Thieves Guild quests in Skyrim: Pursuit. Persecution The deadbolt is tightly fixed it cannot be removed

You will receive the task from Mercer Frey. You must head to the ruins of the Snow Veil, and then destroy Karliah. On the way to the ruins, you will meet Mercer, who is sure that Karliah is staying there. He will let you ahead of him and follow you. Do not hesitate, otherwise she will disappear again. Approach the door and let Mercer open it. Now go inside. Be extremely careful - you will find a lot of draugrs and traps. But it is worth adding that Mercer will most often warn you. Find one word of power inside the Sanctuary.

Get to the door, which can only be opened with a claw. And you just don't have it. But Mercer contrives and opens it in an incomprehensible way. Go through the door. However, here you will faint from an arrow fired at you. When you wake up, you will see Karliah and Mercer talking. According to them, you will understand that it is Mercer who is the killer of Gall! And now he encroaches on Karliah, but she manages to escape. You will not have time to do this and you will be pierced with a sword (the blow will be in the stomach). Don't worry, you will survive. When you regain consciousness, you will see Karlia next to you.

She will tell you a story, which, however, you yourself probably already know. It was she who fired an arrow laced with paralytic poison at you. Which saved you, as the poison slowed down your heartbeat and prevented you from bleeding out. While still in ruins, she discovered a diary belonging to Gallus. However, it is written in words in a language unfamiliar to her, but she guesses who can become your translator in this matter. This is a friend of Galla Enthir. So, head to him in Winterhall. The Skyrim walkthrough sends you to a tavern called the Frozen Hearth.

You will learn from Enthir that Gallus had a diary he kept in the Falmer language. And only a few people in all of Skyrim own it. Enthir cannot decipher this text, but he has information about who is able to do it. He is in Makart, this is the Jarl's court magician. Go there and find him. Although he really knows the Flamer language, he does not want to show his skills in practice. You can complete his quest and thus gain his trust. There is also the option of stealing the key behind him from the pedestal. Then sneak into the museum past the guards.

Note: even if you are invisible, the guard will start talking to you the first time you meet. In the museum you will see many guards and well-lit rooms. To complete the Skyrim game, you need to sneak to the Conselmo laboratory. By the way, if you feel quite confident, you have the opportunity to walk around the museum and collect expensive and necessary things. At the entrance to the laboratory itself, pick up the wand that controls the spider. How to use it, read in the diary near the wand. Then you will see the spider itself.

You can either kill the guards in the laboratory, or just walk past. And you also have the opportunity to set several traps. Then "accidents" will happen to them. And the blame for them can be attributed to outdated Dwemer mechanisms. By the way, it's better to do this in the room with Aikantar. Hurry up and deal with him. Immediately do not miss the cube, take it and pass it to Delvin. From there, go to the balcony, and then proceed to the Conselmo Tower. You almost made it. Go into the office and find a roll of paper and coal there. If you want to look for valuable items, do it now, after you will have no time. Then leave this room and go to the stone. Draw it on paper. Then you will see the cavalry arrive in time.

You, again, can kill them all or just sneak past. By the way, the captain will linger in the passage, this will be an excellent chance to kill him. One guard will be located near the stairs, a couple more will rise up. To complete the Skyrim game, deal with the first one quickly and go upstairs too. There, one will go back down the stairs, and the other will follow forward towards the stone. Kill both and head back to Winterhall towards Enthir. Go down to the basement, where you will see Enthir and Karliah. Give him the transcribed text of Conselmo. Then he will start translating. You will learn that Gall suspected Frey of betrayal. It turns out that Gall has learned that Mercer lives too luxuriously and it becomes clear that he is embezzling money from the Guild. He also writes about the desecration of some Twilight Tomb. Karliah will insist to urgently transfer this translation to the guild, that is, tell everyone about Mercer Frey. However, you will first talk to Enthir and receive an offer from him to come to his College and sell the loot. Then you can talk to Karliah. That's when you start to see a more complete picture. It turns out that the Twilight Tomb is the temple of Nocturnal, which is recognized as the Patroness of the night and thieves. The temple, where all the gifts of the tomb are hidden, is protected by the Nightingales, who have sworn to give their lives for it. In addition, with the help of the temple, this Tomb is connected with our world. The problem is that Mercer defiled this temple, which caused the decline in the Thieves Guild (Nocturnal abandoned them). Therefore, you must immediately get to Riften so that Mercer receives the appropriate punishment. And Karliah will give you Gall's sword called the Nightingale Blade.

The pursuit

The passage of the game Skyrim will continue with a task from Karliah. You will need to crank out Mercer Frey's exposure. Head to the Ragged Flask in Riften and speak with Karliah. Proceed together to the Guild. And there you will find a "warm welcome" - you will be met by Delvin, Vex and Brynjolf. And all of them will be with swords at the ready. However, Karliah will have time to give Brin Gall's diary, which at first he will not believe, but offer to see the vault. According to Delvin, two keys are needed to open it, and Vex claims that no one can pick this lock. However, Brin convinces everyone and they make their way to the vault. As a result, Gall turns out to be right, because all the chests are absolutely empty.

Vex will be very angry and ready to finish off Mercer on her own. Bryn will calm her anger a bit and ask her and Delvin to go to the Flask Tavern and tell everyone about what happened. Suddenly the villain will come there. The passage of the game Skyrim gives you the task to go to his estate "Riftveld", where you need to find possible clues about his location. Plus you were allowed to kill everyone in your path.

At the estate, Mercer made a special ladder in the courtyard for emergencies. This is your chance to sneak into the manor. However, one difficulty awaits you here - this is the guard Freya Wald. It turns out that Vex was close to Wald not so long ago, so talk to her. From the conversation, you will understand that it’s impossible to get close to him just like that, since this person loves only money. So give him your word that Maven will pay his debts. Here you will again have a choice - either keep your word, or simply kill him and then rob him.

In order to lower the ladder, you will need to shoot at its mechanism. Make your way into the house, it will be empty, but with a secret. After all, one closet leads to Narnia, which is a hideout for Mercer. You will find it on the second floor. Be very careful in the shelter, it is full of traps, but you will find a lot of worthwhile things there (actually like the house itself). To complete the Skyrim game, you need to get to Mercer's room and steal the plans, the Bust of the Gray Fox (it must be given to Delvin) and the wonderful sword from the display case (made of glass, deals cold damage). The rest you can take at your discretion. You do not have to go back, because from here there is a direct passage to the Rat Hole. Walk through it and meet Brynjolf. Give him the map and you will receive information that Frey is hunting for giant jewels (they are called Falmer Eyes). They are very expensive and valuable. In addition, they will give Mercer the opportunity to hide from you forever. After all, this money is enough for his next generation. Time is running out, hurry up to talk to Karliah and stop him.

Reborn Triad

The passage of Skyrim in this task from Brynjolf will surprise you. You will become the Nightingale. Go to meet Karliah near the old standing stone. It is located behind Riften. When you get to the place, you will see Brin and Karliah together. She will ask you to follow her and promise to provide all the explanations along the way. Enter the Nightingale Hall and begin the transformation process. To do this, put on their armor. Then you will need to go through the rite of passage. You will find the armor behind the Stones. And for the initiation rite, go to the left circle, then just stand and listen. Everything, now you are the Nightingale. And now Karliah will tell you about the real villainy of Mercer - after all, he stole the Skeleton Key (similar to Oblivion). It makes it possible to overcome not only physical obstacles, but also human ones. That is, with the help of this key, he will be able to use all the possibilities of the human body to the fullest. It is unacceptable for such power to come to such a person.

Talk to Brin and get an offer from him to take the post of head of the Thieves Guild. Of course you will agree. For the passage of the game Skyrim then head to look for Mercer in the ruins of Irkthand. Six bandits will stand at the entrance. Sneak past or kill and go there. On the first floor you will see only a couple of working robots, a few broken Dwemer mechanisms and the corpses of bandits. On the second floor, you will meet Brin and Karliah, who is sure that Mercer was there just recently. You need to find him. Then you will watch the scene in which two Fulmer are killed by Mercer. Ahead you will see a room where there is a grate instead of an exit. Click on the two levers (they are hidden upstairs on both sides of the room) and the grate will open. And behind the door, on which the Expert lock hangs, there is a ballista. Shoot it at Falmer and follow forward. Be careful not to fall into a trap. From opponents you will meet Falmer and mechanisms. The only difficulty may be the Centurion. He is very large, hard to kill, and attacks pretty hard. Only with powerful armor can you start hand-to-hand combat with him. There is another option to let Brin fight the enemy, while you and Karliah will shoot at him with a bow or with the help of magic. In general, here the passage of the Skyrim game gives you the opportunity to dream up and show your ingenuity.

Go inside the Sanctuary, where you will see Mercer. He will just get Falmer's eyes out of the statue. Suddenly, the platform will collapse under you and you will fall. Brin and Karliah will still be on top. Thus, you will have to step into the fight with Frey alone. By the way, he managed to enchant Brin and he is now attacking Karliah. Don't hesitate, start the fight. This battle will not be easy, because Mercer is very hard to kill. But this is perhaps the only difficulty. But he can become invisible, but you can still see him. As soon as you kill him, everything around you will begin to collapse (where without it), and the room will fill with water. Plus, you can't open the door. There is only one way out - wait until the room is completely flooded. Then the stones on top of the statues will break off and open the exit for you. Through it you will get to the Bronze Water Cave.

Return of the Twilight

Karliah will continue your Skyrim walkthrough with the next task. It consists in overcoming the Path of the Pilgrim. You also need to return the Nocturnal key. But first, the first task. Karliah herself cannot do this, because it was she who caused the desecration of the tomb, and Bryn is needed in the Guild to restore order there. So you have to deal with everything. Take a bow from Karliah, you will need it.
By the way, you don't have to immediately return the key when you find it. And the Eternal Lockpick can be very useful to you. You can keep this thing with you until you need it. But at the same time, for completing this task you will be given a generous reward.

Proceed to the Twilight Tomb. It is guarded by the guard Nightingale. After talking with him, you will understand that this is Gaul! It turns out that on his own he simply does not have the opportunity to take the key back to the Tomb. Gallus weakens when approaching the Well of Night. And he might even die. Therefore, the matter is up to you. First, examine the diary belonging to Nystrom (you will find it to the left of the guard near the wall and the skeleton).

Then the quest marker will disappear, but you won't get lost anyway. In the first room you will meet three Nightingale guards. Further in the room, stay in the shade, do not go out into the light, otherwise you will die. And be careful, there may be traps waiting for you on the floor. Then you will see a room in which there is a corpse of a bandit near the Nocturnal statue. At first glance, it may seem to you that there is no way out of there. Just look carefully and notice the chain behind the torch on the right (it will look like a bird's head). Pull on the chain. Nothing will happen. Therefore, look for the same one behind the left torch. And then, pulling the chain, you will open the door behind the statue. The further passage of the Skyrim game will be blocked by pendulum blades and pressure plates. A surprise awaits behind the door. Unfortunately not very pleasant. It won't hurt to save once again. Then you will find yourself in front of a door through which you can simply go forward or make a right turn and examine another room with Nightingale guards and buns.

One of the most powerful organizations in Skyrim is the Thieves Guild. Her followers prefer to constantly remain in the shadows and from there, covertly and imperceptibly, do their dark deeds. Nevertheless, Dovakin will have the opportunity to join the famous guild and even receive certain privileges for this.

Before becoming part of the thieves' elite, the main character will have to complete a chain of tasks. Almost all of them will not cause any difficulties, but there is one that will make even Skyrim veterans sweat. "Pursuit" is the name of this quest and it is about it that the article will be discussed.

Beginning of the chain

First, Dovakin needs to go to Riften. This city is famous for its skillful meadeurs and is located in the southeastern part of the kingdom "Skyrim". The Thieves Guild, for reasons known only to them, decided to establish their headquarters here, carefully hiding it in the sewer network.

To start the first of the tasks in the chain, the hero just needs to walk around the city market. There, a representative of the thieves' fraternity named Brynjolf will approach him and offer to crank out a small business. Its essence is to steal the ring and slip it to a local merchant, for which the latter will be put in a dungeon.

After that, Dovakin will need to knock out debts from local businessmen, infiltrate the estate, take part in the dismantling of meads and complete other tasks that the Thieves Guild will give him. The Pursuit quest will become available towards the end of the chain. It's time to talk about it in more detail.

Passage of the quest

So, Dovakin helped Karlia to get evidence of her innocence, after which the thief invited him to meet at the Ragged Flagon tavern. It is at this place that the quest "Skyrim" "Pursuit" originates. Arriving at the place, the hero needs to convince Brynjolf to open the Guild vault and make sure that it is empty.

Now Dovakin needs to go to the Riftveld estate and find out what Mercer did with the loot. The problem is that the house is guarded by a certain Wald. The watchman can either be killed or persuaded to give the key to the estate and leave the territory. One way or another, the path to the estate will be open and the hero will have no choice but to proceed there.

Once in the house, the first thing to do is to inspect a suspicious closet on the ground floor. Behind him will be a secret passage that will lead the hero to a secret room. Here, on the table, are Mercer's plans, which Dovakin must take to Brynjolf to complete the quest.

There are some useful tips that will make it easier for you to complete the Pursuit mission. "Skyrim", the passage of the main storyline of which was supposed to teach you that any situation in the game can be solved in several ways, and this time does not deviate from its traditions. So, for example, Wald, guarding the estate, can not only be killed, but also persuaded to leave his post. And you can do this in two ways:

  • If the hero has a high Speech skill, he can deceive Vald and tell him that Mercer is waiting for him in Markath. The watchman will give the key and go home.
  • You can learn from Vex that Wald owes money to Maven. The latter will agree to forgive the guard, but will ask for a dual pen for this. It can be found at the bottom of a lake near Riften.

In addition, many of the locks on Mercer's estate will require you to have an expert lockpicking skill. If you pump this skill, you can find several valuable items.

Bugs

During the "Skyrim" "Pursuit" you may encounter several unpleasant bugs:

  • Karla does not want to go to the tavern anywhere and, accordingly, the quest stops there. This problem is solved using the Setstage tg07 20 console command. It teleports the naughty thief to the agreed place, and you can safely continue to complete the task.
  • If you visited Mercer's manor and took the plans from there before you started the Pursuit quest, the task will be bugged and it will become impossible to complete. The situation will be corrected by the commands Setstage tg07 10 (it will start the task) and Setstage tg07 60 (return the plans to the table in the estate).

Continuation of the quest chain

Dovakin, if desired, can continue to carry out the instructions of the Thieves Guild and make decisions that will eventually affect the entire Skyrim. "Pursuit" is one of the most important quests in the chain, but not the last one. After its completion, the hero will not only have to sort out the squabbles of the thieves' brethren and join a mysterious cult, but also get one of the powers of the dark goddess Nocturnal.

By the way, under certain circumstances, the Dragonborn can even lead the Thieves Guild and return it to its former glory. For this, he will receive excellent armor, an amulet that replaces the Eloquence skill, and, of course, the key to the treasure chest. In general, thieves' quests are not only interesting for their plot, but also can bring good profit.



For the past two decades, the Thieves Guild has been doing terribly. At almost every turn, its members are plagued by failure, and their number is steadily declining. Rumor has it that a higher power sent 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. Exactly the same is in the shelter of the Dark Brotherhood, for example, and that's not all. With him, a task appeared in the Miscellaneous section. In Riften, I met Hammerhead, who immediately realized that the stone was stolen and offered to show it to Vex, the Guild's fence. But for this you need to become its full member. To do this, you need to talk with Brynjolf, the task will begin chance meeting.
When you are finally accepted into the Thieves Guild, Vex will tell you that there are "stones of Barenziah" that were stolen by one thief and distributed throughout Skyrim. Vex will only buy the full set, 24 pieces. A description of the location of each pebble can be found. And here is the map:

Also appeared, adding a marker for each stone. Search will become much easier!
After you find all 24 stones, Vex will send you to Torvald's Cave in search of the Crown of Barenziah. The number of fat trolls in the cave and the surrounding area rolls over. Falmer live in the depths of the cave. Go to Torvald's Cave - Void. From there to Torvald's Cave - Crossroads. Here you will immediately meet the ghost of a refugee from Morrowind, next to the skeleton of which 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 the 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 guild of thieves.
During the day, you will definitely find Brynjolf in the market in the Rift. Of course, he won't tell you just like that. While the businessman diverts attention to himself, you must rob Madesi, take his ring and put it in a chest under Brand-Shei's shop. In the Russian version, by the way, everything is mixed up ... besides, I had a bug when Madesi himself had the ring, then the pointer showed me to steal it again from Madesi's box, and only then put it in Brand-Shey's chest, and then a copy of it in his pocket! In a word, complete abracadabra. Perhaps it happened because I was simultaneously completing the tasks "Cornered Rat" and "Chance Encounter".
P.S. you can see the arrest of Brand-Shei, who was already promptly reported to the guards.


Reliable roof

Brynjolf will be waiting for you at the Ragged Flask. He is impressed by your fighting, oddly enough, qualities. In order to finally be accepted into the guild, you will have to knock out a debt from three people, while not killing anyone.
Calling them:

  • Helga
  • Bersi Honey Hand
  • Kirva

Enter into a dialogue, choose the option that says about the fight. You win, you say it again and that's it.
How ridiculous the local fisticuffs 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 Goldenglow Manor, you must burn three bee hives and loot the safe to remind you who is the boss here. 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 gladly buy, a task will appear in the Miscellaneous section.
Then go outside and set fire to exactly 3 beehives. They can also be quietly crawled through the collector.
You can return to Brynjolf.

Wrong honey
You need to meet Jarl Maven Black-Briar, most likely she hangs out in the Bee and Sting inn. She will send you to Whiterun, to an establishment called the Prancing Mare. Talk to Mallius Macius there. Now go to Honning's meadery near Whiterun and talk to its owner Sabjorn. He will hire you to exterminate the rats. Get down to the basement, you need to break through the underground passage. There will be not only skeevers, but also spiders, and a deranged alchemist named Heimlin. Plant the poison in the straw nest and move on to enter Honning's Brewery. Climb up and put the poison in the vat. Take the key near the door and get out. Report to Sabjorn on successful rat-baiting. Enjoy the spectacle. Talk to Mallius. Climb the stairs to the second floor and clean out Sabjorn's chest of drawers. You can also find a Honning Honey Decanter, which Delvin Mallory will gladly buy from you. Return to Maven to hand over the documents and receive a 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 speak with 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 East Empire Company warehouse on the wharf. Beware of the guards. You can climb up to 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 East Empire Company Nautical Chart that can be sold to Delvin Mallory. Gulum-Ai will enter the Salt Water Grotto. You can safely kill marauders, except for Gulum-Ai himself. He will tell you about the employer and give you the bill of sale for the Goldflower estate. Return to Mercer at the Thieves Guild. He will tell about Karlie.
P.S. The task will appear in the Miscellaneous section. You've kept your thieves' armor, haven't you?

Silence speaking
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 did not open, and Mercer butted against the wall. The solution is to quickly move to the same location from the map. The number of draugrs and traps inside rolls over. At times, Mercer will give you hints. Towards the end of the first level, you can find a ship model on a pedestal that can be sold to Delvin. It will be about the same in the Sanctuary, and at the end you will learn the power word of the Disarmament shout. You will see the unexpected simplicity of opening the lock, which you yourself would not have opened without a claw in your life. Enjoy the spectacle!

Difficult answers
After the conversation, go to Winterhold and find Enthir. Alas, he cannot translate Gall's diary, since it is written in the rarest language - Falmer. You will need to travel to Markarth's Understone Keep towards Calcelmo. He will ask you to kill the spider Nimhe in the ruins of Nchuand-Zel. Along the way, a side quest will begin. 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 the laboratory of Kolselmo. You can use traps to your advantage. They are activated by valves and levers. In the room with the son of the magician Aincantar there is a Dwemer puzzle cube that can be sold to Delvin. Exit to the balcony of the wizard Markarth. There, use the Calcelmo Stone.
To copy the inscriptions, you need a roll of paper and charcoal, which abound in the room. Climb outside and return to the Frozen Hearth in Winterhold, Karliah and Enthir are already waiting for you. Enthir will be able to translate the diary, talk to him and Karliah in turn. As a reward, you will receive the Nightingale Blade.

The pursuit Travel to Riften at the Ragged Flask. Karliah will be waiting at the entrance, follow her to the Cistern. Watch the cut-scene, then talk to Brynjolf. He will send you to search Mercer Frey's estate.
He can also (additionally) talk 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 Wald. She will tell about his debt to Maven Black-Briar. In the Miscellaneous section, a task will appear pointing to it. It turns out that Wald lost the Dual Feather, which is unique in its properties, when he swam 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 inspection of Lake Honrik, it was mega simple. However, I also managed to find a pen, if you are too lazy to do it yourself, then here are the screenshots:

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

One way or another, you end up in the Riftenveld estate. Marauders are waiting for you inside. Behind the "suspicious cabinet" is the passage you need. Look under your feet. On the table you will find Mercer's plan, as well as a bust of the Gray Fox, which can be sold to Delvin in the guild. And also in the window - hello from Oblivion! - glass sword of unique blue color "Cooler"! Return to Brynjolf.

The 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 need to use the Nightingale Armor Stone. Put on the kit you received and follow Karliah. It is impossible to refuse to take an oath - you will be doomed after death to guard the twilight tomb ... that's the perspective. Stand in the marked circle. After the initiation, talk to Karliah. As you may have guessed, Mercer Frey stole the Skeleton Key, Nocturnal's main artifact. 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. On the lift you will get to the Great Hall, where Karlia and Brynjolf are already waiting for you. They will follow you further to meet Mercer. When you get to the hall with a shiny ceiling, there will be a lever on the top left. The second one is on the opposite side. You need to pull them quickly, otherwise the gate will close. It's full of Falmers. 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 walk past if you can't win by force. In the next room there will already be doors to the Slave Pens.
Immediately you will find yourself in a torture chamber, from there to a corridor with fire traps and to the Falmer parking lot. From there you will reach the Sanctuary. Here, Mercer gouges out the eyes of a giant statue, after which he will attack you. Take the skeletal key and both Falmer eyes from his body, which can be sold to Delvin. The hall will quickly fill with water. Stones will collapse from above and open a passage to the Bronze Water cave. Talk to Karliah.

A little note about the Skeleton Key
According to the story, 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 tree. To open it, you need to upgrade the hack to 100 and spend at least 6 perk points! Lockpicks stop breaking, and you put the worry about their number out of your head.
Now imagine this scenario: you quickly run through the Thieves Guild storyline until you get the Skeleton Key. Now you don't need to download Hack, absolutely!!! You save 6 perk points, a couple of hours of training and don't worry about the number of master keys!
If you want, you can save before completing the task. The Return of Twilight, go through it, watch the finale of a wonderful quest line, spit on the funny spells that are given at the end. And then load your save and continue playing with the Skeleton Key! This can be considered a slight cheat, but the decision is always yours.



The Return of Twilight To return the luck of the guild, you will have to participate in a special ritual test. Travel to the Twilight Sepulcher. You will be met by a ghostly nightingale guardian. In a conversation, you can learn about Nystrom's diary, which failed to complete the Path of the Pilgrim, which you need to complete.
First test: battle with the ghosts of nightingales. Second test: do not step into the rays of light, keep to the shadows. Trial three: Pull the two rings on the sides of the statue. Test Four: You need to overcome the traps. For example, breaking the door lock on the left. Test fifth: Enter the Inner Sanctuary, jump down to find Anders' skeleton with a note. Walk around until a cutscene starts. Unlock Black Lake Castle. The Skeleton Key will disappear. Nocturnal herself will appear and deliver a heartfelt speech. It is not clear where Karliah will appear from. You will be offered three abilities (Talents in the magic section), standing on a certain circle on the floor:

  • Full moon: nightingale strife. Effect: Instantly absorbs 100 damage. 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 ​​the spell attack everyone in a row for 30 seconds.

Use the portal to exit the shrine. It will be possible to change the ability, if suddenly you intend to use them, in a day, returning to the sanctuary.

However, in order to be officially recognized as the head of the Thieves Guild, you need to complete the tasks of Delvin Mallory and Vex, who live in the Ragged Flask. It was possible to pass them much earlier, but they will be described here. Do not forget that you can take two assignments at the same time - from both employers.

Delvin Mallory:

Numbers

You will need to quietly get close to the account book of a store in order to make changes there. It's enough to use it discreetly. Return to Delvin for your reward.

Fishing

Standard pickpocketing: there is an object from which you need to steal some item from your pocket. Note that you will need a high level of pickpocketing. Bring the item to Delvin.

You are instructed to rob the whole city for a tidy sum! For example, scrolls are well valued, one can cover the entire amount. Return to Delvin.

Vex:

Theft

Pretty commonplace burglary. You break into the right house and take the right thing, drag it to Vex.

toss

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

Cleaning

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

Robbery

Breaking safes in shops. Enter the store, quietly break open the safe, take the task object from there and carry it to Vex. Requires high hacking skill.

There are also four quests that can be obtained by completing 5 minor quests in a specific city.
If the desired task did not drop out - reboot and take it again, they are absolutely random.
Also, after each of the tasks, a new merchant will appear in the "Rampant 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 small tasks in Windhelm, Delvin will give a special assignment about the newly appeared competitors. Travel to Windhelm and find Thorsten the Cruel Sea. He will tell about the tragic death of his daughter at the hands of the Altmer. Go to Niraniya, she trades in the market during the day. Glad that you won't kill her, she will betray Linwe and his band of marauders called 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 Thorsten the Cruel Sea and return the amulet. Now Niranya will buy stolen goods from you.

"Picky Sload"

You need to complete 5 small tasks in Solitude. Delvin Mallory will send you to Solitude to talk to Erikur merchants. He will send you to the port to Sabina Nitt, who hangs out on the ship Red Wave. For "Balmor blue", the rarest contraband 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 Fastidious Sload ship. Drop the Balmora Blue into the captain's chest. There is also one of Barenziah's stones in the captain's quarters! Return to Erikur.

Amnesty by hand
Complete 5 small tasks in whiterun.
Delvin Mallory will send you to Whiterun to speak with Olfrid the Battle Son. He wants to get his friend out of jail. To do this, you will have to steal one letter and correct the documents. Travel to Dragonreach and sneak into the Jarl's quarters, no big deal. Return to Olfrid for your reward.

Silver blank
After you complete 5 random minor tasks in Markarth, Delvin will send you to Jeweler Endon. A silver blank has been stolen from him, and he asks you... to steal it back. Travel to Pine Gate. In addition to the unusual silver blank, there is also one of Barenziah's stones. Also fans of diaries will not be disappointed with the history of this small gang of robbers. Bring an unusual silver blank to Endon and he will begin to cooperate with the guild, buying stolen goods from you. Also, a new merchant will appear in the "Rampant Flask".

After completing all four tasks in the cities, as well as the storyline, including the Return of Twilight, the final task will begin:

Change of leadership
Return to the guild and talk to Brynjolf. Then stand in the center of the room. After a short dialogue, talk to Brynjolf again. It remains only to get the armor of the head of the guild from Tonilla.




May the shadows cover you!

In the world of Skyrim, you can be both a defender of the weak and poor, and a villain and a thief. To play the last role, the Thieves Guild is just intended.

How to join the thieves guild?

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

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

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

chance meeting

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

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

A small guide to pickpocketing:

  • in order for the steal option to appear, you need to enter a secret rack (Ctrl);
  • the chance of theft is checked on each item separately, so take only the most necessary;
  • if the theft skill is low, save before theft, so that in case of failure it will load.

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

After a successful operation, wait for Brynjolf to finish, and if he still won't let up, enter and exit any building. After that, talk to him, say that everything is done, and you will receive a reward.

Reliable roof

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

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

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

Instructions for knocking out money:

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

We return to Brynjolf, we talk about the successful completion of the assignment, and - welcome to the thieves guild!

List of members of the Thieves Guild

Primary:

Mercer Frey - leader of the Thieves Guild

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

Vex - master locksmith, gives small contracts

Delvin Melory - gives small contracts, buys a variety of unique interesting things

Tonilla - a buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brynjolf
The essence of the task: Punish Aringolf

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



Well, go. Goldenflower Manor is waiting for us.

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

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

We get to this grid.

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

We go to the second floor and see this picture:

Getting around is very simple - we go in the door. We pass through the room, exit, go a little further and see this:

You won't get around here anymore. You just need to sneak very slowly. And here is the next surprise:

The owner is in an uncomfortable position for us. I don’t advise talking to him - it won’t be possible to kill him to give the key, besides, he will raise the alarm and the guards will come running. Just try to steal the key from his pocket.

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

No, well, you should have thought of putting a chair on a puddle of flammable oil. Okay, you're an idiot. It will be extremely difficult to get past it - the space between it and the stairs we need to climb is well lit. You can try to get through, or you can set fire to the oil with a fire spell. But he won't die instantly - you'll have to finish him off. And there can still come running two guards from the next room. But with luck, you can already run the stairs and hide in the shadows there. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything we have and exit through the sewer or through the front door. Who cares, because the next part of our cunning plan is vandalism. Namely, setting fire to the hives. Through the front door will be closer in my opinion. We carefully pass along the bridges, bypassing or waiting for the guards, and set fire to three hives with fire spells. The beauty:

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

Wrong Honey

Gives: Brynjolf
The essence of the task: Talk to Maven Black-Briar and fulfill her request.

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

She wants us to eliminate her competitor, Honning's Meadery. She sends us to Whiterun, to the tavern "Prancing Mare" to a measure named Mallius Makius:



Mallius tells us that Sabjorn is hosting a tasting of his mead for the Captain of the Guard the other day. And here's the bad luck - he had skeevers at the meadowry. It would be necessary to poison, and Sabjorn is looking for someone who will take on this. "And rat poison and honey don't mix well." But the rats will still need to be disposed of - Maven plans to take over the meadery when Sabjorn leaves it. As usual, all the rough work falls on our shoulders. Well, where to go? I'm going to the honey factory.

We go into the building and talk to Sabjorn.

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

(look at it and read the diary - we again thwarted the plan to take over the world with a psycho. This is already becoming a routine), pour rat poison into the nest and go to the mead factory itself. Pour poison into a vat of honey. Well, he did something nasty - joy to the heart. Yes, and wallet:

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

We open the chest of drawers, pick up the coins and the document. But don't rush to leave. Hack the second door and take away the Carafe of Honning's Honey there. Delvin will give 200 coins for him and put him on a shelf where he will put all the interesting items you brought. We go to Maven, give the document and as a reward we get ... the Holy Orc Dagger.

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

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

Caprice of the Scoundrel

Gives: Brynjolf
The essence of the task: Find out from the lizard named Gulum-Ai about the buyer of the estate "Goldflower"

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

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

We go after him. Be careful, there will be guards on the way. I advise you to take all the torches from the holders along the way - less light, which means less chance that we will be noticed. Kill the guards silently or walk past - depends on your preference. The main thing is not to make noise. By the way, the guards also walk with torches, which complicates our following the lizard.

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

Conversation with Silence

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

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

We reach the door, for the opening of which a claw is needed. But since we don't have a claw, Mercer has to cheat and opens the door without a claw (here, no, to tell us how to do it). We go in and ... we fall from an arrow shot at us. We lose consciousness, but we wake up almost immediately, and we see that Mercer and Karliah are talking.

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

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

We need the Frozen Hearth Inn.

Enthir will tell us that Gall kept a diary in the Falmer language. Original, given that only a few people in all of Skyrim know him. He himself cannot decipher, but he knows someone who can. Kolselmo, Jarl's court magician in Markarth. Let's go there:

And here is Calcelmo himself:

He really is an expert on the Falmer language. But he categorically refuses to show his work. You can ingratiate yourself with him by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will talk to you for the first time anyway, even if you are invisible. Learn it. So, regardless of the path, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to Calcelmo's laboratory. But if you are confident in your abilities, you can roam around this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the control stick with a spider. The instructions are in the diary. And here is the pouch:

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

From this room we go out to the balcony, and from there we get to the Calcelmo Tower. The deed is almost done. In his office, take the coal and the roll of paper. If you want to inspect his office for usefulness, now is the time, then he will be gone. We leave through the door in the office to the stone and redraw it on paper. Ready. Op-pa. And here is the cavalry:

You can wait and slip past them to the exit. And you can kill them. The captain will linger a little in the passage - a good chance to quietly cut his throat. Then one will stand at the stairs, and the other two will go up. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further, to the stone. We kill one, then the second. Everything, you can return to Enthir in Winterhold. We go into the basement and see Karlia next to Enthir:

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

The pursuit

Gives: Karliah.
The essence of the task: Expose Mercer Frey.

We go to Riften, to the "Rampant Flask" and talk to Karliah. Together with her we go into the guild, and we are greeted with a warm welcome - Brynjolf, Vex and Delvin. And all with drawn blades. Perfectly.

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

Vex is furious and threatens to kill Frey with her own hands, but Bryn reassures her and sends her along with Delvin to the Flask to notify them. If Mercer sticks his head in here. And we have to go to his estate "Riftveld" and look for clues where he could go. And we are allowed to kill anyone who gets in our way. It's lovely.

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

This is actually the ladder mechanism itself, where you need to shoot so that it goes down.

The house itself is empty, but there is one secret. One of the cabinets is the door to Narnia. Well, I mean, at Mercer's hideout. It is located on the second floor. In the shelter, look both ways - the traps are not asleep. Yes, and there will be something to profit from, as in the house. We reach his room, pick up the plans, a good sword in the window (glass, cold damage) and the Bust of the Gray Fox - give it to Delvin. Well, and what else will appeal. There is no need to go back - there will be a passage to the Rat Hole. We go through it to Brynjolf and give the map. It turns out that Mercer is after the Eyes of the Falmer, huge gems that are worth a fortune. If he finds them, we will never find him. This money will be enough for him until old age, and there will still be children left. We must stop him at all costs! You need to talk to Karliah. There is little time left.

Reborn Triad

Gives: Brynjolf
The essence of the task: Become a Nightingale.

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

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

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the initiation happened, and we became the Nightingales. So, what is next? And then Karliah will tell us about the true crime of Mercer. It is that Frey stole... the Skeleton Key. If you have played Oblivion, you should remember what it is. But this key opens not only physical constipation. After all, the possibilities of the human body are very great, and we use only a part of them. And when you realize that the key can open even such "locks" - the possibilities become almost limitless. It is impossible for such a thing to fall into the hands of a man like Mercer.

Before moving forward, talk to Brin. He will offer us to become the main Guild of Thieves. Of course we agree. Where are we going? Now let's go for Mercer. The path lies in the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, we go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that's it. We go to the second level and immediately stumble upon Karliah and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we watch the scene of the murder of two Falmer by Mercer. Move on. We find a huge room with a grate at the end. To open it, you need to pull two levers - on the left and right of the room on the dais. By the way, there is a ballista nearby - behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And look under your feet - these are still Dwemer ruins. Traps have not been canceled. In general, these are ordinary Dwemer ruins. Enemies - mechanisms and Falmer. True, the Centurion can deliver trouble.

A healthy colossus, tenacious and painfully beats. Going into hand-to-hand combat with her is not the smartest idea, of course, but with good armor you can. And you can give Brynjolf this honor, and join Karlia himself and shoot him with a bow. Or magic. Improvise, show imagination.

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

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

Return of the Twilight

Gives: Karliah
The essence of the task: Walk the Path of the Pilgrim.

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

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

Our path lies in the Twilight Sepulcher:

The Nightingale-Guard will stand at the entrance:

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

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

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

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

It remains only to stick the key into the lock (logically, isn't it?) and ... listen. Nocturnal herself will speak to us. Frankly, I thought that her face would be prettier.

But maybe it's just my graphics. Doesn't matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor fidelity lay here and there - the main reward. Well… well, she's right. And the reward is really worth it. Standing on a circle with a picture of the month, we will get a talent, which, when applied, gives an excellent buff for thieves - invisibility is automatically applied when sneaking up. Standing on a semicircle - frenzy spell - all creatures in the area of ​​​​the spell attack everyone indiscriminately for 30 seconds. And standing on a full moon, we will get a spell to drain health from the enemy - I don’t know if it’s leveled or not, but at level 18 it eats 100 health from the enemy. Agree not a little? But, unfortunately, these are not spells, but talents. This means you can only use it once a day. Sorry, but there's nothing you can do. And you can't take all three either. Choose. After the selection, we will see Gallus. He came to say goodbye to Karliah.

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

In this walkthrough, spoilers are found at every turn. 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 with Brynjolf. He will offer to crank out an adventure. While he is distracting everyone, you have to get into Madesi's chest and steal his silver ring, and then put the ring in Brand-Shei's pocket. This is a very easy task. We break open the safe, take out the ring and put it in the dark elf's pocket. Everything, we return to Brynjolf and report on success.

Reliable roof

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Brynjolf wants to test our fighting qualities. To do this, we need to come to the Ragged Flask through the so-called rat hole. We go down there. We scatter, burn, shoot enemies (or just a chameleon). After a while, we get into the Ragged Flask, and Brynjolf gives us a second test task. It is necessary to shake out a debt from three people (hello Godfather). Here are these people:

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

You can take the statue of Dibella from Helga, and Helga will immediately give the money back. Kirava can be threatened with reprisal against the family. Break the Dwemer bowl at Bercy and he will immediately pay.

After collecting all the money, return to Brynjolf.

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

After completing these tasks, ask Vex how you can stealthily enter the estate. She will say that there is a sewer through which you can get to the place. There are a lot of rats in the sewer and one trap, 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 just kill everyone, or you can act covertly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We also need to take the key to the safe from Aringot, but you can not do this if you are a good burglar. If you are in Aringot's room, then take the key from him. You can kill him and remove the key from the corpse, or you can persuade him to give the key. One way or another, we go down to the basement, open the safe and pick up 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 beehives. And if you are a stealth lover, then jump into the sewer after you cracked the safe, from the sewer you go out to the beehives, which you will set on fire.

After that, return to Brynjolf with a report.

Wrong honey

We leave for Maven Black-Briar for the task.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

She will send us to Whiterun in the Prancing Mare. We speak with Mallius there, he brings us up to date. After that, we go to the Honing Honey Factory and hire a rat exterminator. Also, with a developed persuasion skill, you can breed him for 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 insane magician Khemlin, about whom we were not warned and we are killing him. You can grab a diary from the cooling corpse.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put the poison in the rat's nest and climb up Honing's brewhouse. In the brewhouse, put the poison in the vat. After that, we report to Sabjorn about the successful persecution of rats, watch the scene and talk with Mallius. He gives the key to Sabjorn's room, where we pick up the letter. After that, 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. We go or teleport to Solitude. We observe the execution scene if you are in this city for the first time.

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 does not say anything sensible. Will have to follow him. Since he is not in a hurry, you can just wait in the tavern, and then go to the Eastern Campaign section. Here it is better to act covertly, since the lizard is moving towards its final goal extremely slowly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The upper beams or water will help us.

After that, the lizard enters another location, and you follow him. Now you can kill everyone or act covertly. Just do not kill the lizard, but talk to him, after the conversation you will learn about the woman who holds evil against Mercer and the thieves guild. Also, the lizard will 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.

Silence speaking

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The Sanctuary will also have Draugrs and Traps, and you will also learn the new Disarm Shout. 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 that, we go to Winterhold to Entir, but he cannot translate the diary, since it is in the Falmer language. But he sends us to Kolselmo in Markarth. Arriving in Markarth, we go to Kolselmo 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 that starts the side quest The Lost Expedition, but that's another story. After killing the spider, we go to Kolselmo and take the key to the museum.

We head to the museum and go to a forbidden location. There are a lot of soldiers in this location, but it’s quite possible to pass covertly, as there are traps that can distract them. Also don't forget to take the "dwemer puzzle cube" that you can sell to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

By the way, here you can also find a rod-controlled Dwemer spider. Alas, it will not work to take it out of the laboratory.

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

The pursuit

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Say you're ready and follow her. The whole guild was waiting for us. We speak with 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 leaving, we talk with comrades and learn that the estate has a ladder with which you can get inside. The ladder is knocked down by arrows, magic and screaming. We learn from Vex that the estate is guarded by Wald, and he owes 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 pen:

Having found the pen, 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 the key. There are many mercenaries in the estate, so it is unlikely that it will be possible to pass covertly. After stripping, go to the room with cabinets and activate "Suspicious Wardrobe". Having opened the closet, go downstairs and look under your feet: there are a lot of traps. On the table you will find Mercer's blueprint, as well as a bust gray fox, which can be sold to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Before you leave, you can break open the shop window. There is a good sword that came from Oblivion. The sword is called "Cooler". It's time to return to Brynjolf.

The 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 Karlia. After the conversation, we find ourselves in the nightingale hall, immediately activate the nightingale stone and get a good set of armor for stealth lovers (and, by the way, this is generally one of the best armor in the game).

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put on the received armor, follow Karliah. Along the way, she tells us about the nightingale's oath. After the conversation, we become 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. Marauders and bandits are sitting 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 met by Dwemer mechanisms (how unexpectedly). We clear our way to the lift, on which we rise to the Great Hall. Brynjolf and Karlia are already waiting for us there. Having met them, we "turn on" the corridor action with the killing of Dwemer mechanisms and Falmer, and there will also be a Dwemer centurion and a puzzle. In the next room we find the doors to the Slave Pens.

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Through a pile of corpses we get into the sanctuary. Mercer is there, and he has stolen both of the Falmer's eyes. After a short dialogue, he descends and begins to fight. Be careful: this is a very difficult opponent, as he disappears all the time and delivers improved attacks from behind. After the victory, we take away the eyes of the Falmer and the skeletal key. We can sell the first one to Delvin for 2500 gold pieces. The hall will begin to flood and after a while a passage to the cave will open, through which we will go out into the fresh air. We speak with Karlia and get the last task.

The Return of Twilight

Now we need to pass the ritual test in order to return the 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 Gall, who tells us the essence of this test, and also points to the 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 into 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 the two rings that are on the sides of the statue.

In the fourth test, we overcome all the traps and break open 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 get into the room.

Thieves Guild Walkthrough


Thieves Guild Walkthrough
Once in the room, we unlock the castle of the Black Lake. After that, Nocturnal will appear and the Skeleton Key will disappear. Nocturnal will give a great speech, and after that, Karliah will appear. There are also three abilities to choose from:

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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