Walkthrough of the Thieves Guild. Thieves Guild How to manage a thieves guild in Skyrim

The Thieves Guild is a not very respected guild that completely ruins the reputation of the city of Riften just by existing. Although the thieves guild has not been very popular lately and the thieves’ business has not been going too well, but even despite the failures they did not give up and collaborated with more influential people Skyrim. And, joining the thieves, he returned them to their former glory.

And so, to find the thieves guild, you need to go to Riften and help a man named Brynjolf and complete the task that he gives. In order to join the guild, you need to steal the ring from the market and frame the dark elf, then talk to Brynjolf again and he will offer to join the guild. The task is completed quite easily. After this, he will invite us to go to the rat hole, and from there make our way to the tavern called the Wild Flask.

After which we carry out the next simple task, we go and by force or lie we collect debts from those people who do not pay the guild for protection and we return back and that’s it, now Dovahkiin is a member of the thieves guild. In fact, the quest line of the thieves guild is very exciting, there is theft, very rarely there is murder, and when completing exciting quests we can easily improve our stealth skills and get expensive things that can be sold in that very “Ragged Flask”.

The Thieves Guild does not engage in murder; they leave such “dark deeds” to the dark brotherhood. Dovahkiin, completing non-linear quests given by Vex and Delvin, returns the former glory of thieves. Gradually, various sellers come to the Wild Flask who will be happy to sell or buy stolen items from Dovahkiin.

Video walkthrough - Where to find the Thieves Guild in Skyrim

There is also a receiving quest associated with the Thieves Guild, you can read more by clicking on the link.

At first, the Wild Flask tavern looks, to put it mildly, spartan. Then it will be better.

The Thieves Guild is a collection of thieves, robbers and scammers who have set up a nest in the sewers under the city of Riften. Under damp stone vaults, they practice their craft, put their loot into chests and drink in the makeshift tavern, the Wild Flask. However, things have not been going well for the guild lately - to such an extent that “they should take Mondays and cancel them.” Who will help the unfortunate swindlers and thieves? Of course, our hero!

Guild tasks are structured differently than those of the Companions or the mages of Winterhold. Side quests here are not just for fun and do not advance the plot - they help the hero earn money and help the guild sewer look decent. You can do this after completing the thieves' plot. The more we help the guild, the better the sewer looks and the more useful NPCs it contains - such as alchemists, merchants and blacksmiths. In addition side quests open buyers of stolen goods throughout Skyrim.

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

Chance meeting

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

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

The plan is this: 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 throw Brand-Neck into his “pocket”. The rest is a matter of technique: guards, a search and several 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 do his quest to find the family tree will disappear.

The technology is simple: we wait until the counters are empty, carefully open the chest, take the ring, sneak up on Brand-Neck from behind the counter and, opening the pickpocket menu, move the ring into his “duffel bag”. You can safely fail the quest. If we 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: Under no circumstances try to throw the ring to the elf at night - the plot may get stuck tightly, and Brynjolf may disappear from view. If problems do begin, you can summon Brynjolf from oblivion with the magic word “ Player.placeatme0001b07d" The quest ends with the word " Setstage tg00 200", and the next one begins with " Setstagetg01 10».

When the job is done (or failed), Brynjolf will call you to the Ragged Flagon tavern. But we still need 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 awaits us, is located on the lower tier of the city, under the stairs, near the water. The dungeon is guarded by alien bandit elements, which you will have to deal with in the usual ways - poking with sharp objects and pouring magic napalm on them. Lower the drawbridge and watch out for traps.

In the Wild Flask itself, you will witness a conversation from which it turns out that the thieves guild is going through hard times. Your first task is to get the debt out of the three “businessmen” on the surface. Each of them can be convinced with fists - the main thing is to attack for a reason, but by choosing the desired dialogue item, otherwise the whole city will start beating the hero. It is enough to beat one so that within a day the rest will become more accommodating. But there are easier ways.

  • Argonian Kirava from the Bee and Sting tavern is worried about her farm in Morrowind - her colleague Talen-Jay will tell us about this. Promise Kirava problems, and she will part with the money.
  • Bercy Honey Hand from The Pawned Shrimp can't stand the sight of the broken jug across from the counter.
  • Helga from Helga's Flophouse will agree to pay if you grab her statue of Dibella (in the next room) and promise to throw it down the well.

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

Clarity

Mercer Frey and Brynjolf. We are presented as a new, promising swindler 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 Goldenflower estate, burn three (and only three, no more!) bee hives and clean out the safe in the house to find out from the papers what is happening. Talk to Vex - she will tell you that you can get into the house through the sewer.

The best way to get to the apiary is by water. The estate is well guarded, but you know what to do with the guards. You can set the hives on fire with a torch or a fire spell (you don’t have to cast a spell, just 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 guard has the key to the entrance), but choose the sewers, keep in mind that there are a lot of skeevers and traps there.

In the house itself, a slight difficulty may arise - how to open Aringot's safe in the basement? The lock there is of an expert level, and the elf himself has the key. It is possible to kill an elf, but it is not advisable - 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 - using threats to force Aringot to part with the key, but success here is not guaranteed.

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

FOR YOUR INFORMATION: Having passed 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 goods that lie in the Cistern and the Wild Flask. But putting things in local storage facilities is still risky - whatever one may say, this is a guild of swindlers and thieves!

Wrong honey

It was in vain that the guard drank 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 the Sting. Ask him what she needs. She planned to deal with her competitors from the Honning meadery. Her agent Mallius Machius is waiting for us in the Whiterun tavern.

The plan is very, very Jesuitical. Sabjorn, the owner of the meadery, has a problem with rats. We need to introduce ourselves as a rat catcher and, having thus gained access to the meadery, pour rat poison into a vat of branded honey. The quest consists mainly of conversations and skits. In a dungeon where you need to poison a rat's nest, beware of traps. Your enemies will be spiders, tough skeevers and their “overlord” - a hopelessly crazy, but quite powerful magician, about whom they will “forget” to warn you.

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

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

Scoundrel's whim

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

The "capricious scoundrel" is an Argonian Gulum-Ei who works on the docks. There are strings leading to him, pointing to an unknown scoundrel who 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 demand not just anything, but a box of fire wine straight from the Blue Palace. It's not a long walk, but if you're lazy, you can try to influence your friend with threats or persuasion. True, then he will not give us soul stones - and these are useful things.

For fire wine, the Argonian will say that a woman spoke to him, very angry with the head of the thieves guild. But the capricious lizard won’t tell us the name of the buyer, so we’ll have to follow him. The hike from the Laughing Rat to the Eastern Imperial Company warehouses will be long, and there will be a fair amount of walking involved. Fortunately, hanging on the lizard’s tail, so to speak, is not necessary. You can stay as far behind as you like in order to easily get rid of the mercenaries you meet in the warehouse. The cave in which he will hide is located on the lower tier of the warehouse, under the walkway.

FOR YOUR INFORMATION: You can even kill the lizard so as not to follow on its heels and calmly find the information we need.

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

When exiting the cave, beware of horkers!

Conversation with silence

New actor in the drama - Karliah, a dark elf with Frank-Herbert-colored eyes.

After a conversation with the concerned guild boss and a visit to Tonilla to improve the thief's armor, we move to the catacombs of the Snow Veil, where Karliah killed the former head of the guild Gall and where, in all likelihood, she is now hiding. With us is Mercer Frey. He is determined to find Karliah and deal with her.

Snow Veil - standard catacombs with draugr, traps, spilled oil and bone “alarms”. If things get difficult, let Frey go first, he is immortal here. After defeating the draugr boss, learn another word of Power and let Mercer figure out the last puzzle door.

But the exploration of the dungeons will suddenly be interrupted by an arrow flying 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 a lot 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 Enthir in Winterhold for deciphering.

Difficult Answers

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

You will find Entir either at the College or at the local Frozen Hearth tavern.

After looking at the journal, he will recognize it as Falmer and will send you to Markarth, to the antiquities researcher Colcelmo. It will take a long time to persuade the old man, but if we agree with him good standing(we completed his quests), he will give us the key to the Dwemer museum, where the stone with Falmer inscriptions is kept. And if it doesn’t give it away, the key can be stolen from the table.

The museum is guarded by guards. If we enter there with Colcelmo'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 good stealth skills will be able to pass through the halls undetected. But this is not very easy to do.

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

Then you will go through a room with traps (activate them from stealth - the effect will be funny) and through the balcony - into the Colcelmo tower, where you will find a stone with writing. And here one of the most unusual gaming puzzles awaits you. How to copy letters? There are no clues or drawings on the walls. The solution is charcoal and paper! They are lying all over the room. Take them, go to Colcelmo's stone, and the hero will do what is needed.

At this point, a team of guards with Colcelmo’s nephew will burst into the laboratory. A stealthy approach works too. In any case, the shortest path to freedom is through the balcony and jumping into the waterfall.

Return to Winterhold and report to Karliah and Entir. Find out everything about Soloviev and the goddess Nocturnal.

The pursuit

Here are Mercer's plans. From afar it is clear that they are very insidious.

Returning to the Wild Flask with Karliah 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 Karliah, but the decrypted diary will answer them. The empty guild vaults will be even more telling.

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

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

The Riftweald estate, where we need to get, is guarded by the warrior Vald. He will attack the hero when he tries to break into 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 resolve the matter peacefully. Wald owes Maven Black-Briar a lot of money - 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 for forging signatures at the bottom of the lake. The required place is not marked on the compass, but it is easy to find - a sunken boat with a chest is located exactly between two longships, strictly south of the Merry Farm.

Maven will give us a piece of paper confirming the debt has been forgiven, but it won’t be easy to give it to Wald. Opening the back gate is too risky, so he won’t talk to us, but if he attacks, he will attack. Stand at the back or side gate, wait for the warrior to approach, and tell him everything. Wald will happily hand over 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 the Riftveld estate. It is guarded by bandits who are easy to get around even with little stealth skills. We need a "suspicious closet" on the first floor. Behind it is a false panel and the entrance to a network of underground tunnels. In the room with a fire trap on the floor, go around the slabs with traces of flame (you will have to walk in a “snake”). The entire corridor is filled with 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 be useful for one of the side quests of the thieves guild. And further along the tunnels it’s a stone’s throw to the “Flask”.

Revived triad

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

This unusual quest is a kind of repentance before the mistress Nocturnal. There are no difficulties - meet Karliah and Brynjolf at the appointed place and go with them to the Nightingale Cave. Having put on the Nightingale armor, stand in the indicated place and listen to Nocturnal’s reproaches.

To regain the goddess' favor, 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 trio (we, Karliah, Brynjolf) lies in the dwarven dungeon of Irkntand. To get to the entrance to its first part - Arkanex, you can either climb the chain of stairs from below (be careful - bandits), or jump to the door from above, straight from the towers.

The dungeon itself is ordinary Dwemer halls with steam pipes and fire traps. The population 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. The ballista can be used to thin out enemies running near the door. But there is no need to be afraid of anyone - you have two immortal companions with you, and in case of problems, all battles can be left to them.

Make sure that all the Falmer are killed in the hall with the locked passage, and quickly activate two levers in turn on the ledges on the left and right. Immortal companions will be especially useful in the battle with the centurion, whom you will stumble upon shortly after Mercer brings down the tower.

Next stop is the Slave Pens. Falmers also live there, and a trap activated by a lever 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 carefully gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karliah and Brynjolf will be temporarily busy with other matters. If the fight turns out to be difficult for the hero, you can, at the moments when Mercer becomes invisible, climb to the very top, to the head of the statue, and “blow away” Mercer from the top with the cry of Ruthless Force.

With the death of the main villain, the situation will quickly begin to develop towards a catastrophic one. Talk to Karliah. Search Mercer's body, take both "eyes" and the Skeleton Key. Climb to the very top of the statue and wait for a passage in the cave vault to open near its head. All three heroes will emerge through it, like wet gophers from a flooded hole.

Return of Twilight

Soar nightingales like eagles! Surrounded by birds and surrounded by blue mist, Nocturnal herself appears.

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

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

Go to the Twilight Tomb. Inside, talk to the shadow of Gallus, study the diary of the less fortunate pilgrim and set foot on the Path.

The path consists of five elements:

  • First we need to defeat the shadows guarding the Path.
  • Then go through the hall, hiding in the shadows and not leaving them (the light causes 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 dead-end trap with no way out.

After the scene, you will find yourself in the inner sanctum of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedra Master. 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 you force her to appear on stage and continue the quest. It is also possible that Karliah refuses to talk to you. The “setstage tg09 70” command will help you skip the problem.

All you have to do is choose one of the Nocturnal gifts:

  • Month- the ability to switch to invisibility once a day during a moment of secrecy.
  • Half moon- a powerful rage spell (enemies fight each other).
  • Full moon- a strong “vampire” energy blow, taking away and transferring to us a serious portion of health (again, once a day).

The most useful thing, 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.

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

Thieves Guild Walkthrough

Thieves Guild Walkthrough

Chance meeting

Thieves Guild Walkthrough


Thieves Guild Walkthrough

With this quest you can join the Thieves Guild. To start it, you must come to the Riften market during the day and talk to Brynjolf. He will offer to carry out an adventure. While he distracts everyone, you must climb into Madesi's chest and steal it silver ring, and then put the ring in Brand-Neck’s pocket. This is a very easy task. We break into the safe, take out the ring and put it in the dark elf’s pocket. That's it, we return to Brynjolf and report our success.

Reliable roof

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Brynjolf wants to check our fighting qualities. To do this, we need to come to the Wild Flask through the so-called rat hole. Let's go down there. We scatter, burn, shoot enemies (or just a chameleon). After some time, we find ourselves in the Raging Flask, and Brynjolf gives us a second test task. We need to shake off a debt from three people (hello Godfather). These are the people:

You can simply break into the establishment and start a fist fight to take the money. And if you have developed the skill of persuasion, you can simply persuade them to give the money. And the wolves are fed and the sheep are safe. You can also ask Brynjolf about weak points these people, this will greatly simplify an already simple matter.

You can take the statue of Dibella from Helga, and Helga will immediately give the money. Kirava can be threatened with reprisals against his family. Break the Dwemer cup at Bersi's and he will pay immediately.

After collecting all the money, return to Brynjolf.

After handing over the money, follow Brynjolf. He will introduce you to Mercer Frey. After the conversation, you become a full member of the thieves guild. And, as expected, you are given the first task. We are sent to the Golden Flower estate to steal documents and burn 3 beehives. We will also have several tasks in the “Miscellaneous” section. First, we need to take the armor from Tonilla. And secondly, we need to get to know all the members of the guild.

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

After this, return to Brynjolf with a report.

Wrong honey

We go to Maven Black-Briar for a task.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

She will send us to Whiterun to the Prancing Mare. We speak with Mallius there, he brings us up to date. After this, we go to the Honing Meadery and hire ourselves as a rat exterminator. Also, with a developed persuasion skill, you can trick him into an advance (otherwise you will not get anything from him). After that, we go down to the basement and exterminate rats and spiders. At the end of the cave we will meet the mad magician Khemlin, about whom we were not warned, and we kill him. You can grab a diary from the cooling corpse.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put poison in the rat's nest and go up to Honing Varna. In the brewhouse we put the poison in the vat. After this, we report to Sabjorn about the successful baiting of rats, watch the scene and talk with Mallius. He gives the key to Sabjorn's room, where we pick up the letter. After this, we return to Maven, and then to Brynjolf.

Scoundrel's whim

After talking with Brynjolf, we go to Mercer Frey. He will send us to Solitude to his contact. Let's go or teleport to Solitude. We watch the execution scene, if this is your first time in this city.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

After that, we go to the “Laughing Rat” and find Gulum-Aya there. We talk to him and during the conversation we bribe or convince, but he doesn’t say anything sensible. We'll have to keep an eye on him. Since he is going slowly, you can just wait in the tavern and then go to the Eastern Campaign department. Here it is better to act secretly, since the lizard moves towards its final goal extremely slowly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The upper beams or water will help us.

After this, the lizard enters another location, and you follow him. Now you can kill everyone or act secretly. Just don’t kill the lizard, but talk to him, after the conversation you will learn about a woman who holds a grudge against Mercer and the thieves guild. The lizard will also buy stolen items from you. You can return to Mercer, he will tell you about Karliah.

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

Conversation with silence

Mercer will make an appointment with Snow outpost. Let's get there. After the conversation, we head to the door of the mound. It's locked, but Mercer will open it. Let's go in, beware of traps, and don't forget about the draugr.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

There will also be draugr and traps in the sanctuary, and you will also learn a new cry “Disarm”. Then there will be a dead end, because the door cannot be opened without the help of a claw, but even here Mercer shows a miracle, opening this lock. Let's move on and watch the scene.

Difficult Answers

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We wake up next to Kalia and bombard her with questions. After this, we go to Winterhold to see Enthir, but he cannot translate the diary, since it is in the Falmer language. But he sends us to Colcelmo in Markarth. Having arrived in Markarth, we go to Colcelmo and fulfill his request to kill the spider Nimhe in the ruins of Nchuand-Zel (although you can do it easier and just steal the key we need from the table nearby). On the way to the spider, we pick up a diary, which begins side quest A lost expedition, but that's another story. After killing the spider, we go to Colcelmo and take the key to the museum.

We head to the museum and enter a forbidden location. There are a lot of soldiers in this location, but it is quite possible to pass through secretly, since there are traps that can distract them. Also, don’t forget to take the “Dwemer Puzzle Cube”, which you can sell to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

We go up to the balcony, and from there to the wizard’s personal chambers. Take a roll of paper and coal. Use these items to copy the inscriptions from the Colcelmo stone.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

As soon as you copy them, Colcelmo's son and a couple of guards will burst into the room. You can kill them, or you can get around secretly. In any case, it's time to return to Winterhold and Enthir. After the dialogue, you will complete the quest, and as a reward you will receive a good “Nightingale Blade”.

The pursuit

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We speak with Brynjolf and go to the estate. Before we go, we talk to our comrades and learn that the estate has a ladder with which you can get inside. The ramp is knocked down by arrows, magic and screams. We learn from Vex that the estate is guarded by Wald, and he must Maven Black-Briar. You can talk to Maven about his debt, and she will send the dual feather that Wald lost to look for you. Here is the approximate location of this feather:

Having found the feather, we return to Maven. She will give documents about Wald's debt. We show the documents to Wald, and he lets us through, and at the same time gives us the key. There are many mercenaries in the estate, so it is unlikely that you will be able to pass through secretly. After clearing, go to the room with cabinets and activate "suspicious closet". After opening the closet, go downstairs and watch your step: there are many traps here. On the table you will find a plan of Mercer, as well as a bust Gray Fox, which can be sold to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Before you leave, you can hack the display case. There's a nice sword there that came from Oblivion. The sword is called "Cooler". It's time to return to Brynjolf.

Revived triad

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Blindness

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Through a pile of corpses we find ourselves in the sanctuary. Mercer is there, and he has stolen both Falmer eyes. After a short dialogue, he comes down and begins to fight. Be careful: this is a very difficult enemy, as he disappears all the time and delivers improved attacks from behind. After the victory, we take the eyes of the Falmers and the skeleton key. We can sell the first one to Delvin for 2500 gold pieces. The hall will begin to flood and after some time a passage into the cave will open, through which we will go out to Fresh air. We speak with Karliah and receive the last task.

Return of Twilight

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

In the first test we fight nightingale ghosts.

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

In the third test we must pull two rings that are located on the sides of the statue.

In the fourth test we overcome all the traps and pick the lock.

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

Thieves Guild Walkthrough


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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Skyrim - single player role-playing computer game, which takes place in a virtual fantasy world. The main character will have to stop the return of dragons led by Alduin in the kingdom of Skyrim, which is raging Civil War. The player can freely explore the expanses of Skyrim, complete additional quests that are not strictly tied to storyline and join the factions you like. One of the most difficult factions to reach, where the player will have to work hard to become the leader, is the thieves guild.

In Skyrim, how to become the head of the thieves guild and at the same time shed a minimum of blood? First, the character needs to complete two tasks to become a member of this organization. You need to go to Riften and find Brynjolf and talk to him, after which he will offer the first task.

Before you start, the character should improve the theft skill. If the skill is pumped up, the player can safely complete the first task. In this quest you will have to rob the merchant Madesi and plant the stolen goods on the merchant Brand-Shay, thereby framing him.

After you inform Brynjolf that you are ready, the first task will begin. While he is distracting people in the market, you will need to steal the ring from the chest at Madesi's counter and throw it to Brand - Neck, and then your character must return to the customer and report that the task has been completed. The next stage of the quest is to receive a task in the lair of the Wild Flask guild. You can get there through a rat hole, destroying enemies along the way. In the Wild Flask main character will receive a second task from Brynjolf: he will have to collect the debts of three people: Kirava, Helga, Bersi Honey Hand.

Important: ask Brynjolf in more detail about these people, then the task will become much easier to complete. A high persuasion skill will also help in completing the quest.

After successfully collecting debts, you will need to return to Brynjolf, who will introduce you to Mercer Frey. After talking with him, you can become a full member of the thieves faction.

After joining, your character only has to solve one problem in the game Skyrim: how to become the head of the thieves guild.

If you want to become the leader of a faction of thieves, then you need to remember that you need to restore the reputation of this organization. First of all, your player should get to know all the members of the guild. After completing the first task, this can be done in the process of completing story quests to obtain the title of leader.

First task called “Clarity” the hero receives in the guild. His task is to steal documents from the estate and burn three hives. To avoid bloodshed in the estate, it is better to enter through the sewers. You can find out about this secret passage from Vex. In the estate itself, the player has a choice: use stealth or carry out a massacre. The main goal is to take the key from Aringot, or break into the safe and take the documents. Then your hero should go to the yard and burn the hives. In the courtyard, you have to make a choice again: use the thief skill or take the fight.

Second task “Wrong honey”. You need to talk to Maven Black-Briar and carry out her instructions. Maven sends the hero to Whiterun to Mallius, who reveals the details of the task. The player will have to destroy the rats, spoil the mead in Honing's Meadery and take the document and return to Brynnolf.

The next step is the task “The Scoundrel’s Caprice.” The hero must take an assignment from Mercer Frey and go to Solitude to the “Laughing Rat”, where he must talk with the lizard. Information can be obtained by offering a bribe, but only if the skill of persuasion is well developed. The necessary information will not be enough, so you will have to follow the lizard to the “Salt Water” grotto. There, having dealt with the robbers, you will need to talk to the lizard again. Having received the long-awaited information, the character must again talk with Mercer, who harbors a grudge against the thieves guild.

The fourth task is “Conversation with silence.” In the ruins, the player meets Mercer, who becomes a fellow traveler. During the journey, your hero is wounded by an arrow, after which he learns that Mercer is the traitor, not Karliah.

The next task is “Difficult Answers”. Your player will have to decipher Gall's diary, but to do this he will have to run around a fair amount: first he will go to Winterhal to Enthir, then to the museum in Markarth. After completing Enthir's instructions, you must return to him for your reward.

Next on the list is a task called “Persecution”. After the player returns to Riften, he needs to go to the Ragged Flask and talk to Brynjolf. He sends your hero to the estate. First, the character should talk to Maven and carry out his instructions, find a feather belonging to the estate guard Vald. Maven exchanges the pen for Wald's documents.

After presenting your documents to the guard, he will let you inside the house, where you will have to carry out a massacre and kill a large number of guards. Having dealt with everyone, the hero must enter the basement, through a suspicious closet, bypass the traps and pick up Mercer's plan from the table. After all the manipulations done, you need to return to Briolf.

To achieve the goal in Skyrim of becoming the head of the thieves guild, there is very little left to do. After completing “Pursuit”, Karliah will approach your hero and ask you to accompany her, telling you a lot of interesting things along the way. This will serve as the beginning of the new task “Rebirth of the Triad”. Karliah leads you to a cave, where you will have to get armor with the help of a nightingale stone and undergo a ritual to become a Nightingale. Next, Karliah will tell your hero that Mercer stole the Skeleton Key, and thereby brought a curse on the thieves guild. Your task is simple - kill Frey and return the relic to the place from which it was stolen.

In order for the task to acquire the “completed” status, the player should first talk to Brynjolf, who will offer to become the head of the thieves guild.

The penultimate push to the end of the quest will be the task “Blinding”. The player, along with Brynjolf and Karliah, travels to the ruins of Irktand. At first, companions will help in battles, but you will have to fight the battle with Mercer yourself. It is advisable that your character have good armor, because Frey is quite a strong opponent. When you defeat the villain, you will only need to pick up the key and return to talk with Karliah.

Karliah gives her final instructions. Your fearless hero needs to go to the “Twilight Tomb” and perform the ritual. In the tomb you will meet the ghost of Gallus and find a diary, which describes in detail the five tests that are needed to complete the ritual. After the last test, the character finds himself in a room where he needs to open the Black Lake castle. When the key disappears, Karliah will appear and offer a choice of abilities.

Basic story quests completed. Now all you have to do is restore the reputation of the thieves faction. To do this, you will have to run around a little and complete simple tasks: “Summernet Shadows”, “Finicky Sload”, “Manual Amnesty”, “Silver Blank”.

The final task is “Change of Leadership”. After the ritual, the player receives the long-awaited title of head of the thieves guild.



Over the past two decades, things have been going horribly for the Thieves Guild. Its members are haunted by failure at almost every step, and their number is steadily declining. Rumor has it that higher powers have placed a curse on the guild...


Look under every stone

The guild is based in Riften. I was brought there when during the story mission " Diplomatic immunity" I found an unusual gem. There is exactly the same one in the shelter Dark Brotherhood, for example, and that's not all. With it, a task appeared in the Miscellaneous section. In Riften, I met Hammer, who immediately realized that the stone was stolen and offered to show it to Vex, the buyer of the Guild. But for this you need to become its full member. To do this you need to talk to Brynjolf, the task will begin Chance meeting.
When you are finally accepted into the Thieves Guild, Vex will tell you that there are "Barenziah Stones" that were stolen by one thief and distributed throughout Skyrim. Vex will only buy the complete set, 24 pieces. A description of the location of each pebble can be found. And here's the map:

Also appeared, adding a marker for each stone. Searching will become much easier!
Once you have found all 24 stones, Vex will send you to Torvald's Cave to search for the Crown of Barenziah. The number of fat trolls in the cave and surrounding area is off the charts. The Falmer live in the depths of the cave. Go to Torvald's Cave - The Void. From there to Torvald's Cave - Crossroads. Here you will immediately meet the ghost of a refugee from Morrowind, next to whose skeleton lies a worn diary. There are three such diaries and skeletons, and you will most likely find the third before the second. The crown lies with the remains of a Dunmer caravan, guarded by a ghostly elf. Take the crown to Vex, it will appear on the bust, in the same place as all your other trophies.

For completing the task you will receive an increased chance of finding gems! They are very convenient to sell, not to mention the ability to make expensive jewelry.

Chance meeting
Actually, joining the thieves guild itself.
During the day you will definitely find Brynjolf at the market in the Rift. Of course, he won’t tell you anything just like that. While the entrepreneur is distracting attention, you must rob Madesi, take his ring and put it in the chest under Brand-Shei's shop. In the Russian version, by the way, everything is mixed up... besides, I had a bug when the ring ended up with Madesi himself, then the pointer showed me to steal it again from Madesi's box, and only then put it in Brand-Shei's chest, and then a copy of it goes into his pocket! In a word, complete nonsense. Perhaps this happened due to the fact that I simultaneously completed the tasks “A Rat Driven into a Corner” and “A Chance Encounter”.
P.S. You can see the arrest of Brand-Shay, who was already promptly reported to the guards.


Reliable roof

Brynjolf will be waiting for you at the Ragged Flagon Tavern. He is impressed by your fighting qualities, oddly enough. To finally be accepted into the guild, you will have to collect the debt from three people without killing anyone.
Calling them:

  • Helga
  • Bercy Honey Hand
  • Kirva

You enter into a dialogue, choose the option that says about a fight. You win, say it again and that’s it.
How ridiculous local fist fights look...
Bring the money to Brynjolf.


Clarity

Follow Brynjolf. Listen to his conversation with Mercer Frey. You are now officially accepted. You will be sent to the Goldenflower estate, you must burn three beehives and clean out the safe to remind you who is boss. You will also receive several tasks in the MISCELLANEOUS section to familiarize yourself with the guild bonuses. You will be given branded armor, keep it! You can ask Vex about the secret passage to the estate through the sewer. The safe is in the basement of the house, you can steal the key if you want. In the owner's room you can find a Bee Figurine, which Delvin Mallory will happily buy; a task will appear in the Miscellaneous section.
Then go outside and set fire to exactly 3 hives. You can also get to them unnoticed through the collector.
You can return to Brynjolf.

Wrong honey
You need to meet with Jarl Maven Black-Briar, most likely she is hanging out in the Bee and Sting tavern. She will send you to Whiterun, to an establishment called the Prancing Mare. Talk to Mallius Macius there. Now go to Honning's Meadery, which is near Whiterun, and talk to its owner Sabjorn. He will hire you to exterminate rats. Go down to the basement, you need to make your way through the underground passage. There will be not only skeevers, but also spiders, and also a crazy alchemist named Heimlin. Place poison in the straw nest and move on to enter Honning's Varnitsa. Climb up and put poison in the vat. Take the key near the door and get out. Report to Sabjorn about the successful baiting of the rats. Enjoy the show. Talk to Mallius. Go up the stairs to the second floor and clean out Sabjorn's chest of drawers. You can also find a Decanter of Honning Honey there, which Delvin Mallory will happily buy from you. Return to Maven to hand over the documents and receive your reward. Return to Brynjolf at the Thieves Guild.

Scoundrel's whim
Talk to Mercer Frey. He will direct you to a contact and also offer to talk to Brynjolf.
In Solitude, talk to Gulum-Ei, who will most likely be in the Laughing Rat. Convince or bribe him. Then follow the Argonian to the Eastern Imperial Company warehouse on the pier. Beware of the guards. You can climb up onto the cabinets with shelves. If you look up near the ship on the rafters, you will see a house on a ledge. Inside there is an Eastern Imperial Company Naval Chart that can be sold to Delvin Mallory. Gulum-Ai will enter the Grotto Salty water. You can safely kill the marauders, except for Gulum-Ai himself. He will tell you about the employer and give you a deed of purchase for the Golden Flower estate. Return to Mercer at the Thieves Guild. He will tell you about Karliya.
P.S. The task will appear in the Miscellaneous section. You still kept your thieves' armor, right?

Conversation with silence
Mercer Frey will be waiting for you at the Snow Veil. After the conversation, go to the door. Mercer will open the lock. I had a bug - the lock didn’t open, and Mercer was butting against the wall. The solution is to quickly move to the same location from the map. The number of draugr and traps inside is off the charts. At times Mercer will give you hints. Towards the end of the first level, you can find a ship model on a pedestal that you can sell to Delvin. In the Sanctuary it will be about the same, and at the end you will learn the power word of the cry “Disarmament”. You will see the unexpected simplicity of opening a lock that you yourself would never open without a claw. Enjoy the show!

Difficult Answers
After the conversation, go to Winterhold and find Enthir. Alas, he cannot translate Gall’s diary, since it is written in a rare language - Falmer. You will need to go to Markarth's Understone Fortress and Colcelmo. He will ask you to kill the spider Nimhe in the ruins of Nchuand-Zel. A side quest will begin along the way The Lost Expedition. Then he will give you the key to the Dwemer Museum, right there in the Understone Fortress. From there you will get to Colcelmo's laboratory. You can use traps to your advantage. They are activated by valves and levers. In the room with the magician's son Ainkantar there is a Dwemer puzzle cube that can be sold to Delvin. Go out onto the balcony of the wizard Markarth. There, use Colcelmo's Stone.
To copy the inscriptions, you need a roll of paper and coal, of which there is plenty in the room. Get out and return to the Frozen Hearth in Winterhold, Karliah and Entir are already waiting for you. Enthir will be able to translate the diary, talk to him and Karliah in turn. You will receive a Nightingale Blade as a reward.

The pursuit Travel to Riften at the Ragged Flask. Karliah will be waiting at the entrance, follow her into the Cistern. Watch the scene, then talk to Brynjolf. He will send you to search Mercer Frey's estate.
He can also (additionally) tell you about the ladder on the inside of the house. By the way, you can open it not only with a bow, but also with magic.
(Optional) You can ask Vex about Vald. She will tell you about his debt to Maven Black-Briar. A task indicating it will appear in the Miscellaneous section. It turns out that Wald lost the Dual Feather, which is unique in its properties, when he sailed across the lake. You need to get it out of there. Remember in Morrowind there was a task to get a ring from the bottom of a large puddle? So, compared to the survey of Lake Honrik, it was mega simple. However, I also managed to find the pen, if you are too lazy to do it yourself, here are the screenshots:

Return to Maven, she will give you documents about Wald's debt. Now he will happily let you in and give you the key. And really, why kill people needlessly? By the way, if he attacks you, a simple calm spell (illusion) will help.

One way or another, you end up in the Riftenveld estate. Marauders are waiting for you inside. The passage you need is hidden behind the “suspicious cabinet”. Watch your step. On the table you will find Mercer's plan, as well as a bust of the Gray Fox, which can be sold to Delvin at the guild. And also on the showcase - greetings from Oblivion! - glass sword of a unique blue color "Cooler"! Return to Brynjolf.

Revived triad
Talk to Karliah. Go to the meeting point at the standing stone. After the conversation, go to the Nightingale Hall. There you will have to use the Nightingale Armor Stone. Put on the received set and follow Karliah. It is impossible to refuse to take an oath - you will be doomed to guard the twilight tomb after death... that's the perspective. Stand in the marked circle. After the initiation, talk to Karliah. As you may have already guessed, Mercer Frey stole the Skeleton Key, the main artifact of Nocturnal. Since you are now the Nightingale, his protection falls on your shoulders.

Blindness
You need to go to Irkntand. By the way, the armor can already be removed. Outside you will meet bandits, and inside there will be Dwemer mechanisms. The lift will take you to the Great Hall, where Karliah and Brynjolf are already waiting for you. They will follow you further to meet Mercer. When you get into the hall with a shiny ceiling, there will be a lever at the top left. The second one is on the opposite side. You need to pull them quickly, otherwise the gate will close. There are a lot of Falmers here. The tower will collapse and you will have to climb up to continue the chase. In the next room there will be a Dwemer Centurion. You can just pass by if you can't win by force. In the next room there will be doors to the Slave Pens.
You will immediately find yourself in a torture chamber, from there into a corridor with fire traps and into the Falmer parking lot. From there you will get to the Sanctuary. Here Mercer picks out the eyes of a giant statue and then attacks you. Take the skeleton key and both Falmer eyes from his body, which you can sell to Delvin. The hall will quickly begin to flood with water. Stones will collapse from above and open a passage to the Bronze Water cave. Talk to Karliah.

A quick note regarding the Skeleton Key
According to the plot, you must abandon this miracle and return the artifact to its place... but is it worth it?
The Skeleton Key is essentially the Eternal Lockpick perk in the Hacking branch. To open it, you need to upgrade your hack to 100 and spend at least 6 perk points! Lockpicks stop breaking, and you throw the worry about their number out of your head.
Now imagine this: you quickly run through the Thieves Guild storyline until you receive the Skeleton Key. Now you don’t need to download Hack, at all!!! You save 6 perk points, a couple of hours of training and don't worry about the number of lockpicks!
If you want, you can save before completing the task Return of Twilight, go through it, watch the finale of a wonderful line of quests, and don’t give a damn about the funny spells that are given at the end. And then load the save and continue playing with the Skeleton Key! This can be considered mild cheating, but the decision is always yours.



Return of Twilight To return the guild's luck, you will have to participate in a special ritual test. Travel to the Twilight Tomb. You will be greeted by a ghostly nightingale guard. In a conversation, you can learn about Nystrom’s diary, who failed to complete the Pilgrim’s Path that you need to complete.
First test: battle with the ghosts of nightingales. Second test: Don't step into the rays of light, stick to the shadows. Test three: Pull the two rings on the sides of the statue. Test four: There are pitfalls to overcome. For example, by picking the lock of the door on the left. Test five: Enter the Inner Sanctum, jump down, you will find Anders' skeleton with a note. Wander around until the scene starts. Unlock the Black Lake Castle. The skeleton key will disappear. Nocturnal herself will appear and give a heartfelt speech. It is unclear where Karliah will appear from. You will be offered three abilities (Talents in the magic section) by standing on a certain circle on the floor:

  • Full moon: Nightingale discord. Effect: Instantly absorbs 100 units. enemy's health.
  • edge of the moon: Cloak of Shadows Nocturnal. Effect: When sneaking, you automatically become invisible for 120 seconds.
  • Half moon:Nightingale deception. Effect: People and creatures in the area of ​​effect of the spell attack everyone in a row for 30 seconds.

Use the portal to exit the sanctuary. If you suddenly intend to use them, you can change the ability in a day, returning to the sanctuary.

However, to officially recognize you as the head of the thieves guild, you need to complete the tasks of Delvin Mallory and Vex, who live in the Ragged Flagon. It was possible to go through them much earlier, but they will be described here. Don't forget that you can take on two tasks at the same time - from both employers.

Delvin Mallory:

Numbers

You will need to quietly get close to the office book of a store to make changes there. It is enough to use it discreetly. Return to Delvin for your reward.

Fishing

Standard pickpocketing: there is an object whose pocket you need to steal some item from. Keep in mind that you will need a high pickpocket rate. Bring the item to Delvin.

You are tasked with robbing an entire city for a tidy sum! For example, scrolls are highly valued; you can cover the entire amount with one. Return to Delvin.

Vex:

Theft

A fairly routine burglary. You break into the right house and pick up the item you need, drag it to Vex.

Toss

You need to get into the house and leave evidence in some chest. Return to Vex for money.

Cleaning

There is a house, and in the house there are several valuable items. You need to steal them all and bring Vex.

Robbery

Hacking safes in stores. Go into the store, quietly break into the safe, take the task object from there and take it to Vex. Requires high hacking skill.

There are also four tasks that can be obtained by completing 5 minor tasks in a certain city.
If the required task does not appear, reboot and take it again, they are completely random.
Also, after each quest, a new merchant will appear in the Wild Flask.
And there is one more small task from the Miscellaneous section, which can be obtained from Tonilla, about helping the Khajiit caravans.
Summerset Shadows
After completing 5 minor tasks in Windhelm, Delvin will give a special assignment regarding the newly appeared competitors. Travel to Windhelm and find Thorsten the Cruel Sea. He will talk about the tragic death of his daughter at the hands of the Altmer. Go to Niranya, she trades at the market during the day. Glad that you will not kill her, she will betray Linvi and his Altmer gang of marauders, calling themselves the Summerset Shadows, who live in the Talking Hills cave. There you will meet Summerset shadows and Linvi, from whose body you can remove the desired Fjotli silver pendant and unique leather armor. Return to Torsten the Cruel Sea and give the amulet. Now Niranya will buy stolen items from you.

"Picky Sload"

You must complete 5 small tasks in Solitude. Delvin Mallory will send you to Solitude to talk to the Erikur merchants. He will send you to the port to see Sabina Nitt, who hangs out on the ship Red Wave. For "Balmora blue", a rare smuggled drug, she will demand 1500 gold. But you can also steal the key to the chest from her, dive under the pier and get the goods yourself. Or even without stealing the key, but simply by opening the lock. Go to the ship "Finicky Sload". Throw "Balmora blue" into the captain's chest. There is also one of Barenziah's stones in the captain's quarters! Return to Erikur.

Manual amnesty
Complete 5 minor tasks in Whiterun.
Delvin Mallory will send you to Whiterun to talk to Olfrid the Son of Battle. He wants to get his friend out of prison. To do this, you will have to steal one letter and correct the documents. Go to Dragonsreach and make your way to the Jarl's chambers, nothing complicated. Return to Olfrid for your reward.

Silver blank
After you complete 5 random small tasks in Markarte, Delvin will send you to the jeweler Endon. A silver blank was stolen from him, and he asks you... to steal it back. Travel to Pine Outpost. In addition to the unusual silver blank, there is also one of Barenziah's stones. Also, those who like to read diaries will not be disappointed by the story of this small gang of robbers. Bring an unusual silver blank to Endon and he will begin to cooperate with the guild and buy stolen goods from you. A new merchant will also appear in the Wild Flask.

After completing all four city quests, as well as the storyline, including Return of Twilight, the final quest will begin:

Change of leadership
Return to the guild and talk to Brynjolf. Then stand in the center of the hall. After a short dialogue, talk to Brynjolf again. All that remains is to get the guild head’s armor from Tonilla.




May the shadows cover you!