Skyrim revived triad bug. Revived triad. Conversation with Silence



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


Look under every stone

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

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

Completing the quest will give you an increased chance of finding gems! They are very convenient to sell, not to mention the ability to make expensive jewelry.

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


Reliable roof

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

  • Helga
  • Bercy Honey Hand
  • Kirva

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


Clarity

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

Delvin Mallory:

Numbers

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

Fishing

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

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

Vex:

Theft

A fairly routine burglary. You break into the desired house and take the desired item, drag it to Vex.

Toss

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

Cleaning

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

Robbery

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

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

"Picky Sload"

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

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

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

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

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




May the shadows cover you!

In the world of Skyrim, you can be either a defender of the weak and poor, or a villain and a thief. The Thieves Guild is precisely intended to play the latter role.

How to join the Thieves Guild?

The Thieves Guild is one of the few guilds in Skyrim that you can’t just go to the right NPC and join.

In order to join the thieves guild, you need to complete two “introductory” tasks. We go to Riften and find Brynjolf there. I found him in the tavern, although he could be in another place.

As soon as you meet him, he himself will start a dialogue and offer to do a “business”.

Chance meeting

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

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

A little instruction on pickpocketing:

  • for the stealing option to appear, you need to enter a secret stance (Ctrl);
  • the chance of theft is checked for each item separately, so take only what you need;
  • if your theft skill is low, save before stealing so that you can reload in case of failure.

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

After a successful operation, wait until Brynjolf finishes, and if he still won’t calm down, enter and exit any building. Then talk to him, tell him that everything is done, and receive a reward.

Reliable roof

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

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

It consists in the fact that you need to get the debt out of 3 people. Moreover, the most important thing, as it turns out, is not money. It is necessary for people to understand that the thieves guild must be taken into account. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. You won’t be able to get the money out directly; you need to talk to the Argonian Talen-Jay and convince him to influence Kirav. He will not want anything bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money you will break her;
  • Bercy. To touch Bersi's nerve, you will need to break his favorite vase. He will scream for a long time, but then he will still return the debt.

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

List of Thieves Guild members

Primary:

Mercer Frey Leader of the Thieves Guild

Brynjolf accepts us into the guild, essentially Mercer’s deputy.

Vex master locksmith, gives small contracts

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

Tonilla buyer of stolen goods

Gravedigger security guard

Vekel Warrior bartender

Minor:

Clarity

Gives: Brynjolf
Purpose of the task: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three hives. It would seem like nothing. In reality, as usual, there is a catch. And it lies in the fact that Aringolf’s guard consists of mercenaries. Not very good news. Maybe you can somehow get in secretly? Yes, you can. We talk to “little Vexy”. She will tell us that you can get into the estate through the sewers. Classics of the genre. Yes, don't forget to go to Tonilla for armor, you will like it.



Well, let's go. The Golden Flower estate is waiting for us.

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

Everything is simple there - you walk along the corridor, kill the skeevers, and reach the stairs. Get up and go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, it won’t be difficult to get around them with the proper stealth skills. But beginners will have to work hard. To begin with, I advise you to walk around the house and pick up everything that is not nailed to the floor, and only then go to the safe.

We reach this grate.

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

We go to the second floor and see this picture:

It’s very easy to get around we go through the door. We pass through the room, exit, go a little further and see this:

You can't get around this anymore. You just need to sneak around very slowly. And here comes the surprise:

The owner occupies an uncomfortable position for us. I don’t advise you to talk to him; you won’t be able to kill him; you won’t be able to give him the key; besides, he will raise the alarm and the guards will come running. Just try to steal the key from his pocket.

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

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

So we found the safe.

We open it or open it with a key, take everything we have and leave through the sewer or through the front entrance. Whichever is more convenient, because the next part of our insidious plan is vandalism. Namely setting fire to hives. Through the front entrance it will be closer in my opinion. We carefully cross the bridges, passing or waiting for the guards, and set fire to three hives with fire spells. Beauty:

That's it, we can leave. We return to the shelter (a secret passage is now available to us) and receive a well-deserved reward - 200 coins. Plus the fact that you managed to honestly steal from the estate.

Wrong Honey

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

Let's go to Maven (I found her in the tavern or on the street near the trading stalls)

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



Mallius tells us that Sabjorn is recently organizing a tasting of his honey for the Captain of the Guard. And bad luck: skeevers appeared at his meadery. It would be necessary to poison, and Sabjorn is looking for someone who will take on this. “And rat poison and honey don’t go well together” But you still need to get rid of the rats Maven plans to take over the meadery when Sabjorn leaves it. As usual, all the dirty work falls on our shoulders. Well, where to go? Let's go to the meadery:

We go into the building and talk to Sabjorn.

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

(examine it and read the diary we again foiled the plan to take over the world by a psycho. This is already becoming a routine), we pour rat poison into the nest and go to the meadery itself. Add poison to a vat of honey. Well, I did something nasty that brings joy to my heart. And to the wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he won’t like it (who would like honey that tastes like rat poison?) and he will take Sabjorn to prison, and put Mallia in charge. Happy end. Almost. All that remains is to inspect Sabjorn’s room for an explanation of how he was able to open his meadery so quickly. We take the key from Mallius and go up to Sabjorn’s room.

We open the chest of drawers, take away the coins and the document. But don't rush to leave. Hack the second door and take the Decanter of Honning's Honey there. Delvin will give you 200 coins for it and put it on a shelf where he will put all the interesting items you brought. We go to Maven, give the document and as a reward we receive... A holy orc dagger.

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

Let's go to Brynjolf. He says that Mercer Frey urgently wants to see us.

Scoundrel's Caprice

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

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

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

We go after him. Be careful, there will be guards on the way. I advise you to take all the torches from the holders along the way - there is less light, which means there is less chance of being noticed. Kill the guards quietly or pass by depends on your preferences. The main thing is not to make noise. By the way, the guards also carry torches, which makes it difficult for us to follow the lizard.

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

Conversation with Silence

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

We go to the ruins and meet Mercer there. He states that Karliah is still here, he is sure of it. And he lets us go ahead, and he himself follows us. Okay, we need to hurry before she disappears again. We approach the door, watch Mercer open it, and go inside. Be careful - there are a lot of traps and draugr here. Mercer will warn you about most traps. One of the words of power can be found in the Sanctuary:

We reach a door that requires a claw to open. But since we don’t have a claw, Mercer has to be cunning, and he opens the door without a claw (he’s not there to tell us how to do this). We go in and... we fall from an arrow shot at us. We lose consciousness, but almost immediately wake up and see that Mercer and Karliah are talking.

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

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

We need the Frozen Hearth tavern.

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

And here is Colcelmo himself:

He is truly an expert in the Falmer language. But he categorically refuses to show his work. You can gain his trust by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will speak to you for the first time anyway, even if you are invisible. Please take this into account. So, regardless of the route, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to Colcelmo's laboratory. But if you are confident in your abilities, you can scour this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the spider control rod. Instructions in the diary nearby. And here is the spider:

There are also guards in the laboratory. You can sneak past them or kill them. Or you can set off traps to make “accidents” happen. After all, Dwemer mechanisms are old, who knows what malfunctions might happen there? In the room where Aykantar sits, you can also launch a trap - you will kill him faster. Don't forget to pick up the cube in that room - give it to Delvin.

From this room we go out onto the balcony, and from there we find ourselves in the Colcelmo Tower. It's almost done. In his office, take coal and a roll of paper. If you want to inspect his office for useful things, now is the time, then he will no longer be there. We go out through the door in the office to the stone and redraw it on paper. Ready. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will linger a little in the passage - a good chance to cut his throat without being noticed. Then one will stand at the stairs, and the other two will go up. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further towards the stone. We kill one, then the second. That's it, you can return to Enthir in Winterhold. We go into the basement and see Karliah next to Entir:

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

The pursuit

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

We go to Riften, to the Wild Flask and talk to Karliah. Together with her we enter the guild, and we are greeted with a warm welcome by Brynjolf, Vex and Delvin. And all with drawn blades. Wonderful.

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

Vex is furious and threatens to kill Frey with her own hands, but Brin calms her down and sends her and Delvin to the Flask to notify them. If Mercer comes here. And we have to go to his estate “Riftveld” and look for clues where he could have gone. And we are allowed to kill everyone who gets in our way. Lovely.

The easiest way to get into the estate is from the courtyard, along the ladder that Mercer made in case of emergency departure. But there is a small catch Wald. Mercer's security guard. Let's talk to Vex - she once knew Wald very well. Vex will tell us that it is impossible to make friends with him - he is only friends with money. But you can promise him that Maven will pay off his debt. Do as you wish - you can close the debt, or you can simply kill him and take everything you need from his corpse. No difference.

This is actually the ladder mechanism itself, where you need to shoot for it to go down.

The house itself is empty, but there is one secret. One of the cabinets is a door to Narnia. Well, at Mercer's hideout, I mean. It is on the second floor. In the shelter, keep your eyes peeled - the traps are not asleep. And there will be something to profit from, just like in the house. We get to his room, take the plans, a good sword in the display case (glass, cold damage) and the Gray Fox Bust give it to Delvin. Well, and whatever else you like. There is no need to go back - here there will be a passage to the Rat Hole. We go through it to Brynjolf and give the map. It turns out that Mercer is after the Eyes of the Falmer - huge gems that are worth a fortune. If he finds them, we will never find him. This money will be enough for him until he grows old, and there will be some left over for his children. We must stop him at all costs! You need to talk to Karliah. There is little time left.

Revived Triad

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

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

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

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the initiation was completed, and we became Nightingales. So, what is next? And then Karliah will tell us about Mercer’s true crime. It lies in the fact that Frey stole... the Skeleton Key. If you've played Oblivion, you should remember what it is. But this key opens more than just physical locks. After all, the capabilities of the human body are very great, and we use only part of them. And when you realize that the key can open such “locks” as well, the possibilities become almost limitless. Such a thing cannot be allowed to fall into the hands of a man like Mercer.

Before we head out, let's talk to Brin. He will invite us to become the head of the Thieves Guild. Naturally we will agree. Where are we going? Now let's go after Mercer. The path lies to the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, go inside. First level nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that’s it. We go to the second level and immediately come across Karliah and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will watch the scene of Mercer killing two Falmers. Go ahead. We find a huge room with a grate at the end. To open it, you need to pull two levers on the left and right of the room on a hill. By the way, there is a ballista nearby behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And watch your step - these are Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies: Mechanisms and Falmers. True, Centurion can cause trouble.

It's a big machine, tenacious and hits hard. Going hand-to-hand with her is not the smartest idea, of course, but with good armor it is possible. Or you can give Brynjolf this honor, and join Karliah yourself and shoot him with a bow. Or magic. Improvise, show your imagination.

And finally we made it to Mercer. We go into the Sanctuary and see how he gouges out the Eyes of Falmer from the statue.

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

Return of the Twilight

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

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

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

Our path lies to the Twilight Tomb:

There will be a Nightingale Guardian at the entrance:

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

Then the quest marker disappears. But even without him, everything is transparent here. In the first room three Nightingale guards are waiting for us. Two together and one a little further away. In the next room you need to walk through the shadows without touching the light - you will die very quickly. Light is light, but you shouldn’t forget to look at your feet. Next there will be a room with a Nocturnal statue and a dead bandit nearby (I wonder how he got here?). It seems to be a dead end. Although... What is there behind the right torch in the form of a bird's head? Yeah! Chain! We pull and... Nothing happens except that the torch goes out. Hmm... And if you look behind the left? Also Chain. We pull it, and the door behind Nocturnal opens.

The next room contains banal pressure plates and pendulum blades. There will be a surprise behind the door. And it will most likely be unpleasant for you. Let me just say that no one has ever died from caution and quicksaves. And here you are in front of this door:

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

All that remains is to stick the key into the lock (logical, isn’t it?) and... listen. Nocturnal herself will speak to us. Frankly, I thought her face would be prettier.

But maybe it's just my graphics that are to blame. Doesn't matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well... okay, she's right. And the reward is truly worthy. By standing on the circle with the picture of the month, we will receive a talent, the use of which provides an excellent buff for thieves - when sneaking, invisibility is automatically applied. Standing in a semicircle frenzy spell all creatures in the spell's area of ​​effect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will receive a spell that drains the enemy’s health; I don’t know whether it is leveled or not, but at level 18 it eats up 100 health from the enemy. Agree, not a little? But, unfortunately, these are not spells, but talents. This means you can only use it once a day. It's a shame, but there's nothing to be done. And you won’t be able to take all three either. Choose. After choosing we will see Gall. He came to say goodbye to Karliah.

Here you go. The adventure is over. You can complete generated endless quests from Vex and Delvin, or you can simply forget about the guild and visit only to sell stolen goods. Good luck to you. Keep your eyes open go to the Shadows.

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 sight. 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 go ahead, 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.

Revived triad(orig. Trinity Restored) - quest for the Thieves Guild faction in the game The Elder Scrolls V: Skyrim .

Brief walkthrough

  1. Listen to Karliah in the Wild Flask;
  2. Proceed to the Standing Stone to meet Karliah;
  3. Follow Karliah into the cave;
  4. Activate Nightingale Armor Stone;
  5. Dress in the Nightingale Armor;
  6. (not obligatory) Agree to take the oath;
  7. (depending on point 6) Follow Karliah;
  8. (depending on step 6) Take a free symbol on the floor;
  9. (depending on point 6) Wait for the end of the initiation ritual to Nightingales;
  10. Discuss what happened with Karliah;
  11. Discuss what happened with Brynjolf.

Description

After the conversation that completes the previous quest, Brynjolf orders to talk to Karliah. She will talk about the murder of Mercer and about the Nightingales and ask to come to the Standing Stone, located not far from the Shadow Stone, where she will wait for the Dragonborn along with Brynjolf. Dunmer will show her companions the Nightingale Hall and walk through it, talking about the Nightingales. After this, you will need to put on the Nightingale armor, for which you will need to go to a special pedestal and activate it. Having changed into armor, the hero learns that he and Brynjolf have been given the great honor of becoming members of the Nightingale triad. To initiate Karliah, she must perform a special ritual calling upon Nocturnal herself. In order for the ritual to begin, you must stand on one of the three symbols (the one on the left) on the floor of the ritual hall. Karliah and Brynjolf must take their places, after which the ritual will begin.

After finishing the ritual, you need to talk with the rest of the triad. Karliah will thank Dovahkiin, and Brynjolf will also appoint him as the head of the guild, however, saying: “...before your coronation, the Guild must be restored to its former greatness.”(even if it's already done). Now it's time to visit Mercer.

Bugs

  1. After receiving the armor, Karliah says to go into the hall and stand on the stone, but she leaves. The fix is ​​this: during a conversation, click on (by default) before answering a question, listen to the dialogue again, and answer.
  2. Karliah may get stuck at the stage of taking the oath. Instead of opening the gate, she again and again starts a dialogue about Dovahkiin’s readiness to take an oath. Bug option: after the conversation, Karliah leaves and purposefully walks towards the exit of the Nightingale Hall. Solution: after the dialogue about the oath, type setstage TG08A 52 in the console. This should direct Karliah to the gate, but it will not open the gate. The easiest way out is to click on the gate with the console open and enter disable . After this, the quest should continue.
  3. When Karliah approaches the chain, she pulls it twice and the grate closes. Solution: after the first time, make a force attack on her, pushing her away from the chain. She will persistently approach, and more even the number of times the chain will pull. As a result, the grate will become open.
  4. There is another option: when Karliah approaches the chain, you need to stand next to her. And as soon as she activates the circuit once, immediately talk to her. Then she will not touch the chain a second time, and the passage will be open.
  5. At each stage of the passage to initiation, Brynjolf begins to leave - his transformation into an ice form with the help of a cry helps - while he is frozen, we quickly run with Karliah to the next point and wait for Brynjolf to come.

Quest stages

To go to a specific stage of the quest, enter in the console:

Setstage TG08A stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Revived Triad (ID: TG08A)
StageDiary entry
10 Before intercepting Mercer Frey, Karliah wants to speak with Brynjolf and me.
(Quest updated): Listen to Karliah
15 (Karliya will start the dialogue)
20 Karliah said that Brynjolf and I should meet her at the old standing stone outside the southwest gate of Riften. Why she does this, I don’t understand, but I suspect that the matter is somehow connected with the Nightingales.
(Quest updated): Meet Karliah at the standing stone
30 (Quest updated): Follow Karliah
40 Karliah informed Brynjolf and me that we would join the ranks of the Nightingales and help restore the triad, which had broken up twenty-five years ago when Mercer Frey killed Gall.
(Quest updated): Activate Armor Stone
45 (Quest updated): Follow Karliah
50 (Quest updated): Stand on the free symbol on the floor
57 Now I am bound by an oath, and I am the Nightingale, guardian of the Twilight Tomb and devoted servant of the goddess Nocturnal.
60 (Quest updated): Talk to Karliah
50 (Quest updated): Talk to Brynjolf
200 Karliah has finally discovered the Nightingales' main task... it is to guard the Skeleton Key of Nocturnal. This powerful artifact, which was usually kept in the Twilight Tomb, was stolen by Mercer Frey. Now the sacred duty of returning the Skeleton Key falls on my shoulders.
Unknown (Quest updated): Put on Nightingale armor
The stage indicated in green corresponds to the successful completion of the quest, and in red - its failure.
The following stages have been omitted because they have no description or meaning: 0, 25, 35, 42, 47, 52, 55.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how you complete the quest.
  • Stages are not always displayed sequentially. As a rule, this happens if the quest has several possible endings, and also if some of the quest stages can be completed in any order.
  • If a stage is marked green, that is, as the end of a quest, then this means that the quest disappears from the list of active quests in the log, but new entries associated with the quest may still appear in the quest log.

passing

TG-L Thieves Guild Quests TG-R
Main plot Chance meeting. Reliable roof. Clarity. Wrong honey. Scoundrel's whim
Conversation with silence. Difficult answers. The pursuit. Revived triad
Blindness. Return of Twilight
Vex Quests Theft. Toss. Cleaning. Robbery
Delvin's quests Ches. Fishing. Numbers
City quests Manual amnesty. Silver blank. Summerset Shadows. Picky load
Other tasks Look under every stone. Thieves' adventures. Tonilla's request
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