Walkthrough of the Thieves Guild. The Elder Scrolls V: Skyrim. Walkthrough for the Thieves Guild How to pass the Thieves Guild

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

Thieves Guild Walkthrough

Thieves Guild Walkthrough

Chance meeting

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Reliable roof

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

You can simply break into the establishment and start a fist fight to take the money. And if you have developed the skill of persuasion, you can simply persuade them to give the money. And the wolves are fed and the sheep are safe. You can also ask Brynjolf about 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. Kirava can be threatened with reprisals against his family. Break the Dwemer cup at Bersi's and he will pay immediately.

After collecting all the money, return to Brynjolf.

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

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

After this, return to Brynjolf with a report.

Wrong honey

We go to Maven Black-Briar for a task.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Scoundrel's whim

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The upper beams or water will help us.

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

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

Conversation with silence

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Difficult Answers

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

The pursuit

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Revived triad

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Blindness

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

Return of Twilight

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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

In the first test we fight nightingale ghosts.

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

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

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

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

Thieves Guild Walkthrough


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

Thieves Guild Walkthrough


Thieves Guild Walkthrough

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

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

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

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

Chance meeting

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

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

The plan is this: Brynjolf attracts the attention of the entire bazaar with a loud announcement, and we steal a ring from another merchant - a lizard with the strange name Madesi - and throw Brand-Neck into his “pocket”. The rest is a matter of technique: guards, a search and several days in prison for the elf we set up.

FOR YOUR INFORMATION: nothing irreparable will happen to the elf - he will sit behind bars for several days and return to his workplace. Do not be afraid that the opportunity to do his quest to find the family tree will disappear.

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

THIS IS A BUG: Under no circumstances try to throw the ring to the elf at night - the plot may get stuck tightly, and Brynjolf may disappear from view. If problems do begin, you can summon Brynjolf from oblivion with the magic word “ Player.placeatme0001b07d" The quest ends with the word " Setstage tg00 200", and the next one begins with " Setstagetg01 10».

When the job is done (or failed), Brynjolf will call you to the Ragged Flagon tavern. But we still need to get there.

Reliable roof

Upon learning that the farm in Morrowind is in danger, Kirava unquestioningly pays the money.

The entrance to the sewers, where the guild awaits us, is located on the lower tier of the city, under the stairs, near the water. The dungeon is guarded by alien bandit elements, which you will have to deal with in the usual ways - poking with sharp objects and pouring magic napalm on them. Lower the drawbridge and watch out for traps.

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

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

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

Clarity

Mercer Frey and Brynjolf. We are presented as a new, promising swindler and thief.

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

The best way to get to the apiary is by water. The estate is well guarded, but you know what to do with the guards. You can set the hives on fire with a torch or a fire spell (you don’t have to cast a spell, just approach the hive with a “burning” hand). It is important that no more than three hives burn down, otherwise the guild will punish you with a ruble.

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

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

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

FOR YOUR INFORMATION: Having passed the quest, you will become a full member of the thieves guild, you will be able to use the secret entrance through the crypt to the cemetery and dispose of all the goods that lie in the Cistern and the Wild Flask. But putting things in local storage facilities is still risky - whatever one may say, this is a guild of swindlers and thieves!

Wrong honey

It was in vain that the guard drank half a mug at once. This honey is definitely wrong.

Talk to Brynjolf and he will tell you that Maven Black-Briar is waiting for us at The Bee and the Sting. Ask him what she needs. She planned to deal with her competitors from the Honning meadery. Her agent Mallius Machius is waiting for us in the Whiterun tavern.

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

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

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

Scoundrel's whim

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

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

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

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

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

When exiting the cave, beware of horkers!

Conversation with silence

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

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

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

But the exploration of the dungeons will suddenly be interrupted by an arrow flying into our hero’s back. An interesting conversation will follow, in which we will take, let's say, a passive position. Meeting old acquaintances will not lead to hugs and pats on the back. But a lot will become clear.

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

Difficult Answers

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

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

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

The museum is guarded by guards. If we enter there with Colcelmo's knowledge and permission, they will tolerate our presence. If not, they will attack as soon as they notice, and fighting them will be considered a crime. A hero with good stealth skills will be able to pass through the halls undetected. But this is not very easy to do.

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

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

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

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

The pursuit

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

Returning to the Wild Flask with Karliah will not be easy. The cemetery entrance is closed, and we will have to repeat the original, long, path. Brynjolf has a lot of questions for Karliah, but the decrypted diary will answer them. The empty guild vaults will be even more telling.

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

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

The Riftweald estate, where we need to get, is guarded by the warrior Vald. He will attack the hero when he tries to break into the house. This is not a problem, since the guards and townspeople will immediately oppose him. But this is not our method.

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

Maven will give us a piece of paper confirming the debt has been forgiven, but it won’t be easy to give it to Wald. Opening the back gate is too risky, so he won’t talk to us, but if he attacks, he will attack. Stand at the back or side gate, wait for the warrior to approach, and tell him everything. Wald will happily hand over the key to the gate and run away.

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

In the office you will find notes with Mercer's plans. Grab the bust of the Gray Fox too - it will be useful for one of the side quests of the thieves guild. And further along the tunnels it’s a stone’s throw to the “Flask”.

Revived triad

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

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

To regain the goddess' favor, we need to find Mercer Frey, punish him and destroy the Skeleton Key. Brynjolf will hint that we will become the head of the guild in the future, provided that we do side “city” quests.

Blindness

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

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

The dungeon itself is ordinary Dwemer halls with steam pipes and fire traps. The population of Arkanex are bandits, defense mechanisms. Take the elevator down to the Great Hall, where after a scene with Mercer fighting in the distance, you will be warmly greeted by the Falmer. The ballista can be used to thin out enemies running near the door. But there is no need to be afraid of anyone - you have two immortal companions with you, and in case of problems, all battles can be left to them.

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

Next stop is the Slave Pens. Falmers also live there, and a trap activated by a lever will help us deal with them. After passing through long caves with entire Falmer villages, we will find ourselves in the Sanctuary.

Here we will catch up with Mercer, who is carefully gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karliah and Brynjolf will be temporarily busy with other matters. If the fight turns out to be difficult for the hero, you can, at the moments when Mercer becomes invisible, climb to the very top, to the head of the statue, and “blow away” Mercer from the top with the cry of Ruthless Force.

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

Return of Twilight

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

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

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

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

The path consists of five elements:

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

After the scene, you will find yourself in the inner sanctum of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedra Master. Drink from the Black Lake and talk to Karliah.

THIS IS A BUG: If Karliah disappears somewhere, try waiting for her for a few hours. The magic words “Player.placeatme 1b07f” and “setstage tg09 60” will help you force her to appear on stage and continue the quest. It is also possible that Karliah refuses to talk to you. The “setstage tg09 70” command will help you skip the problem.

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

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

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

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

In this article we will tell you everything from joining the organization to the last mission.

Joining the Thieves Guild:

To become a full member of the organization you must go to Riften and find a Nord named Brynjolf in the square, who will give you a small quest “First meeting”. According to the task, you need to wait for the moment when Brynjolf begins to give a speech, and at that very moment you must make your way to Madesi’s shop, steal the ring from the box and put it in the pocket of the distracted Brand-Neck.

After this, Brand-Neck will be imprisoned for theft for seven days, and you will gain access to the Raging Flask tavern, which is the guild’s base.

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

For execution quest "Safe Roof" you must go around three merchants in Riften and demand payment of debts:

  1. To collect a debt from Kirava from the Bee and Sting tavern, you must first approach the Argonian standing next to her. After talking with the Argonian, you will understand that Kirava’s family is very important, and just by mentioning her relatives from Morrowind, she will immediately pay off the debt.
  2. Bercy from the Pawned Shrimp shop will only pay off her debt after a fist fight or if you break an urn that is dear to her.
  3. Helga will only pay off the debt if you steal the vase and promise to break it if you refuse.

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

Quest: “Clarity”

So now you have become one of thieves guild members. Immediately after joining you will receive a task "Clarity", in which you need to sneak into the estate, steal all the contents from the safe and set fire to three hives. In order not to encounter all the guards of the estate, you will have to make your way to the house secretly, through a secret hatch located in the northwestern part of the island.

After entering the house, go up to the second floor, steal the key and go down to the basement. Almost at the passage to the safe there will be a last guard who can be killed or sneaked in using an invisibility potion.

Thus, having completed all the instructions, you need to escape from the island and report to the guild that the task has been completed.

Quest: “Wrong honey”

Based on stolen documents from the estate, guild members began to realize that someone was trying their best to stop the organization's funding. But, unfortunately, the exact name is not yet known, and you need to complete an order from Maven Black-Briar, who owns the best meadery in Skyrim.

During the conversation, Maven says that another meadery has appeared near Whiterun, which is taking away all its customers.

Your task will be to poison the vat before the tasting itself and thereby assist in changing the management of the meadery. At the moment, Sabjorna is running the meadery and to get to the vat you must pretend to be a rat fighter.

Having made your way into the meadery, poison all the rat holes and, of course, the vat itself. As a result of the tasting, Sabjorn will be arrested, and Maven will take his place.

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

Quest: "A Reckless Design"

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

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

Next, you need to follow Gulum-Ai and periodically kill all the guards. At the end, taking the Argonian by surprise, he will immediately tell you that this woman’s name is Karliah and that she killed the previous leader of the guild and is going to repeat the same with Mercer.

Quest: “Conversation in Silence”

After returning to the guild and telling Mercer all the information, you go together to the Snow Veil Monastery. Making your way through the dungeons you will reach a small room behind a stone door. As soon as you are there, you will immediately receive an arrow in the back and fall in a semi-conscious state. It turned out that the traitor was not Karliah, but Mercer, and it was he who killed the former head and stole the entire budget of the guild.

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

Quest: “Difficult answers”

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

But after talking with Kaltselmo, he will refuse to translate and provide you with the necessary dictionary. You can only find the dictionary in the museum, and to get there you will need to find the key. In the museum you need to go through all the security and find the Kalcelmo tower where the dictionary we need will be located.

Quest: “Pursuit”

After telling everything to Brynjolf, you will go to Mercer’s house, the path to which will be blocked by his personal guard Vlad.

Having dealt with Vlad, lower the drawbridge and go into the house.

Quest: “Reborn Triad”

In this short mission, you and Brynjolf will join the Nightingale organization, and at the same time receive the light armor of the same name.

Quest: “Blinding”

Going to the ruins of Irkngthand, you, Brynjolf and Karliah must stop Mercer and prevent him from stealing the Falmer's eyes. On the road to Mercer, there will be a large number of Falmer on your way, after dealing with them you will get to your intended goal. You will have to fight Mercer alone, as he will cast spells on Brynjolf and Karliah, forcing them to fight each other.

The difficulty with fighting Mercer is that he will be invisible. To defeat him, use scrolls or simply pin him in a corner and chop him down with a sword. After you take all the items from Mercer, the room will begin to flood with water.

The main thing is not to panic, just wait for part of the wall to collapse and swim towards it.

Quest: “The Darkness Returns”

In the last task you must return the Nocturnal key that Mercer stole. To return the key you must pass the following tests:

  1. At the beginning, several ghosts will attack you, killing them is quite easy.
  2. Next you need to walk along the corridor, stepping only on dark areas of the floor.
  3. For the final challenge, pull both chains behind the torches, causing the door to open for you.

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

Invisibility for 120 seconds,

Drains 100 health from the enemy,

Force your enemies to fight each other for 30 seconds.

In the future, you will be able to choose one of three abilities, but only once per day.

To summarize:

Now you know the whole process of passing the thieves guild of Skyrim. Of course, it doesn’t end with these tasks, and you can receive additional quests. After all, the guild is in decline, and you, as one of the leaders, must return it to its former glory.

Passing the game Skyrim will give the player the opportunity to experience a wide variety of and sometimes opposing roles: from the defender of the disadvantaged and weak to the villain and thief. It will help you to feel the last role in the best possible way. Thieves Guild. But the problem is that you can’t just join a guild: they are accepted only after successfully passing two tests.

Where to begin?

If you want to be in the thieves guild, you should go to Riften and find there Brynjolf. As a rule, this character is located in a tavern. Having met you, he will immediately start a conversation, during which he will immediately begin to persuade you to do one “business”. And the essence of the “dealer” is to rob a certain merchant, but at the same time frame another. If you agree, head to the square during the day to inform Brynjolf.

Satisfied, Brynjolf will begin to distract others from their work by advertising a supposedly new wonderful product. When everyone has gathered around him, take the key out of the lizard’s pocket and go with it to the shop of the merchant you want to rob. The shop is located in the market.

You can take anything from the store, but don’t forget pick up the ring- it is important. The ring should be tossed to the merchant who should be set up. The name of this unlucky person is indicated in the magazine. When you're done, wait for Brynjolf to free himself. If he doesn't pay attention to you, simply enter a house and then exit it. Then you can talk to Brynjolf and tell him that the job is done.

We knock out debts

When you take on the next task, do not forget about an important rule: money is not the main thing, but the main thing is to know that the thieves guild must be respected. Three people - Helga, Bervi and Kirava - did not show such respect, and therefore debts must be extorted from them in any way. But there is a condition: all three must remain alive.

How to get a debt out of Helga

Use the statue that belongs to Helga, start blackmailing Helga by breaking the statue if she does not pay off the debt - it will work.

How to get a debt out of Bercy

Regarding Bercy, it is advisable to use his favorite vase. Don't be shy and break it down. This way you will anger the debtor, he will start yelling and pay off the debt.

How to get a debt out of Kirava

But with Kirava it will be more difficult, because you won’t expect anything from her. Therefore, you will have to talk with the Argonian Talen-Jay. Convince him to influence Kirav. Since the Argonian values ​​the safety of the debtor very much, he will definitely figure out how to convince her to give the money.

One of the most powerful organizations in Skyrim is the Thieves Guild. Her followers prefer to constantly remain in the shadows and from there, secretly and unnoticed, carry out their dark deeds. Nevertheless, Dovahkiin 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 what will be discussed in the article.

Start of the chain

First, Dovahkiin needs to go to Riften. This city is famous for its skilled mead makers and is located in the southeastern part of the kingdom of Skyrim. The Thieves Guild, for reasons best known to itself, decided to establish its headquarters here, carefully hiding it in the sewer network.

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

After this, Dovahkiin will need to collect debts from local businessmen, infiltrate the estate, take part in showdowns between mead makers 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.

Passing the quest

So, Dovahkiin helped Karliah get evidence of her innocence, after which the thief invited him to meet at the Wild Flask tavern. It is at this point that the Skyrim quest “Pursuit” begins. Having arrived at the place, the hero needs to convince Brynjolf to open the Guild vault and make sure that it is empty.

Now Dovahkiin needs to go to the Riftweald estate and find out what Mercer did with the loot. The problem is that the house is guarded by a certain Wald. The guard can either be killed or persuaded to give up 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 go there.

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

There are some useful tips that will make it easier for you to complete the "Pursuit" task. "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, who is 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.
  • From Vex you can learn that Wald owes money to Maven. The latter will agree to forgive the guard, but will ask for an ambiguous feather for this. It can be found at the bottom of a lake near Riften.

Additionally, many of the locks in Mercer's estate will require you to have an expert level of Lockpicking skill. If you level up this skill, you can find several valuable items.

Bugs

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

  • Karla doesn’t want to go to the tavern at all and, accordingly, the quest stops there. This problem is solved using the console command Setstage tg07 20. It teleports the naughty thief to the appointed place, and you can safely continue to complete the task.
  • If you visited Mercer's estate and took the plans from there before starting the Pursuit quest, the task will be bugged and its completion will become impossible. The situation will be corrected by the commands Setstage tg07 10 (it will launch the task) and Setstage tg07 60 (it will return the plans to the table in the estate).

Continuation of the quest chain

Dovahkiin, if desired, can continue to carry out orders from the Thieves Guild and make decisions that will ultimately affect the entirety of Skyrim. “Pursuit” is one of the most important quests in the chain, but far from the last. After its completion, the hero will not only have to sort out the squabbles of the thieves and join a mysterious cult, but also gain one of the powers of the dark goddess Nocturnal.

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

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