Oblivion thieves guild walkthrough. Walkthrough of The Elder Scrolls IV: Oblivion: Quests of the Gray Fox. The best thief wins

Introductory quest and tasks of Armand Christophe

Quest TG00FindThievesGuild - Finding the Thieves Guild

Wanted...

Is there really a king of thieves, Gray Fox, who rules over all the thieves of Cyrodiil, and at the mention of whose name any respectable citizen begins to boil with indignation? Many believe that no, and the hype raised around him is nothing more than the excessive official zeal of Captain Hieronymus Lex...

While in the Imperial City, pay attention to the Wanted Posters posted on the walls of buildings. Gray Fox is wanted - for theft, embezzlement, forgery, pickpocketing, counterfeiting, robbery, conspiracy to commit a crime, grand larceny, tax evasion, slander, fraud, perfidy and impudence, just that... If you want to get to know this undoubtedly talented person, then ask the townspeople or guards about him and you will find out that he prefers to steal from the rich, so the nobility hates him, and the poor adore him. Then all that remains is to talk to the first beggar you come across, although this is not easy. The cunning man will pretend that he doesn’t understand what you mean, but after convincing, charming or bribing he will tell you that you can learn more about the Thieves Guild at midnight in the Garden of Dareloth, located in the Waterfront district of the Imperial City.

The path to the Thieves Guild described above is not the only possible one. You can try to enter illegally (by picking locks) into the houses of townspeople or steal something from their pockets. It’s enough to just get caught doing this, or after the theft, find some kind of fine on your head and surrender to the guards. Upon leaving prison, GW's messenger Myvryna Arano will find you and hand you a mysterious note (Mysterious Note) inviting you to come to Dareloth's garden at midnight.

You can also talk to the Argonian City-Swimmer in Braville about the city. According to her, only honest and law-abiding citizens live here, but in the next line, when you choose the question of what the Thieves Guild is, you will hear about the garden of Dareloth. In general, you don’t have to talk to anyone, you just need to be in this garden at midnight and you will see all the characters there. Depending on the development of events, this quest may or may not be noted in the journal.

Quest TG01BestThief - May the Best Thief Win

Infamy +1 or +2

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

According to the terms of the test, the one who brings the diary of Amantius Allectus will be accepted. You receive scant information that he lives somewhere in the Imperial City, beggars can help you in your search, but for a fee. You will have to break into Allectus's house, so master keys will be very useful, and if you don't have them, Armand will sell them right here. Remember that you are prohibited from killing the owner of valuable records and your claimants. The diary appears in Amantius's desk after starting this quest, so it cannot be stolen in advance.

And what's special about the diary...

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

After Christophe’s words, Amuzai loudly announces that Allectus seems to live in the Elven Gardens, and Metredel quickly rushes off to the city. You shouldn’t listen to the Argonian, this is not true, but you can follow the nimble Bosmer and she will lead you to the doors of the desired house (if you don’t leave her behind along the way). Or you can ask some beggar, for five coins you will find out that Allectus's house is located in the eastern part of the Temple District, and if the location is high, the tramp will say it just like that. The nearest tramp is sleeping right next to the garden - Puny Ancus.

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

Nice dog...

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

If you didn’t succeed in stealing the diary from Metredhel, then all you have to do is watch how the Bosmer gives it to Armand and ask for a second attempt. This time you will be asked to steal the ancient cutlass Rohssan from A Fighting Chance in the Imperial City Trade District. But this is the last chance. Although in this case everything is simple, because Amuzai is a bungler and will not give you competition.

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

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

Quest TG02taxes - Untaxing the Poor

Infamy +2

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

Armand says that recently the captain of the Imperial Guard, Hieronymus Lex, the very embodiment of law and order, collected taxes from the residents of the Port District. By custom, the city does not collect taxes from them, despite the legal right, since the amounts that can be shaken out of these people do not cover the costs of the fees themselves. Lex clearly did this in retaliation for their help to the Gray Fox, and he simply, on principle, cannot allow such injustice to happen. Your task is to find out where Lex stores the collected taxes, seize them and bring them to Armand, along with the tax records, to return what they paid to the citizens.

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

After completing this quest, a special issue of the Raven Courier will be released - “The Poor People Have Been Taxed!” It reports that recently some scoundrels broke into the southern watchtower and stole a small amount of money from the office of Hieronymus Lex, which, oddly enough, was exactly equal to that previously collected from the residents of the Port District...

Quest TG03Elven - The Elven Maiden

Infamy +2

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

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

Something about Countess Llatas

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

The chapel crypt is guarded at all times by the chapel guard. The elf is constantly patrolling the room, so you need to wait for the moment when she enters the right half of the crypt, and quietly sneak to the left, to Llatasa’s grave, and there pick up the bust. If the guard sees you, he will attack. You can, of course, rob Llatasa’s coffin, but the overly greedy will be disappointed - the loot is so-so, but a leveled ghost of Llatasa appears (her dark ghost with a beard looks especially interesting!) and attacks you, and this may attract the attention of the guard. Killing her is prohibited, as are all other NPCs living in this chapel. If the task seems difficult, then use potions or spells with chameleon and invisibility effects. There is another option - to calm the guard for a while.

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

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

After all the events, the siege of the guard port is lifted and Armand can appear on the street. He will give you a reward - 100 coins, make you a Bandit, and name another buyer of stolen goods - Dar Jee from Leyawiin. This was Armand's last task, now you should contact S"krivva in Bravil for work.


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

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

1. Almost in front of every gate in the Imperial City there is a notice that a certain captain Hieronymus Lex is looking for a thief whose name is Gray Fox. After reading such an advertisement, you need to talk to any beggar in the city. When asked what they think about the Gray Fox, they will of course answer that it is just a myth, but a couple of gold coins (And a good attitude) will loosen the tongue of any poor fellow. When asked why you need the Gray Fox, answer that you want to work with him, and they will show you the right place.

2. The second method is even simpler. Go into any store (You can even into a house) and in front of everyone, steal any item you like. Naturally the guards will come running. Agree to serve time in prison. After leaving prison, you should wait a while (depending on the distance between you and the Imperial City) and a Dunmer woman named Myvryna Arano will approach you and give you a letter from the Gray Fox, which will say the time and place where you need to go come.

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

To be accepted into the Guild you must pass a test. It will consist of the following: steal the diary of Amantius Allectus. You can follow the Bosmer (Her name is Metredhel), who already knows where Amantius’s house is, or you can ask the beggars. For a couple of coins, they will tell you that Amantius' house is located in the Temple area (a marker will appear on the map). The Bosmer is already in the house, so we need to get ahead of her. The diary lies in Amantius's desk. We take the diary and go back to the Coastal region. Give the Diary to Armand Christophe, and he will enroll you in the Guild.

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

But if you failed to steal the diary from Metredhel, all is not lost either. You and the Argonian Amusei will be given another chance (Which Amusei for some reason will not take advantage of). You must steal Rosshan's Antique Cutlass sword. At night, break open the door of the "A Fighting Chance" store. The sword is in the chambers of the store owner. Having entered the room, you will find a very bad little animal. The poor animal will have to be killed. All that remains is to take the sword from the chest and bring it to Armand.

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

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

Armand will task you with stealing the tax records and money of the residents of the Coastal region from under the nose of Hieronymus Lex. Start the task by talking to beggars. They will tell you that Lex lives in a watchtower in the Temple District. It's best to go there at night. Lex lives on the top floor of the tower. Hack the lock, grab the statement and money, and then calmly leave. At night, find Armand, who, for completing this task, assigns you the title of robber (Footpad).

You need to sell stolen goods for 100 gold.

The next task is to steal the statuette of Lady Llathasa Indaris, wife of Count Cheydinhol, who died under unknown circumstances. We go to the city and talk to the beggars. They will tell you that the figurine is in the crypt under the Chapel and is under good security. We go into the Chapel, break open the door to the crypt and quietly sneak to the countess’s grave. We take the figurine and quickly leave the chapel.

We return to the Port District. But... Something is wrong. Almost all the city’s guards, along with Hieronymus Lex himself, gathered in the Port District. And they are looking for Armand Christophe.

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

You need to sell stolen goods for 200 gold.

S "Krivva will ask you to return the ring to Adgarji, who can be found in Leyawiin. Adarji will tell you that the Argonian Amusei (Remember this one?) stole the ring from her. She will ask you to kill Amusei (this is prohibited by the rules of the Thieves Guild!). Somehow It was not necessary to find the Argonian. Talk to the beggars. For a small reward on your part, they will tell you that the Argonian was caught and put in the Leyawiin prison. We go to the prison. We give the guard a small bribe, as a result of which he allows us to go to Amusei. It is worth giving the Argonian a master key, and for this he will tell you that Countess Alessia Caro took the ring for herself. After talking with some of the countess's servants (and raising your relationship with him), you will learn that the countess wears the ring all the time and takes it off only at night. The only thing left to do is to infiltrate to the countess's bedroom at night and steal the ring from the box located to the right of the bed. Leave the castle and take the ring to Adarzhi, then return to S "Krivva in Bravil. She will give you the title of Prowler.

You need to sell stolen goods for 300 gold.

S "Krivva is very worried about the unrest in the Imperial City: the guards led by Hieronymus Lex have occupied the Port District and many members of the Thieves Guild have already been arrested. According to the Khajiit, it is worth finding Metredel, who is hiding somewhere in the Imperial City. Having arrived in the city, we consult the beggars and We learn that the Bosmer is hiding in the house of Dinari Amnis" House, which is on Talos Plaza. Metredhel will send you to steal from the Secret University, from the Archmage himself (!!!) Hrormir's Stuff, and you need to put a letter from the Gray Fox in the Archmage's bedside table. Bring Metredhel's staff. She will send you to the Port District for reconnaissance. As soon as you find Lex, a messenger from the Mages Guild (Dremora) will appear. He will give a letter to Lex, after reading which, he will have to withdraw his troops from the Port District. He will drop the letter, so do not forget to pick it up. Go to Metredhel again. She will ask you demonstrate the good will of the Gray Fox and return the staff. But don’t drag the staff to the Secret University. You need to take it to the house of the retired magician Onthus Vanin. That’s it, you saved all the thieves of the Port District (and not only). Now all that’s left is to return to S Krivva and receive a well-deserved promotion to Cat Browler.

You need to sell stolen goods for 400 gold.

The next task of S "Krivva is that a certain Theranis, also a member of the Thieves Guild, received the task of bringing the book “Lost Stories”. But he never returned. You need to find Teranis, and with him the book. By Arriving in Skingrad, talk to the beggars (as usual). You will learn that Teranis was sent to prison. If you try to bribe the guard, you will be refused, so you need to find another way to get into prison. You can commit some crime, or you can get hired workers (feed prisoners) from the butler - the orc Noise gro-Yarug. One way or another, once in prison, you will not see Teranis. Talk to the prisoner Larthjar The Laggards. Promise him release, and he will tell you about everything that is happening in prison. Very often, a certain Pale Lady visits the prison and constantly takes away several prisoners who then do not return. Recently, she took away Teranis and his cellmate - a wounded Argonian (guess who). After searching the prison, you will find bloody trails that lead somewhere behind the wall. Click on the Strange Candle and the wall will open. Follow the bloody trail further and soon you will come across a vampire. Having finished with her, search the body of the dead Teranis (you didn’t have time, as always). Naturally, he doesn’t have a book with him. But behind bars...yes, that same unlucky Argonian Amusei. He will ask you to free him and take him outside the castle (do not catch the eye of the guards). Having fulfilled his request, you will learn that the book we need lies behind the well in the bushes (marked with a marker) in Skingrad. We return to S"Krivva

You need to sell stolen goods for 500 gold.

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

You need to sell stolen goods for 600 gold.

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

You need to sell stolen goods for 700 gold.

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

You need to sell stolen goods for 800 gold.

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

You need to sell stolen goods for 1000 gold.

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

First point. We need to get into the basement of the Imperial Palace. Make sure no one notices you. There will also be a guard in the basement. As he patrols the room, sneak right behind him and activate the Glass of Time. Now you can go to the Old Way. Penetrate the sewer where the marker indicates. You will wander through the sewers for quite a long time, but the proximity of the Ancient Path will be announced to you by the appearance of a few opponents (undead), but they will be quite easy to deal with. After meandering a little you will find the Ancient Path. Here the long run will end in a large hall with three statues.

The largest statue has a keyhole, and the passage can be opened with a precise hit from the desired position. Now look around. You see two red lights directly opposite the large statue. This is where you need to go. But the path to the point is blocked by a metal grate. It opens by pressing the buttons located behind the door on the upper level. Now return to the point between the two crystals and watch as the large statue turns towards you, and a keyhole opens in it, which you need to hit with the Arrow of Release. Now you MUST save. First, fire a few regular arrows (you will hear a characteristic sound when they hit). Next, without releasing your sight, fire the Arrow of Release. If you hit, the large statue will move away, opening a passage, and the smaller statues will come to life. These statues are quite serious opponents, so if you have an invisibility spell, you can get past them. Now save again and go through the door. You find yourself in some room where the guards are sleeping.

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

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

Good luck and may the shadow protect you.

© Hearing

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

Arrow of Liberation

This quest will only be available after you sell stolen goods worth at least 700 gold to buyers of stolen goods. After this, Amusey will find you (yes, he is now also a member of the Thieves Guild) and will deliver another message from the Gray Fox. The head of the Guild is waiting for you in Chorrol in the house of Malinkus Ankrus. Your task is to obtain for him the Arrow of Liberation, a certain artifact that is currently the property of Fathis Aren, the court magician of Bravil. In Bravil, priceless beggars will tell you that the magician keeps his main valuables in a tower outside the city. It is impossible to get into the tower without a key, but there is a secret passage inside the castle through which you can get there bypassing it. Go to Bravil Castle and find the chambers of Fatis Aren (oddly enough, the best time for this is during the day, because at night two guards are constantly on duty at the doors leading to the inner chambers of the castle). After you search the chests in his chambers, you will see a new message in the journal asking you to look for a secret door. The secret door opens by clicking on one of the decorative columns against the wall. Walk in the direction of your quest arrow until you hit a body of water. To advance further you will have to dive and find a passage underwater. (You'll see it on the map, so it won't be hard to find. Just don't dive all the way down - the passage is located a little higher.) Get out of the water and follow the arrow until you find the door to the second dungeon, Bravil's Lair of Mages. True to the name, it's full of magicians. You can kill them all without negative consequences for your reputation, or you can leave them alone and simply slip through unnoticed. This dungeon is very simple, follow the quest arrow and you will go out into the vastness of the Tower of Fatis. The chest with the arrow is located on one of the upper floors, and Fatis himself usually stands nearby. (Keep in mind that if you are a member of the Mages Guild and kill Fatis, you will be expelled from the Guild. But you do not have to kill him. If you are a member of the Mages Guild, you can simply walk up and pick up the Arrowhead (that, unfortunately, is all that is from there is none left). This will not even be considered theft and Fatis will not say a word to you.) That's all, you can go to the Gray Fox for your reward. In addition to money, you will also receive a new rank - Master Thief.

Jack the Jumper's Boots

This quest will become available only after you sell goods worth at least 800 gold to buyers of stolen goods. After this, Amuseum will bring you an invitation to another meeting with the Gray Fox, this time in Cheydinhal in the house of Ganrendel. You must find the boots of the famous thief Jack the Jumper, who lived several centuries ago. Presumably he was buried in them, so you have to find his grave. The only offspring of the deceased is Jakben, Baronet Imbel, who lives in the Imperial City. Ask the beggars, they will give you the address and some interesting details about this Jakben's lifestyle. In the house you will find a frightened owner who will wordlessly give you the keys and tell you that the family mausoleum is located under the house. Go to the basement, and from there to the dungeon (very small). In it you will find vampires, as well as Jumping Jack's coffin and his diary. The boot, alas, will not be there. Go back into the house and the baronet will attack you. On his corpse you will find the boots you are looking for. (In fact, you don't even have to go down into the dungeon. If you hesitate a little in entering the basement, Jakben will attack you and you can immediately take his boots.) Return to the Gray Fox in Cheydinhal. He will thank you and say that he will need you in the future for one more, very last task.

Theft of the Century

To receive this quest you need to sell stolen goods worth at least 1000 gold. Amuseum will bring you a note with an invitation - this time to Otrello's house in the Elven Gardens of the Imperial City. Gray Fox's last assignment is to steal the Scroll of the Ancients from the Imperial Palace. This is, without a doubt, the most difficult - and longest - quest you will ever receive in the Thieves Guild. To implement it, you will receive two items you previously stole - the Arrow of Liberation and Jack the Jumper's boots. In the interest of the cause, you will also be allowed to kill anyone who gets in your way. (But you can also do without them, it’s quite possible.) The first step to realizing your plans is to sneak into the palace to turn on the Glass of Time - a magical hourglass. They are in the basement. The corridor is patrolled by guards, but nevertheless, slipping through the door you need at this stage is unlikely to be too difficult. Activate the clock. After this, the mysterious Old Path should open to you. True, we still need to get to it. Leave the palace and head to the entrance to the city sewer. Inside you need to find the entrance to the palace sewers (this is not difficult, the sewer system there is quite simple, and locked grates are usually opened by a nearby lever or wheel). The Old Path is behind a wooden door. Once you reach it and go through the door, you will have a new journal entry reminding you that you will somehow have to use the Arrow and Boots to progress further. How - it will become clear after a while when you reach the locked gate. They open with a button that is located in the same room, on the top row, but alas, the steps to this row have crumbled, and it is almost impossible to jump to it. (Almost - because if you have excellent acrobatics, you can do this.) Put on the boots of Jumping Jack and jump. Pressing the button will open the gate (but not for long, so quickly jump down and run through it). And beware - along with the gate, hitherto inactive traps in the form of red stones will also work. So, you have overcome the first major obstacle. (The undead wandering around the dungeon does not count - you can kill all the enemies, or you can just sneak past them if you don’t want to waste time on such trifles.) Follow the quest arrow, which will lead you to the statue. Here you will receive a new journal entry, suggesting that this is the statue on which you should test the Arrow of Liberation. Turn around (if you are facing the statue) and you will see a bridge, the middle of which is blocked by two closed gates. Yes, that’s exactly where you need to stand in order for the lock to open, which you need to hit with an arrow. But to do this, you must first unlock the doors. From the statue, go east. Near one of the walls you will receive a new message in the journal. Not far from the wall there is a door, and behind it a button that will open a room inaccessible to you until now. In this room you will find another button, press it and the gate on the bridge will open. (And some new enemies will appear near them, so be on your guard.) Now all you have to do is stand on the slab in the middle of the two gates (you will receive a new message in the journal when you take the correct position). Save the game, put it in your quiver (you captured with It's a bow, isn't it?) Arrow of Deliverance and shoot at the hole that opens in the statue. (Take your aim a little higher than the castle; the distance is very long even for a good archer and the arrow will usually hit lower than you aimed.) After your arrow hits the target, a path to the palace will open under the statue. Now all you have to do is follow the quest arrow, which after a few rooms will lead you straight to the Library. (There are guards patrolling the corridor, but you can easily get past them undetected if you want. Sneak right behind them or use invisibility.) The monks will bring you a scroll. Once you take it, you will have a new message in the journal telling you to find another way out of the palace. Follow the quest arrow and go up the stairs. The arrow will lead you to a room with a fireplace (and a magician, but you can go unnoticed if you try). Jump through the hatch in the fireplace. Keep in mind that if you are still wearing Jumping Jack's boots, you will lose them when you land. If you want to keep them for yourself, take them off before jumping (hopefully you have enough health to take the hit). So, you're back in the sewers and out of reach of the palace guards. Return to Gray Fox. The quest does not end here - now you must deliver the ring to Countess Millone in Anvil and report to the Gray Fox how she reacts to it. (The ring, by the way, is an engagement ring, so if you didn't have any idea who the mysterious thief really is, perhaps this will give you a hint.) The Countess immediately recognizes the ring and in the next scene the Gray Fox takes off his mask , will announce his retirement from criminal affairs and name you as his successor. The Nocturnal Cape (without the curse, which was finally lifted) will be given to you along with the title of Head of the Guild. Congratulations, you have just become a Gray Fox! You can have fun walking through the streets of cities with a mask on and take it off as soon as you see guards running towards you. (Just keep in mind that if you remove it after talking to the guards, they will continue to pursue you.) In any case, your quests in the Thieves Guild are over

  1. You broke a thieves guild rule. You need to talk to Armand.
  2. Pay the fine to reinstate your membership.
Description

When you join a thieves guild, you are told three rules that must be followed:

  • Never steal from another guild member.
  • Never kill during a robbery (animals and monsters may be killed).
  • Don't steal from the poor. Peasants and beggars are under the personal protection of the Gray Fox, especially in the port area of ​​the Imperial City.

However, this does not entirely reflect reality.

  • If you wear the Gray Hood of Nocturnal, then you can never be expelled from the guild (if you are a Gray Fox, but do not wear a hood, you can be expelled).
  • To be kicked out for stealing, you must be caught doing it.
  • Remaining undetected during an attack is not enough. Even 100% or more Chameleon is not enough to prevent you from being eliminated.
  • For killing during a robbery, you will not actually be kicked out of the guild if you pay the “blood price”.

Regardless of your offense, the quest will update with a message asking you to talk to Armand, although S'Krivva can also help. Simply pay the appropriate fee and you will be reinstated to the guild. However, this quest remains active in your journal.

Costs to regain guild membership: 200 gold for stealing, 500 gold for attacking, 1000 gold for killing, 1000 gold for any kills during the quest.

Notes

Unless you fail a " ", you can never be permanently kicked out of the Thieves Guild. As long as you have the required amount of gold, you will always be restored.

Bugs

It is not possible to complete this quest without the console, as no stage will activate the "Finishes Quest" flag. Using the console, the quest can be completed with the completequest TGExpelled command.

Diary entries

Notes

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

Have you seen a wanted poster for the Gray Fox in the Imperial City? Have you heard about the Gray Fox from beggars? Do you want to join the thieves guild, but you don’t know what to do? Then this article will tell you everything from A to Z about the Thieves Guild!

1. Joining the Thieves Guild.

To start the quest “Search for the Thieves Guild” you need to talk to any beggar. Note that the beggar will "prevaricate" from answering. This means that he does not like you enough and does not trust you. To improve our relations with the poor layer of society, it is enough to have at least a hundred, or even two gold coins with us. We achieve relationships >70 and we see that the poor man’s tongue has become loose. However, there is also one trick here. The poor man will ask you, “Are you looking for him?” to which you must answer “I want to join the Thieves Guild.” Well, of course there was no need to write this, but you never know. There are those who will first answer “I want to catch the Gray Fox!” But it doesn't matter, because you can still talk to the poor man again. In general, I somehow went off topic! So, having learned all the information from the poor man, he sends us to the Port District of the Imperial City. We teleport and use the flag to find the meeting place of the Thieves Guild. It’s bad luck, you came and no one was there? Hehe it's because you're not standing there at midnight! Therefore, you need to wait until 0:00 and boldly go to the guys to get to work. If you did everything correctly, then you should see this picture:

Yeah! What tramps they are! Well! We calmly approach the one in the center and say: “I want to join the thieves guild!” And here a little unexpected bummer awaits you, so to speak. It turns out that in order to join the thieves guild you also need to pass a “special” test! What insolent people! Well, in general it doesn’t matter! The developers did it to make it more interesting, right?! The reader will probably say: “Okay, that’s enough! The author has more to do!” And he will probably be right! I just don't want to write simple "dead" text. We need to embellish it somehow. In general, don’t pay attention to me, I won’t do this again!
P.S. Don’t forget that you can buy master keys from the NPC for 5 coins each. You will need about 20. Depends on your hacking skill!

2. Trial of the Thieves Guild.

As mentioned earlier, we take the quest from Armand Christophe, who is in the center. He gives detailed instructions. You need to find the diary. Next, as the NPC advises us, we go to some beggar to ask where this house is located.

Advice from the author:
To be honest, I don’t advise you to rush ahead of Metredhel with great zeal, because believe me, she runs faster and opens doors without breaking into. It's a computer. Laziness is the engine of progress, as smart scientists say, and in this case they are very right. In fact, there are many ways to complete this quest, but I will skip all the ways and give you the most reasonable and fastest one.
1. If you really want to, you can follow Metredel. At the same time, you will find out where this house with the diary is. Just for fun. If Metredel takes the diary before you, a quest message will appear that Metredel is ahead of you. Don't be upset! We’ll also show her how to steal loot from under our noses!
2. I am writing further for those who, as mentioned, did not have time. Luckily, Metredhel will not have time to return with the diary until the end of the Thieves Guild meeting. Therefore, you have exactly one day left! We quickly run to the beggar. Let's find out where Metredhel is. (naturally there must be a good disposition towards a beggar) The tramp tells us that she sleeps at her house until noon. A flag appears on the map. Oddly enough, her house is in the port area. We quietly climb into her house. The following picture appears before us:

Under no circumstances should we touch the girl herself. She will wake up! What you are looking for is in the chest, which is located to the left of my character. After a little sweat, opening the lock of medium difficulty level, you will find a bunch of junk there, but you only need a diary. We tiptoe out of the room and calmly walk around the city, or do other quests, or wait until 0:00. At midnight we bring the diary to our NPC. And as a reward for completing the test, we are taken into the guild. But they require us to take an oath, the meaning of which is 3 rules. You must not: kill brother thieves and not shed blood during the task, steal from your own, steal from the poor, since the Gray Fox is watching them. Let's move on to the next stage.

3. Independent Theft. (repeated)

Having asked everything that could be asked, we learn from the NPC that you need to sell stolen items worth 50 gold. The first buyer of stolen goods is located in Broome. We teleport to Bruma and look for the buyer. Naturally, you first need to steal something. If you have items that you stole before joining the guild, then you can sell them too. When you have sold everything and the counter has exceeded 50, you receive a quest message that Armand Christophe is waiting for you at the meeting point of the thieves guild.

4. Exemption of the poor from taxes.

Having met with your doyen, he informs you that Hieronymus Lex is such a stupid guard who will always put a spoke under your wheels, but you still have time to teach him a lesson. So Hieronymus Lex collected a tax from the population of the Port District! But it is inhabited only by the poor. Basically, your doyen is asking you to go and steal the invoice so that you know who to give what to. (Don't forget to buy lock picks if you don't have many). We follow the flag to our destination. This will be the tower. We quietly go into it. Then we go upstairs, again, again, there will be a lock on the stairs, we open it and enter the chambers of the captain of the guards. We find a desk. The picture will look something like this:

We open the desk and take the invoice and gold. Calmly, but preferably leave the room quickly. After you have left the tower and have not seen any signs of concern from the guards, you can breathe out calmly, because the guards did not “burn” you. We teleport to the Port District. We meet with our NPC and report everything to him. To your joy, he leaves the gold to you and promotes you in rank from “pickpocket” to “robber”! Congratulations!

5. Independent theft. (repeated)

Armand Christophe forgive me for stealing something again, and now the stolen goods counter should exceed 100 gold. After you have the necessary goods, we go to Bruma to our buyer. We sell everything we need and receive a quest message. We head back to the Port Area and wait until midnight.


6. Elven maiden.

We receive an order from our doyen to steal a figurine. It formerly belonged to the late Countess of Cheydinhal. The doyen gives 100 gold for the statuette. We leave for Cheydinhal. We find a poor wandering man there and find out from him the information you need. The poor man directs us to the chapel. We go in, go downstairs, break into the door (the lock is complicated, so as I constantly say, purchase master keys in advance). Now we are faced with such a task. Since the bust is guarded, you need to sneak in unnoticed!

Advice from the author:
If you haven't forgotten, the second rule in the thieves guild is "do not kill anyone during a quest, except animals and monsters." Therefore, if you are still noticed, do not rush to draw your sword. It will be easier to grab the bust and run as fast as you can to the exit!
Here's where the bust is located:

Let's go to the Port District. And a quest message appears. It notifies us that the Imperials are patrolling the area and looking for Armand. Do not panic. Head to the place where you usually meet, there will be no one directly there. Look for some of your comrades, perhaps they will tell you something, but in general, Metredel should find you. When she tells you that this was supposedly a “set-up” mission to find out who is informing on the guild, you, a little upset, or maybe not, will have to arrange your own “set-up”! To do this, wait for a convenient moment so that no one sees you, open the lock on the informer’s door and quietly put the bust in her cupboard. We leave the room and go to our “favorite” Hieronymus Lex. Before informing him about the “thief”, raise your relationship to >70. After you successfully bribe your “friend”, and maybe use your “eloquence”, he will say that he does not believe you, but as a fair captain of the guard, he is obliged to check your accusations. He takes you with him. Then we see a very funny picture, in the literal sense of the word. Here is a screenshot of how these two “got burned” in front of the entire thieves guild:

It's funny, isn't it? I was also pleased. After the “traitor” is arrested, we leave the room and do whatever we want until the next midnight. When you come to the next thieves guild meeting, you will again see your doyen with a torch in his hands. He thanks you for saving his “skin” and asks you to forgive him for using you for the purposes of the guild, but supposedly it was so necessary! However, they didn’t skimp on the reward: 100 gold coins, access to a new buyer (Leyawiin), and even a promotion to “bandit”! Now the hour has come when you need to say goodbye to your already “old” doyen, since you have a new doyen. This is S'Krivva, who lives in Bravil.

7. Independent theft. (repeated)

As we do everything before, only now the counter should exceed 200 gold. After selling the next stolen “junk” we head to S’Krivva. She gets to know us and gives us a task.

8. Adarji Jewels.

So, after meeting our new doyen, we receive a task. We need to go to Leyawiin and meet with Adarji. After we meet her, she tells us about her ring, which means a lot to her. It was stolen from our Khajiit by Amuzai, the same Argonian with whom you competed in the very first task of the Thieves Guild. We ask the guards where Amuzai is. They say he was sent to prison for blackmailing the Countess. This all seems a little strange. We are heading to the prison, which is located in Leyawiin Castle. We give the guard there some gold, and he lets us through as if nothing had happened. We speak with Amuzai. He answers us quite rudely, demanding that we help him, otherwise he won’t say anything about the ring. We give him a master key. After that, we listen to the whole story. The Argonian wanted to sell it to the countess, but he screwed up the campaign. He was arrested. Now comes the most difficult moment. We go to Countess's assistant Hlidara Montrel. We bribe her and find out all the information we need. Countess Alessia Caro sleeps from 11 at night to 8 in the morning. The rest of the time she has the ring, and while she sleeps, she puts it in the box.

Author's Note:
This is the most difficult thing! I passed it myself on about the 20th try. Of course, you can say that I'm a loser, but that's not true. When I completed the Thieves Guild (1-2 years ago) I completed this mission 1-2 times. But this time everything was just perfect!


Author's advice:
Naturally, there is no point in stealing a ring from a decanter. You simply won't find it. I climbed with my great stealth skill. I was not burned, but there was nothing except her clothes, personal belongings and my bribed gold. This is me having fun! In general, we wait until 11 o'clock at night. Then we watch as the bodyguard, the countess and her assistant go upstairs to their chambers. We are not in a hurry to immediately follow them, because the guard will notice you anyway. After waiting a little, we enter the chambers. We immediately switch to the “sneak” mode and calmly go to the door of the chambers. By the way. Why did I still complete this mission? The elixir of invisibility helped me. I had only one, but in vain. I advise you to buy it too, otherwise I don’t know what guide to write here. Well, or if you are a good magician, learn invisibility magic and this will greatly help you out of big problems. But I won’t talk about it, I’ll tell you how I went through it. As I approach the door of the first door in the chambers, I drink the elixir of invisibility and quickly rush to the door leading to the room where our countess sleeps. We quickly break open the door and close it behind us. We walk at a calm pace, in no hurry, to the box and open it. This is our ring. Now, with the same calm step, we head towards the door. If you don't have the second potion you'll have a "very" fun time. Well, this, of course, applies to me. Sighing, I realized with regret that I would not be able to pass by the bodyguard in the large room unnoticed. And I decided to use the old “Morrowind” method. Run ahead. Naturally, a bunch of guards ran after me, but as a result of a 10-minute chase I broke away... Even an imperial guard was chasing me, you know, the one who always patrols the roads of Cyrodiil with a torch. Fortunately, he dismounted, which gave me a chance for a cunning maneuver. I made a strong blow, which reeled him back a little and sharply rushed towards the horse. Mounting my horse, I rushed somewhere away from him. A minute later, the guard, left without a horse, surrendered. Then I teleported to Bravil to pay off the law from S’Krivva. After successfully removing the fines, we head to Leyawiin with peace of mind and receive our reward of two hundred gold.


After successfully completing the task, we go to S’Krivva. She promotes us to the rank of “burglar” and thanks us for our loyalty to the guild.

9. Independent theft. (repeated)

We sell stolen goods worth 300 gold to the buyer of stolen goods, after which we go to S’Krivva.


10. Misdirection.

S'Krivva brings us bad news, Hieronymus Lex has begun the siege of the Port District. We need to leave for the Imperial City immediately. We find Metredhel in Talos Plaza. After we talk with Metredhel, we receive a task in which we are told about the “theft of the century.” You need to steal the Staff of Hrormir from Archmage Traven. We are heading to the University of Magic. Naturally, we get there at night so that there are fewer eyes. We go into the Archmage's chambers and sneak up on the Staff.

After stealing the Staff, we go to the nightstand.

We put the note and leave. After successfully completing the task, we go to Metredhel. The girl is delighted with your success and asks you to go to the Port District to scout out the situation. We head to the Port District and look for Hieronymus Lex. After we find it, the following picture appears before us:

It was Dremora who brought a note from the Mages Guild. After this, Lex removes his people to their previous posts, and you calmly return to Metredhel to tell about the successful completion of the task. The girl again thanks you, but asks you to take the Staff back to the Guild. However, not to the guild itself, but to one of its scientists. This is Ontus Vanin. We make our way into his house and put the staff in his chest:

After this, we go to S’Krivva and receive a reward of 300 gold and a promotion in the guild to the rank of “burglar”.

11. Independent theft. (repeated)

We sell stolen goods worth 400 gold to a buyer of stolen goods. Let's go to S'Krivva.

12. Lost stories.

S’Krivva gives us the task of finding some book. First we go to Skingrad. There we find a prison and ask the guard to enter the dungeon with the prisoners, to which we are refused. However, we learn that a certain Orc is looking for a laborer to distribute food for prisoners. Having settled in, we go back to the dungeon, and they successfully let us in. Next we talk to the only prisoner there and ask about our Tanaris. Nord tells us that he was taken by a certain Pale Lady. Then we follow the trail of blood leading to the wall. Click on the candle to the right of the wall. A passage opens.

Click on the candle and the central barrel opens (see the picture below). We go inside and hear the voice of the Pale Lady. We take out weapons and kill the evil vampire. We take the keys from her. We see that Tanaris is already dead. Amuzai is the only one who survived. We talk to him and free him from captivity. Next you need to be very careful, because if the guards or even the inhabitants of the castle notice you, you will have problems. After you get free and move away from the castle, Amuzai will tell you everything.

We take the book and return to S’Krivva. The Khajiit woman regrets the death of Tanaris, but thanks you for successfully completing the task and gives you 400 gold.

13. Independent theft. (repeated)

We collect 500 gold on the stolen goods counter. After that we go to S’Krivva.

14. Getting rid of Lex.

S’Krivva gives us a new task. This time Hieronymus Lex must be dealt with forever! To do this, you need to steal a letter from Dairyhil. Let's go to Anvil. There we talk to some beggar and find out that some blacksmith in the castle can help us. We go to Anvil Castle and find the blacksmith there. Fortunately, the blacksmith turned out to be a Fox man and therefore happily shows us the secret passage. We quietly walk into our private chambers. First we open one door, and then we will meet the same passage that the blacksmith opened. We open it and tiptoe to the left. By the way, I almost forgot that all this needs to be done preferably after 8 pm because Dairyhill is having dinner with the Countess. We break the door, go in, break open the table and take the letter.

We give him the letter. He agrees to forge it, but he needs time and money. We return to the Stranger a day later and pay him 500 gold for forging the letter. After receiving the letter, we head to the Imperial City. There, using the flag, we find the exact destination of the Imperial Seal and go there. We break open the door, then another door, and in front of us there will be a table on which the seal directly stands.

We seal the letter and take it to Countess Anvil Umbranox. The Countess will thank us for delivering the letter and tell us to collect the tip from her assistant Daerihil. Angry Daerihil gives us 20 gold. After this, with great satisfaction we head to the Imperial City, where we find Hieronymus Lex and tell him the very “happy” news. After you've had a good laugh at the pathetic guard, head to S'Krivva and claim your reward. Our doyen promotes us to “shadow worker” and gives us 1000 gold. Oh, by the way, now you can use the services of a buyer of stolen goods from Anvil Castle. Now comes the important moment. S'Krivva reports that you are now too experienced to need a doyen. Now the Gray Fox himself will give you tasks.

15. Independent theft. (repeated)

S’Krivva says that the Gray Fox will be interested in you if the stolen goods counter exceeds 600. After that, we head to the Port District of the Imperial City. The Gray Fox's minions will find you there most quickly. After receiving the necessary information from Metredel, we head to Bruma.

16. Deceive blind eyes.

After you meet with the Gray Fox and listen carefully to everything, we receive a task. You need to go to the Temple of the Ancestor Moth and steal Savilla's stone.

We find this temple on the map and move towards it. At the place of arrival you need to find some monk who could tell you everything. Naturally you will have to fork out a little. After one of the monks agrees to take us to the place where the catacombs are located, we follow him. After the monk leaves, we go inside. Now you have the right to shed the blood of everyone who gets in your way. Therefore, I personally didn’t worry too much and only had fun with “secrecy” at first. And then he just ran around and cut everyone into pieces. We go, we go, and we follow the flag again, checking the map. It’s a long way to go, but what to do is the task.


Well, let's get back to our task. After you've shed a sea of ​​blood and finally get to the crystal, don't hesitate to pick it up, because the fire crystal will shoot at you, which I personally can't stand!

We grab the crystal and run away. We exit the catacombs and leave the Temple of the Ancestor Moth, heading back to the Gray Fox. When you meet the Fox and give him the stone, he will give you your 500 gold and ask you to leave the room. Gray Fox will contact you later.

17. Independent theft. (repeated)

18. Release Arrow.

After you have a friendly talk with your new friend Amuzai, who has successfully joined the Thieves Guild and is now conveying messages from the Gray Fox, we head to Corolla to the Gray Fox. After we talk to him, we head to Bravil. There we should find a certain Arrow of Release, which was recently acquired by Fatis Aren, the court wizard. We learn from the beggar that the magician has pocketed some kind of ruined tower in the southeast of the city, and besides, all this cannot be entered through the main passage. There is a secret tunnel connecting the castle and the tower. We head to the castle, there we find Fatis’s room. Having searched it, we see that the arrow is not there, however, there is some strange secret door in the wall. We click on it, and the wall slab moves apart in front of us. This is our secret entrance.

Advice from the author:
When you come across water, under no circumstances swim to the very bottom, much less go out there into the open sea. This can lead to not very funny consequences if you do not have magic or maybe an elixir or even some item with the property of breathing under water. Therefore, just in case, I advise you to stock up on some of the above, it definitely won’t get any worse. So, as I said earlier, there is no need to swim to the very depths. Look closely, if you look closely you will see a small opening under the water leading right to the exit. We swim through it and reach the exit from the tunnel. Now take your time, be careful.
Next, we need to find Fatis in this destroyed tower and pick up his arrow at his “workplace”.


Note from the author:
If you kill a mage, you will not be given a blood price, but as a member of the mage guild you will have problems. You will be expelled from the guild. So weigh everything in advance. Remember that if you have fast legs, you can always take everything you need and run away.

After a not entirely successful extraction of an arrow (it turned out that it was without a shaft), we head to the Gray Fox. He is pleased with our work, but repairing the boom will take some time. As a reward we receive: 500 gold and promotion to “master thief”.

19. Independent theft. (repeated)

We sell the stolen item for 800 gold, after which we wait in the Port District of the Imperial City.

20. Boots of Swift Jack.

Amuzai brings a new message from the Gray Fox. Now we need to meet the great thief in Cheydinhal in the house of Ganredhel. The Gray Fox tells us that he needs some Swift Jack Boots. He says that they are buried with him, but he needs to find out where Jack himself is buried. The Fox says that the search should begin with the Imperial City, where his descendant Count Jakben lives. We head to the Imperial City and find out from the beggar where Jakben lives. After receiving a tip, we follow the flag to his house and enter there. We immediately go upstairs and open the door. In the corridor of the second floor we open the door, which will be straight, and we see the count there. When he sees you, he will be very scared. We ask him about the family mausoleum, and he gives us the keys to it. It turns out he is in his basement. We go down to the basement.

We go into the catacombs. Be careful, there is one vampire there, don't get infected! As soon as we kill the vampire, we move on, and we see the coffin of Swift Jack. Having searched it, we do not find boots, but we see some kind of diary. We read it to the end and find out that Jakben is the same Swift Jack. We go back, but we see Jack rushing towards us. We kill him and take his boots. After this, we return to the Gray Fox at Ganredhel's house in Cheydinhal. He thanks us for our work and gives us 500 gold.

21. Independent theft. (repeated)

We sell stolen goods to a buyer for the amount of 1000 gold. After that, we wait in the Port District of the Imperial City.

22. Daring robbery.

Amuzai brings us a message from the Gray Fox. We head to the house of Othrelos, which is located in the Elven Gardens of the Imperial City. Gray Fox asks us for one last favor. He is about to commit the grandest robbery of the century - to steal one of the ancient scrolls from the Library of the Imperial City. The fox has been preparing for this day for 11 years and now, finally, nothing will stop him. Savilla's Stone reveals its secrets to the Gray Fox. The Fox gives us Swift Jack's Boots and the Arrow of Release. He says that we will need them as we find the way to the Library of the Imperial City. He also gives us a scroll with a plan, so that if you forget something, you can always check it. So now begins the most incredible heist in Tamriel. Attention attention! Please take your seats and get ready to watch!
1) We penetrate into the Palace of the Imperial City and find there something called the “Vessel of Time.” After we activate it, we leave from there.

3) Now that we are in the Old Path, we go further along the sewer. We will come across all sorts of levers and moving wheels, so don’t forget to activate them. If you do everything correctly and open all the necessary doors and passages, then you will see something like this:

We go further along the palace sewer. There you will come across a hall with raised walls on the sides. There are pressure blocks on these walls. This is where we need Swift Jack's Boots. Jump up and click on two blocks that are on different sides. A passage will open, and we move on.

4) We find ourselves in an even larger hall, in which there is a large statue. This statue is flanked by two smaller statues. Now we go to the right side of the statue. There will be a grate there. Open it and click on the block.


Advice from the author:
I strongly advise you not to go headlong into this monster in the distance. This misty ghost can cast a bunch of bad spells, one in particular that will cause you to become overloaded and therefore unable to move. Believe me, I went through this myself. Only the save saved me. The second time I was much more cunning and prudent, and I decided to sneak up. Stealthily approaching the ghost, I hit him with a fire spell. Consequently, I had an advantage in time, distance and, of course, in the first strike. This time I killed this cruel ghost without any problems.

Click on the block and go back. Now you will see that the walls are raised and the dead have come out of them. We kill them. After this, you must stand on the button, which is located between two walls. By pressing it, you will see how the statue turns and a well opens in it. Now you need to hit it with the Release Arrow.
Advice from the author:
Don't rush to shoot the Release Arrow right away. Use simple arrows to aim accurately. When you are sure that you have chosen the correct shooting point, then feel free to take out the Arrow of Release and let it take its happy and final flight.
Once hit, a secret passage will open and at the same time two Island statues will come to life. We kill the “ancients” without pity and enter the Imperial Palace.
5) Now we need to find the Library. Carefully, with a quiet step, we walk in the direction of the flag. When you come across the locked Library door, you simply need to walk up behind the temple guard and press the lever to open the door. (see below)

After this, we calmly go into the library and sit on a chair near the fire.

6) Grab the scroll and tear out the claws!!! But don't be in too much of a hurry. Now we understand what kind of force majeure Gray Fox was talking about. The monks closed the door from which you entered the Library. We sneak up the stairs and quietly head to the door. We open the most complex lock and move further around the premises of the palace.

We find Chancellor Okato's room and escape from the palace through his fireplace. Yes Yes!!! This is actually true.

Note from the author:
By the way! I almost forgot. I apologize to those who have already jumped into the fireplace, fallen and crashed. If you want to have at least Nikulin’s “slipped, fell, woke up cast” experience, then it’s better to wear Swift Jack’s Boots. Once again I apologize for the inconvenience caused!

7) Now that you have successfully escaped from the Imperial Palace and completed a fantastic heist, let's head out of this dirty sewer as quickly as possible. How I hate places like this. Ugh! There are always some rats, crabs and even ghosts and vampires. Anyway, enough disgust, let's get back to the task. So, in the end, you must get to the entrance to the basement of the Best Defense store.
Note from the author:
By the way, my favorite store in the Imperial City Shopping District! There is a very kind light armor seller there. The prices are good, I’m not complaining, and I’m always happy to talk to nice people.
As if nothing had happened, we leave the store and go to the Gray Fox. When he meets him, he will be pleasantly surprised. The fox takes the scroll from you and says that he will study it later, but for now he sends you with the ring to Countess Millona Umbranox. We head to Anvil and find the Countess in her castle. We give her this ring. Millona wonders where we got this ring from, since it belongs to his husband, who disappeared ten years ago. Before you can really be surprised, the Gray Fox himself appears. He shows his face to the countess, who recognizes him as the long-lost count. Corvus (that's the name of the former Gray Fox) gives you the Gray Hood Nocturnal. Now you become the Gray Fox. By the way, an office of the Thieves Guild has opened in the Port District of the Imperial City. You can look at it if you want.

Well, the time has come to congratulate you on your graduation from the Thieves Guild. Be an honest and fair thief and never forget about the laws of thieves. As they say, “the law is written for everyone.” Good luck to you on your travels and may the Shadow cover you!

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