Skyrim nightingale hall bug. Thieves Guild

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Skyrim Walkthrough #35 - Revived triad

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Episode thirty-five - We are accepted into the nightingales! They give us an awesome thief's armor set, which I will now wear all the time. After which I will follow Mercer to some temple. On the way I will meet some strange dragon and kill him, of course) I will learn a new cry and all that... And in the new set of thieves it’s really cool)) only because light armor I'm not leveled up, I take quite a lot of damage(==================== The Elder scrolls skyrim- Probably the best and largest RPG game which a nerd can only dream of playing! There are levels, skills, magic, brute physical strength, even dragons here xD! I will play Skyrim Legendary, which means there will be pets in the game, and you can build a house, and you can get married! Although I just started playing, I know and generally understand that this game is one of the most atmospheric and exciting! There are a lot of non-linear plots here, open world and all that! You can play this game for years! I'll probably continue to play like this... ==================== I'll shoot Letsplay purely for my own pleasure! Everything will be very long, and quite drawn out) I play through Steam. I’ll only shoot when I’m bored or want Skyrim) And of course, I have the Steam version of Legendary. Playlist with let's play - http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g If you liked it or you just want to help develop the channel - Subscribe https://www.youtube.com/user/CompleteNonentity - Like - Add to Favorites ==================== My contacts VK - http://vk.com/sinas Skype / Steam / Origin / Uplay / Desura / Twitch - sinas66 VK group - http://vk.com/public71636813 ==================== Donations for a childhood dream;) R277245952162 U214949374924 Z796463952266 Tags... I don’t have enough imagination paste all keywords into the text =/ so these words have to be written in tags separated by commas... In general, do not pay attention;) The Elder Scrolls V: Skyrim ( Video Game), Walkthrough, Let's play, Skyrim, Elder scrolls, Elder scrolls skyrim, Skyrim, Games, Steam, Steam, Games, Letsplay, Skyrim let's play, First steps, Play on YouTube, Gameplay, Gameplay

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"Episode thirty-five - We are accepted into the nightingales! We are given an awesome thief's set of armor with which I will now constantly walk around. After which I will follow Mercer to some temple. On the way I will meet some strange dragon and kill him, of course) I will learn a new scream and all that... And the new set of thieves is really cool)) just because the light armor is not upgraded I take quite a lot of damage(
====================
The Elder scrolls skyrim - Probably the best and largest RPG game anyone could ever dream of playing! There are levels, skills, magic, brute physical strength, even dragons here xD! I will be playing Skyrim Legendary, which means there will be pets in the game, and you can build a house, and you can get married! Although I just started playing, I know and generally understand that this game is one of the most atmospheric and exciting! It's full of non-linear plots, open world and all that! You can play this game for years! I'll probably play like this...
====================
I will shoot Letsplay purely for my own pleasure! Everything will be very long, and quite drawn out) I play through Steam. I’ll only shoot when I’m bored or want Skyrim) And of course, I have the Steam version of Legendary.
Playlist with let's play -
http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g
If you liked it or just want to help develop the channel
- Subscribe
https://www.youtube.com/user/CompleteNonentity
- Like
- Add to Favorites
====================
My contacts

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 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.

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

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

THIS IS A BUG: Under no circumstances try to throw the ring to the elf at night - the plot may get stuck tightly, and Brynjolf may disappear from view. If problems do start, 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 not worried about better 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 selecting 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 Aringoth 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 guards have 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 - to force Aringot to part with the key by threats, 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.

NOTE: 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 the dungeon where you need to poison 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.

NOTE: from this moment 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 even there you will have to walk a fair amount. 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.

NOTE: 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 first, he is immortal here. After defeating the draugr boss, learn another word of Power and let Mercer figure out the last puzzle door.

But the exploration of the dungeons will suddenly be interrupted by an arrow flying into our hero’s back. An interesting conversation will follow, in which we will take, so to speak, 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

Instead of yourself, you can send a mechanical spider forward - 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.

Persecution

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 been to 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. Right place It’s not marked on the compass, but it’s 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 Great Hall, where after the scene with Mercer fighting in the distance, the Falmer will warmly greet you. 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 things. 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.

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

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

She will tell you a story, which, however, you yourself probably already know. It was she who shot an arrow saturated with paralytic poison at you. Which saved you, because the poison slowed down your heartbeat and prevented you from bleeding out. While still in the ruins, she discovered a diary belonging to Gall. However, it is covered with words in a language unfamiliar to her, but she guesses who can become your translator in this matter. This is Gall's friend Entir. So, head to him at Winterhall. Walkthrough Skyrim games sends you to a tavern called the Frozen Hearth.

From Entir you will learn that Gall had a diary, which he kept in the Falmer language. And only a few people in all of Skyrim own it. Entir cannot decipher this text, but has information about who is capable of doing it. He is located in Makarth, he is the court magician of the jarl. Go there and find him. Although he really knows the Flamer language, he does not want to show his skills in practice. You can fulfill his quest and thus gain his trust. There is also the option of stealing the key from the pedestal behind him. Then sneak into the museum past the guards.

Note: Even if you are invisible, the guard will start talking to you the first time you meet him. In the museum you will see plenty of security and well-lit rooms. To complete Skyrim you need to sneak into Conselmo's laboratory. By the way, if you feel quite confident, you have the opportunity to walk around the museum and collect expensive and necessary things. When entering the laboratory itself, pick up the rod that controls the spider. Read how to use it in the diary next to the rod. Then you will see the spider itself.

You can either kill the security in the laboratory or simply pass by. You also have the opportunity to set several traps. Then "accidents" will happen to them. And the blame for them can be attributed to outdated Dwemer mechanisms. By the way, it’s better to do this in the room with Aykantar. We'll be able to deal with him sooner rather than later. Don't miss the cube right away, take it and give it to Delvin. From there, go to the balcony, and then proceed to the Conselmo Tower. You're almost done. Go into the office and find a roll of paper and coal there. If you want to look for valuable items, do it now, you won’t have time later. Then leave this room and go to the stone. Draw it on paper. Then you will see the cavalry arrive.

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

Persecution

The passage of the game Skyrim will continue with a task from Karliah. You will need to unravel Mercer Frey. Head to the Ragged Flask in Riften and talk to Karliah. Proceed together to the Guild. And there a “warm welcome” awaits you - you will be greeted by Delvin, Vex and Brynjolf. Moreover, they will all have swords at the ready. However, Karliah will have time to give Brin Gall’s diary, which he will not believe at first, but will offer to look at the vault. According to Delvin, two keys are needed to open it, and Vex claims that no one can pick this lock. However, Brin convinces everyone and they make their way into the storage room. In the end, Gall turns out to be right, because all the chests are completely empty.

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

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

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

Revived Triad

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

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

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

Return of the Twilight

Karliah will continue your Skyrim playthrough next task. It consists of overcoming the Pilgrim's Path. You also need to return the Nocturnal key. But first, the first task. Karliah herself cannot accomplish this, because it was she who caused the desecration of the tomb, and Brin is needed in the Guild to restore order there. Therefore, you will have to figure everything out. Take the bow from Karliah, you will need it.
By the way, you are not obligated to immediately return the key when you find it. And the Eternal Master Key can be very useful to you. You can keep this item until you need it. But at the same time, for completing this task you will be given a generous reward.

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

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

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 open console and write 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 me and Brynjolf.
(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. Persecution. 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



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 story mission "Diplomatic immunity" I found an unusual gem. There is exactly the same one in the shelter Dark Brotherhood, 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.

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 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.
Their names are:

  • 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. Get down to the basement, you need to break through 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 warehouse. imperial company 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 Nautical chart Eastern Imperial Company, which 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. Solution - fast travel 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. It will start on the way side quest 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.

Persecution 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 gladly 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 Nightingale, his protection falls on your shoulders.

Blindness
You need to go to Irkntand. By the way, the armor can already be removed. You will meet bandits outside, 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 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: 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. Please note you will need high level pickpocketing 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 away the right thing, drag her 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 there are several in the house 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 Alfrid 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 tasks in cities, as well as 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!

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