may hear rumors of infiltrating the palace and a "new Gray Fox".
  • If you immediately put on the hood and talk to the Gray Fox, he will respond like an ordinary citizen. This happens until you receive a quest update.
  • There is an unused "I don't want the hood's curse" dialogue option that should have appeared at the end of your conversation with the Gray Fox (after he ends his conversation with Millona). He would reply to this "Curse is broken. Be aware, thieves will only consider you as the head of the Guild if you wear this hood. Once you remove the hood, everyone will see your true self again. Fortunately, the hood still has the ability to hide from them They don't realize that you are the same person who just took off the hood in front of them. For them, the Gray Fox just vanished into thin air." However, because the previous dialog is marked as ending, this dialog never becomes available.
  • In Skyrim, during the Ancient Knowledge quest, when you ask Urag Gro-Shub about the scrolls, he asks, "Do you even know what you're asking?". If you say you know and ask if it's in the library. Urag will say that even if he were there, he would be under such protection that even the greatest thief the world couldn't steal it. This is an obvious reference to this quest.
Bugs

During the final scene (after the dialogue between the Countess and the Gray Fox), the game freezes in "cut-scene mode". This usually happens if your guild rating isn't "Master Thief" at this point.

- Return to a saved game and complete all other Thieves Guild quests.
- Use console command enableplayercontrols .
- Use the console command setstage tg11heist 140 and then setstage tg11heist 145 .

Several problems may arise in the library. For example, you activate a chair but don't actually sit down.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".
- In the console, click on the reading chair and type activate , then close the console and wait for the character to sit down. Open the console again and type setstage TG11Heist 85 and the quest should continue.
- If the event does not fire, add the Elder Scroll to your inventory using the player.additem 22DB0 1 command.

If Amusei doesn't show up.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".
- Try to do something illegal and end up in the Imperial City prison.
- You can also initiate the start of the quest with the console command setstage tg11heist 10 .

Activating blue button blocks does not lower walls or open iron gates.
- Use quick save/load or restart the game.

The grate in the fireplace may not open.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".
- Turn on the console, click on the grate and type unlock to open it.

You don't actually need to activate the Vessel of Time. The linked script activates the doors to the Old Way, so activating the Vessel of Time has no real effect other than updating the quest.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".

Some items remain "quest" status even after the quest is completed and therefore can never be removed from your inventory.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".
- You can fix this problem using the console and the following codes:
Daring Heist Plan: SetQuestObject 00022DB4 0
: SetQuestObject 00022DB5 0
Boots of Swift Jack: SetQuestObject 000148D4 0

If you get caught after you have the Elder Scroll, then the guards will chase you and you will be stuck in combat mode - unable to fast move, rest or wait - even if you pay the fines to Armand Christophe.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".

If you are spotted and attacked by more than one palace guard, then the guards may start to fight each other (to provoke, use invisibility or a high enough chameleon level so that the guards lose sight of you). This is because they have a very high level of aggressiveness. Instead of arresting, they will immediately attack you. In fact, they are not standard guards, but are in a special ICPalaceGuard class. However, the real palace guards will also be present and they will attack them for attacking you.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".

If you kill the Ayleid Guardians before they see you, it will count as a kill.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".

There may be rumors among the NPCs that the Count will return before Millona receives the ring.
- [PC] This bug has been fixed by the "Unofficial Oblivion Patch".

Diary entries

Number
stages
KZ Diary entry
10 Amuzai gave me a new message from the Gray Fox. I need to meet him at Otrelos' house in the Elven Gardens in the Imperial City.
20 The Gray Fox is about to steal one of the ancient scrolls in the Imperial Palace. Such a daring trick is amazing! When I'm ready, I need to return to him at Otrelos's house.
30 The Gray Fox is about to steal one of the ancient scrolls in the Imperial Palace. Such a daring trick is amazing! The Gray Fox developed a plan of operation. It's not easy, and he provided me with a copy of the plan - I can refer to it during the operation. He even temporarily canceled the Guild's rules regarding the need to pay the price of blood. Now I need to implement this plan. The first step is to infiltrate the Imperial Palace and activate the Time Vessel, whatever it is.
40 The vessel of time has been activated. If the Gray Fox is correct, the door to the Old Imperial Sewer Route should now be open. We need to find her.
50 I managed to find the sewer entrance that the Gray Fox told me about. Now you need to find the Old Way.
55 I managed to find the Old Way. Obviously, these dungeons of the Imperial City have been abandoned for a very long time. It seems that getting to the Imperial Palace this way is not an easy task. I need to find a door leading to the interior of the palace. If I remember correctly, I need a Release Arrow to open that door.
60 Hint for riddle number three.
70 There must be some secret way to open this door. I think I'm in the right place to use the Release Arrow. I probably need to stand on some special point so that the keyhole becomes visible. This should be such a point from where the entire column is clearly visible.
71 These walls appear to be moveable. Perhaps I need to stand behind them in order to shoot an arrow at the castle. There must be some way to get there.
72 Here is the same point. Standing on this pressure plate opens the pedestal at the far end of the hall. First you need to practice with regular arrows, and then use the Arrow of Release. I will only have one try.
73 The release arrow triggered the door mechanism and opened a secret passage to the palace. It is not clear where this path will lead me. When I enter the door, I need to put out the lights, muffle the sound of footsteps, and try to move as stealthily as possible.
85 I am sitting on a reading chair. I just have to wait for the scroll to be brought to me. As long as I remain silent, the priests think I am Celia Camoran.
95 The priests of the Ancestor Moth have exposed me! We need to get out of here. The way back is closed. The only hope is to move forward, maybe I'll find another way.
100 I have an ancient scroll! This is the theft of the century. My name will be known throughout Tamriel! We need to return to the Gray Fox. The way back is closed. To find a way out, you need to go upstairs. Although these monks are blind, it will not be so easy for me to slip past them.
102 I managed to get my feet out of the Imperial Palace by jumping down the chute in Okato's bedroom. I hope the royal battlemage doesn't take offense that I had to disturb the ashes in his fireplace. It remains to be hoped that my fall does not end too suddenly. I wonder if that's why the Gray Fox said I'd need Swift Jack's Boots?
110 The Gray Fox hasn't paid me yet for the ancient scroll I got from the Imperial Palace. In order to receive my reward, I need to give the ring to Millona Umbranox, Countess of Anvil, and see how she reacts. I don't understand how this has to do with the Elder Scroll, but I'll have to do it.
140 The Gray Fox, who is no longer a Gray Fox, but even Corvus Umbranox, handed me the "Grey Hood of Nocturnal". Now I am the new Gray Fox and head of the Thieves Guild. Thanks to the magic of the hood, the rest of the thieves of the Guild will not notice the replacement. However, since the curse has been lifted, I can remove my hood at will, and people will once again recognize me in my normal form. Interestingly, the magic of the hood is such that even those who see me take off the hood do not perceive me as a Gray Fox.
150 History has now been rewritten. I need to go take a look at the new Thieves Guild office in the Imperial City's Waterfront. The Gray Fox, or Count Corvus, as he is called now, said that I would now manage the affairs of the Guild.
200 A fight broke out with the monks. Case failed. Now there is no chance to get an ancient scroll. I can only escape from the palace. There is no doubt that the Gray Fox will kick me out of the Guild. I don't think I'll ever be accepted back into it.

Notes

  • Not all entries may appear in your Quest Diary; which entries appear and which do not appear depends on how the task is performed.
  • Stages are not always in order of passing. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be completed in random order.
  • A checkmark in the "KZ" (End of Task) column means that the task disappears from the list of active ones, but you can still receive new entries for it.
  • You can use the console to progress through the quest by entering the code setstage TG11Heist stage , where stage is the number of the stage you want to complete. Note that it is not possible to cancel (i.e. go back) the quest stages. See SetStage for more information.

Introductory quest and assignments by Armand Christoph

Quest TG00FindThievesGuild - Finding the Thieves Guild

Wanted...

Is there really a king of thieves, the Gray Fox, who commands all the thieves of Cyrodiil, at the mention of whose name any respectable citizen begins to seethe with indignation? Many believe that it is not, and the hype raised around him is nothing more than the excessive service zeal of Captain Hieronymus Lex...

While in the Imperial City, pay attention to the Wanted Poster pasted on the walls of buildings. Wanted Gray Fox - for theft, embezzlement, forgery, pickpocketing, counterfeiting, robbery, conspiracy to commit a crime, grand larceny, tax evasion, slander, fraud, perfidy and impudence, just something ... If you want to get to know this undoubtedly talented person, then ask the townspeople or guards about him and you will find out that he prefers to steal from the rich, so the nobility hates him, and the poor adore him. Then it remains only to talk to the first beggar who comes across, although this is not easy. The sly one will pretend that he does not understand what you are talking about, but after persuasion, charm or bribe, he will tell you that you can learn more about the Thieves Guild at midnight in the Garden of Dareloth, located in the Waterfront of the Imperial City.

The path to the Thieves Guild described above is not the only possible one. You can try to enter illegally (breaking locks) into the houses of citizens or steal something from their pockets. It is enough just to get caught at the same time, or after the theft, find a certain fine on your head and surrender to the guards. Upon leaving the prison, the GV messenger Myvryna Arano will find you and hand you a mysterious note (Mysterious Note) with an invitation to come to Dareloth's garden at midnight.

You can also talk to the Argonian City-Swimmer in Bravil about the city. According to her, only honest and law-abiding citizens live here, but in the next remark, when you choose the question of what the Thieves Guild is, you will hear about Dareloth's garden. In general, it is not necessary to talk to anyone, it is enough just to be in this garden at midnight and you will see all the characters there. Depending on the development of events, this quest may or may not be logged.

Quest TG01BestThief - May the Best Thief Win

Infamy +1 or +2

In the midnight garden of Dareloth you will find three - Armand Christophe (Armand Christophe), Argonian Amusei (Amusei) and wood elf Methredhel (Methredhel). Most likely, you will have to raise Armand's attitude so that he believes you and starts talking. So, Armand Christophe, a follower of the Gray Fox and his doyen (doyen), has the right to choose the best of the three who wish to join the Thieves Guild gathered here, and is now arranging something like an entrance exam.

According to the conditions of the test, the one who brings the diary of Amantius Allectus (Amantius Allectus) will be accepted. You get scant information that he lives somewhere in the Imperial City, beggars can help you in your search, but for a fee. You will have to break into the Allectus house, so the lockpicks will be very useful, and if you don’t have them, then Armand will sell them right here. Remember that you are not allowed to kill the owner of valuable records and your pretenders. The diary appears in Amantius's desk after starting this quest, so it can't be stolen beforehand.

And what's so special about the diary...

If the diary of Mr. Allectus is in your hands, then it is quite understandable that you will want to read it. The notes are a description of an attempt to grow unusual plants - bloodsuckers. As the name suggests, they need blood to feed. The ruthless experimenter at first caught animals, but there came a moment when the plants demanded human blood... After that, he decided to destroy all the notes on breeding bloodsuckers, and take the plants themselves to the roof, under the hot rays of the sun, and an hour after sunrise they all withered. You can see the remains of plants in pots in the basement of Amantius's house, but for some reason the diary survived, and someone unknown wanted to get it...

After the words of Christophe, Amuzai loudly announces that Allectus lives in the Elven Gardens, while Methredel is quickly carried away to the city. You should not listen to the Argonian, this is not true, but you can follow the nimble Bosmer and she will lead you to the door of the desired house (if you do not fall behind her on the way). Or you can ask some beggar, for five coins you will find out that the house of Allectus is located in the eastern part of the Temple District, and with a high location, the tramp will say it just like that. The nearest tramp sleeps right next to the garden - Puny Ancus.

When you enter Amantius' house, you will almost certainly see Methredel there. She sneaks very quickly to the table and pulls out the diary. By the way, after the successful theft of the diary, Methredel chooses an amazing route - through the basement of Allectus, and then, apparently, through the sewer system, he enters the city streets. But if you furnished it, then bring the diary to Armand (he waits in the garden until three in the morning) and accept his congratulations - you have become a pickpocket (Pickpocket). This will complete the quest and add one unit of notoriety.

Nice doggy...

If you are late, then the game gives a hint that the diary can be stolen from Methredel, the easiest way is from her house during the day, it will be in a locked chest, and she herself sleeps during the day (since neither you nor Methredel are yet members of Guild, then theft is not prohibited from it). After that, wait until midnight and hand over the diary to Armand, on this the quest will close with an increase in notoriety by one unit.

If Methredel failed to steal the diary, then you just have to look at how the Bosmer will give it to Armand and ask for a second attempt. This time, you will be asked to steal the ancient Rohssan Cutlass from A Fighting Chance in the Imperial City Market District. But this is the last chance. Although in this case everything is simple, because Amuzai is a bungler and will not compete with you.

The saber lies in a chest in the private quarters on the second floor of the Soldier's Fortune. During the day, the hostess trades downstairs and may notice your attempts to break in, so it's best to break into the house at night, while she sleeps. And everything would be fine, but there is a dog upstairs ... You will either have to calm her down using knowledge in the school of illusion, or rely on a pumped stealth skill, or kill her (the rules do not apply to animals). From the noise of the fight, Rossan seems to wake up, but he does not try to come up to see what is there. Return to Armand with a saber, he will accept you into the Thieves Guild, the quest is completed, notoriety increases by two units.

Subsequently, wild rumors begin to circulate among the townspeople that Amantius Allectus was killed during a robbery of his house, even if he remains alive.

Quest TG02taxes - Untaxing the Poor

Infamy +2

From now on, you need to sell stolen goods to a buyer for a certain amount in order to get a job from Armand. This time, it will be enough to turn in stolen goods worth at least 50 coins to Ongar the World Weary in Bruma. Then you can safely apply for assignments to Armand.

Armand reveals that recently Captain Hieronymus Lex of the Imperial Guard, the very embodiment of law and order, collected taxes from the inhabitants of the Waterfront. It is customary for the city not to tax them, despite its legal right, since the amounts that can be squeezed out of these people do not cover the cost of the fees themselves. Lex clearly did this in retaliation for their help to the Gray Fox, who, out of principle, simply cannot allow such an injustice to be done. Your task is to find out where Lex keeps the collected taxes, seize them and bring them to Armand, along with tax records, in order to return the citizens paid.

You need to get to Lex when he is sleeping or absent on business, a table with money and statements locked on the middle lock is located immediately to the right of the entrance. Grab both (money is not necessary to complete the quest) and leave just as quickly and unnoticed. Then, for the sake of interest, read the papers, there is a certain Raven Camoran on the list, from whom 2 coins were taken, a very remarkable surname ... And Mivrina Arano was released altogether ... At midnight, hand over everything that was obtained to Armand. He will say that such a miserable amount as 53 gold you can keep for yourself, the Gray Fox will surely find so much to distribute to the poor, and will promote you to a robber (Footpad).

After completing this quest, a special issue of the Raven Courier will be released - "The poor have been taxed!". It says that recently some scoundrels broke into the southern watchtower and stole from the office of Hieronymus Lex a small amount of money, oddly enough, but exactly equal to that previously collected from the inhabitants of the Waterfront...

Quest TG03Elven - The Elven Maiden

Infamy +2

To receive the next task, you need to hand over stolen goods to Ongar in the amount of at least 100 Septims. Further, you will learn from Armand that the Guild has received an "order" for a unique figurine - a bust of Llathasa Indarys, the recently murdered Countess of Cheydinhal.

In Cheydinhal, any beggar for 15 coins will tell you that Count Indaris recently ordered a bust of Llathasa and installed it on her grave in the crypt of the chapel. He also set guards there so that no one disturbed the grave, and earlier everyone could visit it.

Something About Countess Llathas

The death of Countess Llathasa is shrouded in mystery - her body was found at the foot of the stairs in the throne room of Cheydinhal Castle with traces of severe beatings. This incident caused a terrible scandal. Count Andel Indarus is suspected of her death, but it is unlikely that it will ever become known for certain whether he killed his wife or not, whether it was an accident or not ...

The crypt of the chapel is guarded all the time by the guard of the chapel. The elf is constantly patrolling the room, so you have to wait until she enters the right half of the crypt, and quietly sneak to the left, to the grave of Llatasa, and then pick up the bust. If the guard sees you, he will attack. You can, of course, rob the coffin of Llatasa, but here disappointment awaits the overly greedy - the prey is so-so, but the leveled ghost of Llatasa appears (her dark ghost with a beard looks especially interesting!) And attacks you, and this can attract the attention of the guard. Her murder is forbidden, as well as all other NPCs living in this chapel. If the task seems difficult, then use potions or spells with chameleon and invisibility effects, there is another option - to calm the guard down for a while.

Returning to the Waterfront, you see that it is filled with Imperial guards looking for Armand Christophe. It turns out that Count Indaris accused him of stealing the bust of Countess Llatasa. There is no doubt that Armand will not come to the garden tonight. By the way, he is hiding in the basement of the warehouse of the Imperial Trading Company, but he will only say that you will receive instructions from Methredel.

Metredel will find you herself, and then it turns out that the client who ordered the theft of Llatasa's bust from the Guild was not there. Armand used you to track down an informant who had infiltrated the Guild. This is Mivrina Arano, oh, how careless Lex, because he did not tax her ... Now you have to blame the theft of the bust on Mivrina by placing this bust in the closet next to her bed, and then convincing Hieronymus Lex that she is a thief. Lex's location must be over 70 (at your service is a mini-game of persuasion, enchantment or an increase in charm), in order for him to believe you and go to see if there really is a bust in the closet. Amazed, Lex finds a bust in the closet, then you will listen to his conversation with Mivrina, as a result of which he arrests her. Subsequently, she can be seen at her new permanent residence in the cell of the Imperial Prison.

After all the events, the siege of the port of the guards is removed and Armand can appear on the street. He will give you a reward - 100 coins, will produce a bandit (Bandit), and will name another buyer of stolen goods - Dar-ji (Dar Jee) from Leyawiin. This was Armand's last assignment, now you should contact S "Krivva (S" krivva) in Bravil for work.


Independent theft

This is a permanent quest that is activated immediately after completing the task "" - your initiation into the thieves guild. The sole purpose of the quest is to sell stolen items for the required amount in order to unlock subsequent tasks for the thieves guild.

Buyers of stolen goods

You will gain access to the Fences in a given order as you rank up in the Thieves Guild by completing "Special Assignments". If you are not a member of the thieves guild, then the fences will not buy stolen goods from you and will claim that they do not know what you are talking about at all.

  • After completing the quest "" you can no longer use Fatis Ules as a buyer of stolen goods due to a bug.
  • The "unofficial" fence Hafiz is added with the official "Thieves Den" DLC.

Quests

: Steal the tax reports of the inhabitants of the waterfront. (need to sell stolen items worth: 50 gold)
: Steal a bust for a mystery shopper. (need to sell stolen items worth: 100 gold)
: Return the stolen ring. (need to sell stolen items worth: 200 gold)
: Help the Thieves Guild bring the waterfront back to normal. (need to sell stolen items worth: 300 gold)
: Finish a job that your guildmate didn't return from. (need to sell stolen items worth: 400 gold)
: It's time to send Hieronymus Lex to a new position. (need to sell stolen items worth: 500 gold)
: Steal a stone for the Gray Fox. (need to sell stolen items worth: 600 gold)
: Steal an arrow for the Gray Fox. (need to sell stolen items worth: 700 gold)
: Find out where Swift Jack is buried and retrieve the magical boots for the Gray Fox. (need to sell stolen items worth: 800 gold)
: Steal the Elder Scroll for the Gray Fox, and for glory! (need to sell stolen items worth: 1000 gold)

Adviсe

Even after you can access the best dealers, use the old ones for less expensive items. "Low-ranked" buyers may have less gold, but they have a lower "Trade" skill, which will give you better prices. Investing in "low-ranking" buyers makes them much more useful.

Good options for stealing:

  • Armor from the Imperial armory located in the prison area.
  • The chest in the Imperial Legion - Working Rooms can hold up to three pieces of armor and three types of weapons, each of which can be enchanted, and all of them can be accessed at the highest quality.
  • The cellar in Drakelow (a farm south of Cheydinhal) contains over 4,000 gold coins and precious stones shower (the entrance is hidden inside an unlit fireplace).
  • In the basement of Skingrad Castle, there are four racks of wine filled with many bottles worth over 1400 gold, including valuable wines such as Surili Brothers Wine 399 and Tamiki Wine 399.
  • The Red Diamond Jewelry Store in the Imperial City Market District has over 1,500 gold in jewelry.
  • In Castle Chorrol, you can easily steal the Varla stone (base price 1000). The stone is located in the showcase (main hall with thrones).
  • The Skooma Stash in Bravil contains 38 bottles of Skooma (2850 gold), although most must be obtained by pickpocketing. This is fairly easy, as many residents have liability 0. If residents with liability 0 are the only witnesses, then there will be no consequences for any theft.
  • After the quest "Secrets of the Ayleids", stealing Ayleid figurines is quite easy, because Umbacano will no longer be in his house.
  • Over the course of the game, several houses will become (mostly) uninhabited due to the death of their owners, but with contents still marked as stolen. These include houses: Arnora Auria (Bruma); Aldos Otran (Cheydinhal); Yakben Imbel, Umbakano and Agamir (Imperial City); Glarthir (Skingrad) and many of the Mythic Dawn Sleeper Agents.
  • There is a bug that allows you to "turn" non-stolen items into stolen items.
    - Open the chest with the red theft icon.
    - Switch to your inventory and place the item(s) in the chest.
    - Switch to the inventory of the chest and collect the item(s).
    - Switch back to your inventory and place the item(s) in the chest again.
    - Exit the chest.
    - Open the chest again, then take the item(s) and exit the chest.
    - Check your inventory for stolen items.
    - Some items cannot be marked as stolen.

You cannot sell items with no value, as they will never appear in the buyer's inventory when sold.

Bugs

If you collect a lot of loot in one visit, you will exceed the amount needed to receive the next few special tasks. This may cause any following quests to remain active in your journal.

  • This has the advantage that as long as the quest is active, the map marker will always direct you to the "richest" fence (Fatis Ules towards the end of the storyline).
  • The quest can be forced to end using the setstage TGStolenGoods 120 console command.

Diary entries

Number
stages
KZ Diary entry
20 Armand said he would not give me another job until I had sold enough stolen goods to the fence Ongar. I'll have to turn in at least 50 gold worth of stolen goods before Armand can trust me enough.
25 The goal has been reached. I sold stolen goods worth 50 gold. I need to drop in on Armand sometime, he might have something interesting for me.
30 Armand said that he would not give me another job until I had sold more stolen goods to the fence Ongar. I'll have to turn in at least 100 gold worth of stolen goods before Armand can trust me enough.
35 The goal has been reached. I sold stolen goods worth 100 gold. I need to drop in on Armand sometime, he might have something interesting for me.
40 S"Krivva said that she would not give me another job until I sold more stolen goods to buyers - Ongar or Dar-Gi. I would have to turn in stolen goods for at least 200 gold before S"Krivva could trust me enough.
45 The goal has been reached. I sold stolen goods worth 200 gold. I need to drop in on S'Krivva sometime, she might have something interesting for me.
50 S"Krivva said that she would not give me another job until I sold more stolen goods to buyers - Ongar or Dar-Gi. I would have to turn in stolen goods for at least 300 gold before S"Krivva could trust me enough.
55 The goal has been reached. I sold stolen goods worth 300 gold. I need to drop in on S'Krivva sometime, she might have something interesting for me.
60 S"Krivva said that she would not give me another job until I sold more stolen goods to fences. I would have to turn in stolen goods for at least 400 gold before S"Krivva could trust me enough. It will be necessary to go to the new fence - Luciana Galena.
65 The goal has been reached. I sold stolen goods worth 400 gold. I need to drop in on S'Krivva sometime, she might have something interesting for me.
70 S"Krivva said that she would not give me another job until I sold more stolen goods to Guild buyers, such as Luciana Galena. I would have to turn in stolen goods for at least 500 gold before S"Krivva could trust me enough.
75 The goal has been reached. I sold stolen goods worth 500 gold. I need to drop in on S'Krivva sometime, she might have something interesting for me.
80 Krivva said that she didn’t have a new job for me, but the Gray Fox himself might want to contact me soon. In the meantime, I need to sell more stolen goods to the Guild buyers. It's worth seeing what prices the new buyer, Orrin, is offering.
85 The goal has been reached. I sold stolen goods worth 600 gold. When in the cities, it is worth looking to see if the Gray Fox messengers are looking for me. He can call me at any moment. I should wait in the Imperial City if I want word to reach me quickly.
90 The Gray Fox can contact me any minute, and until then, I need to sell more stolen goods to fences like Orrin. I'll have to turn in at least 700 gold worth of stolen goods to get the Guild Master's attention.
95 The goal has been reached. I sold stolen goods worth 700 gold. When in the cities, it is worth looking to see if the Gray Fox messengers are looking for me. He can call me at any moment. I should wait in the Imperial City if I want word to reach me quickly.
100 The Gray Fox can contact me at any moment, but until then I need to sell more stolen goods to fences. I'll have to turn in at least 800 gold worth of stolen goods to get his attention. Now I can use the services of the Guild's best buyer, Fatis Ules.
105 The goal has been reached. I sold stolen goods worth 800 gold. When in the cities, it is worth looking to see if the Gray Fox messengers are looking for me. He can call me at any moment. I should wait in the Imperial City if I want word to reach me quickly.
110 The Gray Fox can contact me any minute, but until then I need to sell more stolen goods to fences like Fatis Ules. I'll have to turn in at least 1000 gold worth of stolen goods to get the Guild Master's attention.
115 The goal has been reached. I sold stolen goods for 1000 gold. When in the cities, it is worth looking to see if the Gray Fox messengers are looking for me. He can call me at any moment. I should wait in the Imperial City if I want word to reach me quickly.

Notes

  • Not all entries may appear in your Quest Diary; which entries appear and which do not appear depends on how the task is performed.
  • Stages are not always in order of passing. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be completed in random order.
  • A checkmark in the "KZ" (End of Task) column means that the task disappears from the list of active ones, but you can still receive new entries for it.
  • You can use the console to progress through the quest by typing setstage TGStolenGoods stage , where stage is the number of the stage you want to complete. Note that it is not possible to cancel (i.e. go back) the quest stages. See SetStage for more information.

This quest will become available only if you sell stolen goods worth at least 600 gold to the buyers. After that, Methredel will find you (you must be in a city, not necessarily Imperial, just in the capital they will find you faster) and tell you that the Gray Fox wants to meet you at Helvius Sesia's house in Bruma. So, you have finally come face to face with the mysterious head of the Thieves Guild! What does he want from you? And he wants from you the Stone of Savilla, located in the Monastery of the Ancient Moth to the northeast of Cheydinhal. You will also receive permission to kill (if necessary) the guards guarding the Stone, but you will not be allowed to kill innocent monks. This is a fairly simple quest. Go to the monastery and talk to the monks until one of them agrees to show you the entrance to the catacombs. They have only four levels, the first two being the living rooms of the monks, through which you can slip through without any difficulty. The third level is somewhat more difficult (but not too much) - the undead are walking there, and there are also several traps. The fourth level, where you will find the desired Savilla Stone, is very small - only the prelate guarding the Stone is waiting for you there. Beware of the red trap stones - they will activate as soon as you get close to the stone! It is impossible to turn them off - just grab the prey as quickly as possible and run out of their area of ​​​​action. You don't have to go back the same way. In a small room to the right of the location of the Stone is a staircase that will take you outside the monastery. In a chest near the stairs you will find a note from which you will learn some details about Nocturnal's cape and the curse lying on it. The Gray Fox is already waiting for you in Broome. Give him a stone, get a reward and this quest will be completed. You can ask him about the cape and he will tell you some sad details of his life. (And it will leave you wondering when you might have met him without a mask, and under what name.)

Arrow of Liberation

This quest will be available only after you sell the stolen goods worth at least 700 gold to the buyers. After that, Amusey will find you (yes, he is now also a member of the Thieves Guild) and will give you another message from the Gray Fox. The Guildmaster is waiting for you in Chorrol at the home of Malincus Ancrus. Your task is to obtain for him the Arrow of Liberation, a certain artifact that is currently the property of Fatis Arena, Bravil's court mage. In Bravil, priceless beggars will tell you that the magician keeps his main valuables in a tower outside the city. It is impossible to get into the tower without a key, but there is a secret passage inside the castle through which you can get there bypassing. Go to Bravil Castle and find the chambers of Fatis Arena (oddly enough, best time for this is the day, because at night two guards are constantly on duty at the doors leading to the inner chambers of the castle). After you search the chests in his quarters, you will have a new message in your journal suggesting you look for a secret door. The secret door is opened by clicking on one of the decorative pillars against the wall. Go in the direction of your quest arrow until you hit a body of water. To advance further, you will have to dive and find a passage under water. (You'll see it on the map, so it shouldn't be difficult to find it. Just don't dive all the way to the bottom - the passage is located a little higher.) Get out of the water and follow the arrow until you find the door to the second dungeon, the Lair of the Bravil Mages. As the name suggests, it's full of mages. You can kill them all without negative consequences for your reputation, or you can leave them alone and just slip through unnoticed. This dungeon is very simple, follow the quest arrow and you will enter the expanse of Fatis Tower. The chest with the arrow is located on one of the upper floors, and Fatis himself usually stands nearby. (Keep in mind that if you are a member of the Mages Guild and kill Fatis, then you will be expelled from the Guild. But it is not necessary to kill him. If you are a member of the Mages Guild, you can simply walk up and take the Arrow Head (this, alas, is all that from It doesn't even count as stealing and Fatis won't say a word to you.) That's all, you can go to the Gray Fox for a reward. In addition to money, you will also receive a new rank - Master Thief.

Boots of Jack the Leaper

This quest will become available only after you sell stolen goods worth at least 800 gold to the buyers. After that, Amusei will bring you an invitation to another date with the Gray Fox, this time in Cheydinhal in Ganrendel's house. You must find the boots of the famous thief Jack the Jumper, who lived several centuries ago. Presumably he was buried in them, so you have to find his grave. The only offspring of the deceased is the Imperial City Jakben, Baronet Imbel. Ask the beggars, they will give you the address and some curious details about this Jakben's lifestyle. In the house you will find a terrified owner who will give you the keys without a word and tell you that the family mausoleum is located under the house. Go to the basement, and from there - to the dungeon (very small). You will find vampires in it, as well as Jack the Jumper's coffin and his diary. The boot, alas, will not be there. Go back to the house and the baronet will attack you. On his corpse you will find the boots you are looking for. (Actually, you don't even have to go down into the dungeon. If you hesitate a bit to enter the basement, Jakben will attack you and you can immediately take the boots from him.) Return to the Gray Fox in Cheydinhal. He will thank you and say that he will need you in the future for one more, very last task.

Theft of the century

To receive this quest, you need to sell stolen goods worth at least 1000 gold. Amuseus will bring you a note with an invitation - this time to Otrello's house in the Elven Gardens of the Imperial City. Gray Fox's last assignment is to steal the Scroll of the Ancients from the Imperial Palace. This is without a doubt the most difficult - and longest - task you will ever receive in the Thieves Guild. For its implementation, you will receive two items stolen by you earlier - the Arrow of Liberation and Jack the Jumper's boots. In the interest of the cause, you will also be allowed to kill anyone who gets in your way. (But you can just as well do without them, it's quite possible.) The first step to fulfill your plans is to infiltrate the palace to turn on the Glass of Time - a magical hourglass. They are in the basement. The corridor is patrolled by guards, but nevertheless it is unlikely to be too difficult to slip through the door you need at this stage. Activate the watch. After that, the mysterious Old Way should open to you. True, it still needs to be reached. Exit the palace and head towards the entrance to the city sewer. Inside, you need to find the entrance to the palace sewers (it's not hard at all, the sewer system is quite simple there, and the locked grates are usually opened by a nearby lever or wheel). The Old Way is behind the wooden door. Once you get to it and go through the door, you'll have a new journal entry reminding you that you'll somehow have to use the Arrow and Boots to advance further. How - it will become clear after a while, when you reach the locked gate. They open with a button located in the same room, on the top row, but alas, the steps to this row crumbled, and it is almost impossible to jump to it. (Almost - because if you have excellent acrobatics, you can do it very well.) Put on Jack the Jumper boots and jump. Pressing the button will open the gate (but not for long, so quickly jump down and run through it). And beware - along with the gates, traps in the form of red stones that have not been active so far will also work. So, you have overcome the first major hurdle. (Undead roaming the dungeon doesn't count - you can kill all the enemies, or you can just sneak past them if you don't want to waste time on such trifles.) Follow the quest arrow, which will lead you to the statue. Here you will receive a new journal entry suggesting that this is the statue you are to test the Arrow of Liberation on. Turn around (if you are facing the statue) and you will see a bridge, the middle of which is blocked by two closed gates. Yes, yes, that's where you need to get up so that the lock opens, into which you have to hit with an arrow. But to do this, you must first unlock the doors. From the statue go east. Near one of the walls you will receive a new message in the journal. Not far from the wall is a door, and behind it is a button that will open a room that has not been accessible to you so far. In this room you will find another button, press it and the gate on the bridge will open. (And there will be some new enemies near them, so be on the lookout.) Now you just have to stand on the slab in the middle of the two gates (you will receive a new message in the journal when you get in the right position). Save the game, put in your quiver (you captured with a bow, right?) Arrow of Liberation and shoot the opened hole in the statue. (Take aim a little higher than the castle, the distance is very long even for a good archer and the arrow usually hits lower than you aim.) After your arrow hits the target, a path to the palace will open under the statue. Now you just have to follow the quest arrow, which will take you straight to the Library after a few rooms. (Guardians patrol the corridor, but you can easily walk past them undetected if you want. Sneak right behind them or use invisibility.) The monks will bring you a scroll. Once you take it, you will have a new journal message saying that you must find another way out of the palace. Follow the quest arrow and go up the stairs. The arrow will lead you to a room with a fireplace (and a mage, but you can go unnoticed if you try). Jump into the hatch in the fireplace. Be aware that if you are still wearing Jack the Jumper's boots, you will lose them when you land. If you want to keep them for yourself, take them off before jumping (I hope you have enough health to take the hit). So, you are back in the sewers and out of reach of the palace guards. Return to the Gray Fox. The quest does not end there - now you have to deliver the ring to Countess Millone in Anvil and report to the Gray Fox how she will react to it. (The ring is an engagement ring, by the way, so if you had no idea who the mysterious thief really was, this might give you a hint.) The Countess immediately recognizes the ring, and in the next scene, the Gray Fox takes off his mask. , will announce his retirement from criminal affairs and name you as his successor. The Nocturnal Cape (already without the curse that was finally lifted) will be given to you along with the title of Guild Master. Congratulations, you just became the Gray Fox! You can have fun walking the streets of cities with a mask on and take it off as soon as you envy the guards running towards you. (Just keep in mind that if you take it off after talking to the guards, they will continue the pursuit.) In any case, your quests in the Thieves Guild are over.

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