Thieves Guild. The Elder Scrolls V: Skyrim. Passage for the Guild of Thieves How the inhabitants of Skyrim treat the nightingales

At first, the view at the Ragged Flask tavern is, to put it mildly, Spartan. Then it will be better.

The Thieves Guild is a collection of thieves, robbers and swindlers who have built a nest in the sewers below the city of Riften. Beneath damp stone vaults, they practice their craft, store their loot in chests, and drink in the makeshift Ragged Flagon tavern. However, lately things have not been going well for the guild - to such an extent that "they should take Mondays and cancel them." Who will help the unfortunate crooks and thieves? Of course, our hero!

Guild quests are structured differently from Companions or Winterhold mages. Side quests here are not just for fun and do not advance the plot - they help the hero earn money, and the guild sewer - to get a decent look. You can do this after the completion of the thieves' plot. The more we help the guild, the better the sewers look and the more useful NPCs there are, such as alchemists, merchants and blacksmiths. In addition, side quests open stolen goods dealers throughout Skyrim.

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

chance meeting

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

You will cross paths with 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, will offer to teach a lesson to an elf merchant named Brand-Shei.

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-Shea into the "pocket". The rest is a matter of technology: guards, a search and a few 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 make his quest to find the bloodline will disappear.

The technology is simple: we wait until the counters are empty, carefully open the chest, take the ring, sneak up on Brand-Shei from behind the counter and, having opened the pickpocketing menu, move the ring into his “duffel bag”. The quest can be safely filled up. If you 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: in no case do not try to throw a ring on an elf at night - the plot can get stuck tightly, and Brynjolf can be out of sight. If the problems nevertheless began, you can call Brynjolf from oblivion with the magic word " Player.placeatme 0001b07d". The quest ends with the word " Setstage tg00 200", and the next one starts with " Setstagetg01 10».

When the job is done (or filled up), Brynjolf will call to the Ragged Flagon tavern. But you still have 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 is waiting for 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 will have to be dealt with in the usual ways - poking with sharp objects and flooding with magical napalm. Lower the drawbridge and watch out for traps.

In the Ragged 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 knock out the debt from the three "businessmen" on the surface. Each of them can be convinced with fists - the main thing is to attack not just like that, but by choosing the desired dialogue item, otherwise the whole city will begin to beat the hero. It is enough to beat one, so that in a day the rest become more accommodating. But there are easier ways.

  • Argonian Kirava from the Bee and Sting Inn 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.
  • Bersi Honeyhand from Pawned Shrimp can't stand the sight of the broken jar opposite the counter.
  • Helga from Helga's Bunkhouse will agree to pay if you grab her statue of Dibella (in the next room) and promise to throw it into the well.

Return to Flask. There you will be introduced to the head of the guild, Mercer Frey, and introduced to future fellow craftsmen.

Clarity

Mercer Frey and Brynjolf. We are presented as a new, budding crook 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 Zlatotsvet estate, burn three (and only three, no more!) Bee hives and rob the safe in the house in order 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 sewers.

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 fire to the hives with a torch or a fire spell (it is not necessary to conjure, it is enough to 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 key to the entrance is at the guards), but choose the sewer, keep in mind that there are a lot of skeevers and traps.

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

A bill of sale will be found in the safe - the estate was acquired by meadeurs, direct competitors of Maven Black Heather, the patroness of the guild. She will be furious.

FOR YOUR INFORMATION: after passing 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 good that lies in the Cistern and the Rampant Flask. But putting things in the local vaults is still risky - whatever one may say, this is a guild of crooks and thieves!

Wrong honey

In vain the guard took 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 Sting. Ask him what she needs. She planned to crack down on competitors from Honning's meadery. Her agent Mallius Mackius is waiting for us at the Whiterun tavern.

The plan is very, very Jesuit. Sabjorn, the owner of the meadery, has a problem with rats. We need to introduce ourselves as a rat catcher and, thus gaining access to the honey factory, pour rat poison into a vat of branded honey. The quest consists mainly of conversations and skits. In the dungeon where you have to poison the rat's nest, beware of the traps. Your enemies will be spiders, bad rats and their "master" - hopelessly crazy, but quite a strong magician, about which you will "forget" to warn.

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

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

Scoundrel's whim

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

"Cranky Scoundrel" - Gulum-Ai, an Argonian who works at the docks. Strings lead to him, pointing to an unknown villain who has 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 require not just anything, but a box of fire wine straight from the Blue Palace. Not far to go, but if you're too lazy, you can try to influence a friend with threats or persuasion. True, then he will not give us soul stones - and these are useful gizmos.

For fiery wine, the Argonian will say that a woman was talking to him, very angry at the head of the thieves guild. But the capricious lizard will not tell us the name of the buyer, so we will have to follow him. The hike from the Laughing Rat to the warehouses of the East Empire Company will be a long one, and even there you will have to walk pretty well. Fortunately, hanging from the lizard, so to speak, on the tail is not necessary. You can lag behind as far as you like in order to get rid of the mercenaries you meet in the warehouse without any problems. The cave in which he will hide is located on the lower tier of the warehouse, under the walkways.

FOR YOUR INFORMATION: you can even kill the lizard so as not to follow him around and calmly find the information we need.

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

Watch out for the horkers at the exit of the cave!

Silence speaking

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

After talking to the worried guild boss and visiting Tonilla to improve the thieves' armor, we move to the Snow Veil catacombs, where Karliah killed the former head of the guild Gallus and where, in all likelihood, she is now hiding. With us - Mercer Frey. He is determined to find Karliah and deal with her.

Snow Veil - standard catacombs with draugr, traps, spilled oil and bone "alarm". If it's difficult, let Frey go ahead, he's immortal here. After defeating the draugr boss, learn another Power word and let Mercer deal with the last puzzle door.

But the exploration of the dungeons will suddenly be interrupted by an arrow that has flown 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 much 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 Entir in Winterhold for decryption.

Difficult answers

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

You can find Enthir either at the College or at the local Frozen Hearth Inn.

After looking at the journal, he will recognize Falmer and send you to Markarth, to the researcher of antiquities Kolselmo. The old man will have to be persuaded for a long time, 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 writings is stored. And if it does not give out, the key can be stolen from the table.

The museum is guarded by guards. If we get in there with Calcelmo'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 a good command of stealth skills will be able to pass through the halls unnoticed. But this is not very easy to do.

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

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

At this point, a team of guards with Calcelmo's nephew will burst into the laboratory. A stealthy approach is also good. In any case, the shortest path to freedom lies through the balcony and jump into the waterfall.

Return to Winterhold and report to Karliah and Enthir. Learn all about the Nightingales and the goddess Nocturnal.

The pursuit

And here are Mercer's plans. From afar, you can see that they are very insidious.

Returning with Karliah to the Ragged Flagon 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 Karlia, but the deciphered diary will answer them. Even more eloquent will be the empty storage of the guild.

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

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

The manor "Riftveld", where we need to get through, is guarded by the warrior Wald. He will attack the hero when he tries to enter 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 solve the matter peacefully. Wald owes a lot of money to Maven Black-Briar - 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 at the bottom of the lake to forge signatures. The right place on the compass is not marked, but it is easy to find it - the sunken boat with the chest is located exactly between two longships, strictly south of the Merry Farm.

Maven will give us a piece of paper confirming the forgiveness of the debt, but it will not be easy to give it to Wald. Opening the back gate is too risky, so he will not talk to us, but attack - attack. Stand at the back or side gate, wait for the warrior to come up, and tell him everything. Wald will happily give out 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 Riftveld Manor. It is guarded by bandits who are easy to bypass even with little stealth skills. We need a "suspicious closet" on the ground floor. Behind it is a false panel and an entrance to a network of underground tunnels. In a room with a fire trap on the floor, go around the slabs with traces of flame (you will have to go in a “snake”). The entire corridor is full of 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 as well - it will come in handy for one of the side quests of the Thieves Guild. And further along the tunnels, a stone's throw to the Flask.

The revived triad

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

This unusual quest is a kind of repentance to the mistress of Nocturnal. There are no difficulties - meet Karlia and Brynjolf in the agreed place and go with them to the Nightingale Cave. After putting on the Nightingale Armor, stand in the indicated place and listen to the reproaches of Nocturnal.

To return the location of the goddess, 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 trinity (we, Karlia, Brynjolf) lies in the dwarven dungeon Irkntand. To get to the entrance to its first part - Arkanex, you can either climb from the bottom along the chain of stairs (be careful - the bandits), or jump to the door from above, directly from the towers.

The dungeon itself is the usual Dwemer halls with steam pipes and fire traps. The people 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. Ballista can be used to thin out enemies running around the door. But you don't have 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 the two levers on the ledges on the left and right in turn. Immortal Companions are especially useful in the fight against the Centurion, which you will stumble upon shortly after Mercer brings down the tower.

Next stop - Slave Pens. Falmers also live there, and a lever-activated trap 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 diligently gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karlia and Brynjolf will be temporarily busy with other things. If the fight turns out to be difficult for the hero, at the moments when Mercer becomes invisible, you can climb to the very top, to the head of the statue, and "blow" Mercer off the top with a shout 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 at its very head. Through it, all three heroes will swim out, like wet gophers from a flooded hole.

The Return of Twilight

Soar the nightingale eagles! Surrounded by birds, Nocturnal herself appears in the blue mist.

Here is the end of the story. The skeleton key will have to be returned to the goddess.

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

Go to the Twilight Tomb. Inside, talk to the shadow of Gallus, study the diary of a less fortunate pilgrim and step onto the Path.

The path consists of five elements:

  • First we need to slay the shadows guarding the Path.
  • Then go through the hall, hiding in the shadows and not leaving them (the light does 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 trap-dead end, from where there is no way out.

After the scene, you will be in the inner sanctuary of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedric Lord. 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 to force her to the stage and continue the quest. An outcome is also possible in which Karlia refuses to talk to you. The "setstage tg09 70" command will help you skip the problem.

You just have to choose one of the Nocturnal gifts:

  • Month- the ability to turn into invisibility once a day at the moment of stealth.
  • half moon- powerful rage spell (enemies fight each other).
  • Full moon- a strong "vampire" energy strike, which selects and transfers to us a serious portion of health (again, once a day).

The most useful, 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.

Mention the Nightingale in conversation with any worthy thief, and he will laugh in your face. He will say that the alleged avengers of the Daedric Lord Nocturnal are nothing more than fictional characters that exist only in fairy tales, which are used to intimidate young and rebellious robbers. But are they really fictional, or is it a misconception about them?

While most scholars find it preposterous that a religious sect could emerge from the invariably unprincipled and unorganized riffraff that constitutes the Thieves Guild, a number of pieces of evidence indicate that such a group once existed within Skyrim. One hundred and twenty years before the publication of this book, a corpse was found wearing strange armor described as "moon silver". The tattered armor was adorned with an emblem, the symbolic image of a bird embracing a circle of indeterminate darkness. The remains and armor were sent to the College of Winterhold for study, but they mysteriously disappeared a day after their arrival.

The source of the emblem has been searched throughout Skyrim for many years, but it has proven almost impossible to determine. Then, to everyone's surprise, a prisoner from the mines of Markarth declared that this emblem was the sign of a group of thieves who called themselves the Nightingales. When forced to give details, the prisoner stated that the Nightingales were warriors of Nocturnal and implicitly carried out her will. According to him, he learned all this from acquaintances from the Skyrim Thieves Guild, but he refused to name names, so his story was soon dismissed.

Other evidence pointing to the existence of the Nightingales can still be seen near Riften to this day. A small path, branching off the main road, rests on a blackened stone of an unknown breed. Carved into its surface is the same bird symbol that was found on a set of dark armor. Those who believed in the existence of the Solovyov believed that this was some kind of meeting place. Others considered the symbol a fake or even a special hoax arranged by the Thieves Guild as a distraction.

The last and most controversial of the testimonies are lines scrawled on the inside wall of a cell in Whiterun. They were discovered after a Dunmer named Lorthus was imprisoned for murder and sentenced to death in a cell. After the execution, Lortus' cell was examined and found the following inscription, carved on one of the stone blocks:

“Take my hand, Lady Nocturnal, for I desire to serve you. I am a Nightingale and I am born again. Let my past be the echo of our triumph."

Here, for the first and only time, a direct connection is made between the Nocturnal and the Nightingale. The unusual content of the passage, the religious references to the Nocturnal by the inveterate criminal - all this has fueled disputes over the likelihood of the group's existence for years. Unfortunately, in the absence of new evidence, by now this amazing find has been forgotten, and the debate about it has fizzled out.



For the past two decades, the Thieves Guild has been doing terribly. At almost every turn, its members are plagued by failure, and their number is steadily declining. Rumor has it that a higher power sent a curse on the guild...


Look under every stone

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

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

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

chance meeting
Actually joining the guild of thieves.
During the day, you will definitely find Brynjolf in the market in the Rift. Of course, he won't tell you just like that. While the entrepreneur is distracting attention, you must rob Madesi, take his ring and put it in a chest under Brand-Shei's shop. In the Russian version, by the way, everything is mixed up... besides, I had a bug when Madesi himself had the ring, then the pointer showed me to steal it again from Madesi's box, and only then put it in Brand-Shei's chest, and then a copy of it in his pocket! In a word, complete abracadabra. Perhaps it happened because I was simultaneously completing the tasks "Cornered Rat" and "Chance Encounter".
P.S. you can see the arrest of Brand-Shei, who was already promptly reported to the guards.


Reliable roof

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

  • Helga
  • Bersi Honey Hand
  • Kirva

Enter into a dialogue, choose the option that says about the fight. You win, you say it again and that's it.
How ridiculous the local fisticuffs look...
Bring the money to Brynjolf.


Clarity

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

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

Scoundrel's whim
Talk to Mercer Frey. He will direct you to a contact, and also offer to speak with Brynjolf.
In Solitude, talk to Gulum-Ei, who will most likely be in the Laughing Rat. Convince or bribe him. Then follow the Argonian to the East Empire Company warehouse on the wharf. Beware of the guards. You can climb up to the cabinets with shelves. If you look up near the ship on the rafters, you will see a house on a ledge. Inside there is an East Empire Company Nautical Chart that can be sold to Delvin Mallory. Gulum-Ai will enter the Salt Water Grotto. You can safely kill marauders, except for Gulum-Ai himself. He will tell you about the employer and give you the bill of sale for the Goldflower estate. Return to Mercer at the Thieves Guild. He will tell about Karlie.
P.S. The task will appear in the Miscellaneous section. You've kept your thieves' armor, haven't you?

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

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

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

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

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

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

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

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



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

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

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

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

Delvin Mallory:

Numbers

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

Fishing

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

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

Vex:

Theft

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

toss

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

Cleaning

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

Robbery

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

There are also four quests that can be obtained by completing 5 minor quests in a specific city.
If the desired task did not drop out - reboot and take it again, they are absolutely random.
Also, after each of the tasks, a new merchant will appear in the "Rampant Flask".
And there is one more small task from the Miscellaneous section, which can be obtained from Tonilla, about helping the Khajiit caravans.
Summerset Shadows
After completing 5 small tasks in Windhelm, Delvin will give a special assignment about the newly appeared competitors. Travel to Windhelm and find Thorsten the Cruel Sea. He will tell about the tragic death of his daughter at the hands of the Altmer. Go to Niraniya, she trades in the market during the day. Glad that you won't kill her, she will betray Linwe and his band of marauders called the Summerset Shadows, who live in the Talking Hills Cave. There you will meet Summerset shadows and Linvi, from whose body you can remove the desired Fjotli silver pendant and unique leather armor. Return to Thorsten the Cruel Sea and return the amulet. Now Niranya will buy stolen goods from you.

"Picky Sload"

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

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

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

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

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




May the shadows cover you!

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

How to join the thieves guild?

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

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

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

chance meeting

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

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

A small guide to pickpocketing:

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

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

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

Reliable roof

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

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

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

Instructions for knocking out money:

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

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

List of members of the Thieves Guild

Primary:

Mercer Frey - Leader of the Thieves Guild

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

Vex - master locksmith, gives small contracts

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

Tonilla - a buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brynjolf
The essence of the task: Punish Aringolf

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



Well, go. Goldenflower Manor is waiting for us.

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

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

We get to this grid.

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

We go to the second floor and see this picture:

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

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

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

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

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

So we found the safe.

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

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

Wrong Honey

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

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

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



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

We go into the building and talk to Sabjorn.

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

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

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

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

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

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

Caprice of the Scoundrel

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

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

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

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

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

Conversation with Silence

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

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

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

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

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

We need the Frozen Hearth Inn.

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

And here is Calcelmo himself:

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

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

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

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

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

The pursuit

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

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

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

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

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

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

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

Reborn Triad

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

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

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

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

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

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

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

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

Return of the Twilight

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

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

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

Our path lies in the Twilight Sepulcher:

The Nightingale-Guard will stand at the entrance:

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

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

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

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

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

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

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

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