How to remove the bolts in a Mercer's house. Thieves Guild 1. Continuation of the quest chain

In the world of Skyrim, you can be both a protector of the weak and the poor, and a villain and a thief. The Thieves Guild is designed to play the latter role.

How do I join the Thieves Guild?

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

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

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

Chance meeting

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

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

A small guide to pickpocketing:

  • in order for the theft option to appear, you need to enter the hidden rack (Ctrl);
  • the chance of theft is checked on each item separately, so take only the most necessary;
  • if the skill of theft is small - save before stealing, so that in case of failure, boot.

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). The object is placed in the same way as it is sneaked.

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

Reliable roof

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

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

It consists in the fact that you need to beat the debt out of 3 people. And the most important thing, as it turns out, is not money. It is necessary for people to 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 the money directly, you need to talk to the Argonian Talen-Jay, and convince him to influence Kirav. He will not want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money, you will break her;
  • Bercy. To hit Bercy for a living, 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 Brinjolf, 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 locker, gives small contracts

Delvin Melory - gives small contracts, buys a variety of unique points of interest

Tonilla - the buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Secondary:

Clarity

Gives: Brignolf
Quest Content: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three hives. It would seem a trifle. In fact, as usual, there is a catch. And it consists in the fact that Aringolf's guard consists of mercenaries. Not very good news. Maybe you can somehow sneak in secretly? Yes, you can. We speak with "baby Vexi". 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 the armor, you will like it.



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

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

Everything is simple there - you go along the corridor, kill the rascals, and reach the stairs. Go up, go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, 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 away everything that is not nailed to the floor, and only then go to the safe.

We reach this lattice.

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

We go to the second floor and see the following picture:

It is very simple to get around - we go through the door. We go right through the room, leave, go a little further and see this:

You can't get around it. You just have to sneak very slowly. And here's another surprise:

The owner is in an uncomfortable position for us. I do not advise you to talk to him - it will not work to kill him and 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 option of action, we look to the right into the corridor, if we see the guard's back, 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 grating and make our way further. In the basement, we will see such a careless guard:

No, well, I had to think of it - put the chair on a puddle of flammable oil. Well, all right, the fool himself. It will be extremely difficult to get past it - the space between it and the stairs we need is well lit. You can try to get in, or you can set the oil on fire with a fire spell. But he will not die instantly - he will have to finish. And there can still come running two guards from the next room. But with luck, you can already run the stairs and hide there in the shadows. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything that is and leave through the sewer or through the front door. Whoever is more convenient, because the next part of our insidious plan is vandalism. Namely - setting fire to the hives. The front door will be closer in my opinion. Carefully we pass along the bridges, bypassing or waiting for the guards, and set fire to three hives with fire spells. Beauty:

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

Wrong Honey

Gives: Brignolf
The essence of the task: Talk to Maven Black Heather 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, the Honning Mead. She sends us to Whiterun, to the Prancing Mare tavern, to a mayor named Mallius Macy:



Mallius tells us that Sabjorn is arranging a tasting of his honey for the Captain of the Guard the other day. And here's the bad luck - he has spiteful animals on the mead. It would be necessary to poison, and Sabjorn is looking for someone who will take it. "And rat poison and honey do not mix well" But you still need to get rid of the rats - Maven plans to take over the mead brewery when Sabyorn leaves her. As usual, all the rough work falls on our shoulders. Well, where to go? We go to the honey brewery:

We go into the building and speak with Sabjorn.

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

(examine it and read the diary - we again thwarted the plan to take over the world by a psycho. This is already becoming a routine), pour rat poison into the nest and go to the mead brewery itself. Pour poison into a vat of honey. Well, I did something nasty - joy to my heart. And the 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 the honey with the taste of rat poison?) And he will take Sabjorn to prison, and Mallyia will appoint him in charge. Happy end. Almost. All that remains is to look around Sabjorn's room for an explanation of how he was able to open his mead brew so quickly. We take the key from Mallia and go up to Sabjorn's room.

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

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

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

Scoundrel's whim

Gives: Brignolf
The essence of the assignment: Inquire from a lizard named Gulum-Ai about the buyer of the "Golden Flower" estate

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

We try to bribe - and he tells us about a box of fiery wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him 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 receive 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. Of course, he did not remember the name and face. But something darkens this lizard. 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. Careful, guards will come across on the way. I advise you to take all torches from the holders along the way - less light, which means there is less chance of being noticed. Kill the guards quietly or walk by - it depends on your preference. The main thing is not to make a fuss. By the way, the guards also walk with torches, which complicates our pursuit of the lizard.

We reach the entrance to the Salt Water Grotto. Gulum-Ai went there. We go next, but the lizard is already in an unimaginable way at the very end, and we will have to wade through the robbers. Proceed in the same way as with the guards earlier. We reach Gulum-Aya. There are two robbers nearby. We have no choice but to kill them. We kill, we threaten Gulum-Ayu - and he tells us about a certain Karlya - a thief who killed the former head of the Gall guild, and now hunts for Mercer. Where she Gulum-Ay doesn't know, she just said "went to the beginning of the end." Do not forget to talk to him again, and say that he owes him - 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 Karli and about the "beginning of the end." From which he concludes that Karliah went to the ruins, where he once killed Gallus. And that he would go there with us and help kill her. Ok, but first, let's go to Tonilla for a reward - exchange of one of the armor components for a better one.

Conversation with Silence

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

We go to the ruins and meet there Mercer. He states that Karliah is still here, he is sure of it. And he lets us 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 plenty of traps and draugr here. Mercer will warn you about most traps. One of the words of power can be found in the Sanctuary:

We reach the door, which requires a claw to open. But since we do not have a claw, Mercer has to be cunning, and he opens the door without a claw (no, to tell us how to do it). We go in and ... fall from an arrow shot at us. We lose consciousness, but almost immediately we wake up and see that Mercer and Karliya are talking.

From the conversation it turns out that it was not Karliah, but Mercer who killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we 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 Karlia in front of us.

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

We need the Frozen Hearth tavern.

Entyr will tell us that Gallus kept a diary in Falmer. Original, considering that only a few people in all Skyrim know him. He himself cannot decipher, but he knows who can. Colselmo, the Jarl's court mage in Markarth. We go there:

And here is Colselmo himself:

He is truly an expert on the Falmer language. But he categorically refuses to show his work. You can get into his trust by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will speak to you for the first time anyway, even if you are invisible. Consider this. 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 the Colselmo laboratory. But if you are confident in your abilities, you can scour this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the spider control rod. The instruction in the diary is nearby. And here is the spider:

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

From this room we go out onto the balcony, and from there we find ourselves in the Colselmo Tower. It's almost done. Take charcoal and a roll of paper in his office. 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. Done. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will be a little late in the passage - a good chance to quietly cut his throat. Then one will stand at the stairs, and the other two will go upstairs. 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. That's all, you can return to Entyr in Winterhold. We go into the basement and see Karlia next to Entyr:

We give him the copied text of Kolselmo, and he begins to translate. It turns out that Gallus had long had suspicions about Frey's loyalty. Gull learned that Mercer was leading a too luxurious life. Looks like he was robbing the guild. Robbed the Thieves Guild. Ironically. In addition, Gallus mentions that Mercer desecrated a certain Twilight Tomb. Karliah says that the transfer must be delivered to the guild immediately so that everyone knows how bad Mercer Frey is. But first, let's talk with Entyr - he will offer us to visit him in the College if we want to sell stolen things. Another buyer. Excellent. Now we are talking with Karlia, and the mosaic is starting to take shape a little. The Twilight Tomb is the temple of Nocturnal, patroness of the night and thieves. Nightingales vowed 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 desecrated the temple. Hence the fall of the Thieves Guild - Nocturnal herself turned her back on them. We need to go to Riften as soon as possible and punish Mercer. Finally, Karliah will give us the Nightingale Blade - the sword of Gall:

The pursuit

Gives: Karliah.
The essence of the task: To expose Mercer Frey.

We go to Riften, to the "Ragged Flask" and talk to Karlia. Together with her we go to the guild, and we are greeted by a warm welcome - Brinjolf, Vex and Delvin. And all with bared blades. Perfectly.

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

Vex is furious and threatens to kill Frey with her own hands, but Bryn calms her down and sends her to the Flask with Delvin to alert them. If Mercer sticks 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. This is lovely.

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

This is actually the ladder mechanism itself, where you need to shoot in order for it to descend.

The house itself is empty, but there is one secret. One of the cupboards is the door to Narnia. Well, I mean, Mercer's hideout. It is located on the second floor. Keep your eyes on the shelter - the traps do not sleep. And there will be something to profit from, as well as in the house. We reach his room, take the plans, a good sword in the showcase (glass, cold damage) and the Bust of the Gray Fox - give it to Delvin. Well, and also what you like. There is no need to go back - there will be a passage to the Rat Hole. We go through it to Brinyolf and give the card. It turns out that Mercer is on the hunt for the Eyes of the Falmer - huge gems that cost a fortune. If he finds them, we will never find him. This money will be enough for him until old age, and there will be more children left. We must stop him at all costs! I need to talk to Karliah. Time is running out.

Reborn Triad

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

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

Upon arrival there we see both Karlia and Brin. Karliya asks us to follow her, she will explain everything on the way. And we enter the Slovenia 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, we put it on.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the dedication was completed, and we became 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 must remember what it is. But this key doesn't just open up physical constipation. After all, the capabilities of the human body are very great, and we use only a part of them. And when you understand that the key can also open such "locks" - the possibilities become almost limitless. You can't let such a thing get to a man like Mercer.

Before we move out, let's talk to Brin. He will offer us to become the main Thieves Guild. Naturally we will agree. Where are we going? Now let's go after 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 Karlia and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will observe the scene of the murder by Mercer of two Falmer. Go ahead. We find a huge room with a grate at the end. To open it, you need to pull two levers - left and right of the room on the dais. By the way, there is a ballista next to it - 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 Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies are mechanisms and falmer. True, the Centurion can cause trouble.

A healthy colossus, tenacious and hits painfully. Going hand-to-hand with her is not the smartest idea, of course, but with good armor you can. And you can give Brinjolf this honor, and join Karliah himself and shoot him with a bow. Or magic. Improvise, be creative.

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

But suddenly the platform on which we are standing breaks off and falls. Karliah and Brin stay upstairs. We'll have to fight Mercer alone. And he also bewitched Brin so that he is forced to fight Karlia. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he loves 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 won't open. What to do? Wait until the room floods. 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: Complete the Path of the Pilgrim.

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

By the way. After all, it is not necessary to give the key instantly, right? And the Eternal Lock Pick 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 quest, a very good reward awaits you. But more on that later.

Our path leads to the Twilight Tomb:

At the entrance there will be a Nightingale-Guardian:

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 gets to the Well of Night, the weaker it becomes. And even now he feels that he is dying. We'll have to. Do not forget to read Nystrom's diary - it lies against the wall to the left of the Guardian Nightingale, by the skeleton.

Further, the quest marker disappears. But even without him, everything is transparent here. In the first room, three Nightingales are waiting for us. Two together and one a little further. In the next room you need to follow the shadows without touching the light - you will die very quickly. Light is light, but you should not forget to look under your feet. Further there will be a room with a statue of Nocturnal and a dead bandit nearby (I wonder how he got here?). It seems to be 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 for it, and the door opens behind Nocturnal.

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

And now, finally, we are at the Sanctuary. But ... there is only a pit with a skeleton at the bottom and nothing else. We do not get upset and jump. It won't hurt too much. But there’s no way out of the hole either? Not scary. Sit a little or run along 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 (logical, isn't it?) And ... listen. Nocturnal herself will speak with us. Frankly, I thought her face would be prettier.

But my graphics may just be to blame. It does not matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well ... well, she's right. And the reward is really worthy. Standing on the circle with the drawing of the month, we will receive a talent, when applied, a buff that is excellent for thieves falls - invisibility is automatically imposed upon sneaking up. Standing on a semicircle - a fury spell - all creatures in the spell's area of \u200b\u200beffect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will get a spell to drain health from the enemy - I don't know if it is leveled or not, but at level 18 it eats 100 health from the enemy. Agree a lot? But, unfortunately, these are not spells, but talent. That is, you can only use it once a day. It's a pity, but nothing can be done about it. And you won't be able to take all three either. Take your pick. After choosing we will see Gallus. He came to say goodbye to Carlia.

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

One of the factions a player can join in The Elder Scrolls 5: Skyrim is the Thieves Guild. Joining it opens up an exciting quest chain and additional amenities, including the ability to sell stolen items and buy off guards.

Now I will tell you how to join the guild of thieves and the passage of their quests. The guild is located in Riften, so let's go there. In the town square (where the merchants' shops are located), Brynjolf will come up to you and offer to do a little business.

Chance meeting

The quest is called " Chance meeting"(A Chance Arrangement). In it, we need to steal a ring from one of the merchants and plant it on another, so that the poor man is arrested for theft. Any thief should get a lot of pleasure from such a task.

The task can only be completed during the day. We tell Brynjolf that we are ready and he will arrange a diversion - he will begin to advertise his new miraculous elixir from all ills to the entire area. This guy does not hold the oratory, the first time I listened to all of his speech myself, in the end I failed the task and almost bought a couple myself, I had to load.

After that, the city guards visit the poor fellow and take him to prison, and we receive a reward and an invitation to visit the lair of the thieves' guild. It is located in the sewer under the city, which is called "The Ratway". We go down to the lower level of the city (footbridge on the water) and go to the sewer. There, all sorts of ragamuffins will attack us, in general, nothing dangerous. We reach our goal - the tavern "Ragged Flagon" (Ragged Flagon).

There Brignolf and his accomplices are already waiting for us, we get the next task from him.

Reliable roof

In the quest " Reliable roof(Taking Care of Business) we will have to do debt collection from local businessmen. It turns out that things are going really badly for the thieves' guild and no one is afraid of them anymore, so we will have to correct this misunderstanding.

So, we need to visit three comrades: Keerava, Bersi Honey-Hand and Helga (Haelga).

We return to Riften and go to the tavern " Bee and sting"(Bee and Barb), Kirava is the bartender there. But first we approach the Argonian in the middle of the hall and ask him to explain to Kirava about her wrong. Then we approach her and take the money without any problems.

Then we go to the store " Pawned shrimp"(The Pawned Prawn), we find Bercy there. We have two ways: you can challenge him to a fist fight or break his precious urn. Then we get the payment.

The last stop is “ Helga's shelter"(Haelga's Bunkhouse). We creep around the corner and find a golden statue there, steal it and then talk to Helga. We take away the debt and return to Brynjolf in the Flask.

Then we go with him to the Cistern, where he introduces us to Mercer, who takes us to the thieves' guild and gives us the first serious task.

They also give you a few buns. Talk to Tonilia at the tavern and receive a guild armor set with bonuses to profile skills. She will also buy stolen goods from you.

From the Cistern there is a direct exit to the city. To enter back from the street, you need to click on the guild sign on the coffin, it will drive off and open the passage.

Clarity

In the quest " Clarity"(Loud and Clear) We will need to invade the Goldenglow Estate, break open the safe in the house and burn three hives. First, talk to Vex in the Flask, she will tell you about the passage to the estate through the sewers.

We leave for the estate, it is located on an island in the middle of the lake to the west of Riften. We find the entrance to the sewer (a wooden hatch on the northwest side) and through it we get into the house itself.

There, hiding from the guards, we rise to the second floor and find in the corner of the room the hidden owner - Aringoth. We steal the key from him and keep the way to the basement.

You can also pick up the bee statuette to the right of his bed, which can be given to Delvin at the guild.

On the way to the basement, the problem can be created by the very last guard, who sits on a chair and looks directly at the passage we need, there are several ways to solve it.

You can use invisibility and sneak past. You can distract him, for example, by firing a bow to the side and, while he checks, go to the basement. Well, in the end, you can just set fire to a combustible puddle under it, but this is not our method, as they say.

We open the safe and take away its contents. Then we leave the house, sneak to the hives, use a fire spell and set fire to three pieces. Then we take our feet in our hands and run and swim away from there until we are stuffed with arrows from head to toe. We return to the Cistern and report on the success.

We now know that someone is purposefully trying to harm the guild by depriving it of its remaining funding paths. But so far we do not know who this villain is. In the meantime, our deeds do not go unnoticed, and Brynjolf sends us to talk with Maven Black-Briar.

Wrong honey

We go to the city in the tavern "The Bee and the Sting", we go to the second floor, where she is waiting for us. This madam is a gray cardinal in the city and holds everyone by the throat, so it's best not to joke with her. She owns a mead that sells mead all over Skyrim.

We get the quest from her " Wrong honey"(Dampened Spirits), in which we need to go to the vicinity of Whiterun and eliminate her competitor - Sabjorn, who has sold out in earnest and creates competition for her. Moreover, he appeared literally out of nowhere, so this is doubly suspicious.

We leave for Whiterun and meet with the contact Maven in a local tavern, his name is Mallus Maccius. He has a very cunning plan to take Sabjorn out of the game and take his case for himself. To do this, we need to introduce ourselves as a fighter against rodents, with which he has a problem, and on the way of their extermination, poison a vat of mead.

No problem. We go to honning Mead (Honningbrew Meadery) southeast of Whiterun and speak with Sabjorn about his problem. He lets us get rid of the rodents, so let's go do it. On the way, we will meet a pretty strong crazy magician with a personal army of rats, so be prepared.

After the reprisal against him, we poison the nests of rats (they are just next to his laboratory) and go out into the boiler room. Climb the stairs and poison the vat with the swill. We leave through the door (the key is hanging nearby) and return to Sabyorn.

After the tasting ceremony, he is thrown into the dungeon, and Makiyu gets the mead, so the mission is completed. But we still have to find out who is behind all this. We rise to the second floor and find the necessary note.

To the right of her, behind the door, you can find the Honningbrew Decanter, which can be sold to Delvin in the guild.

We return to Riften to Maven and give the note, after which we go to Brynjolf in the Cistern. Then we talk with Mercer, who found a coherent of this mysterious enemy in Solitude.

Reckless Design

We receive the quest " Reckless Design"(Scoundrel's Folly), in which we need to find a certain comrade named Gulum-Ei and get the necessary information from him. After talking with Brynjolf before leaving, we learn that Gulum-Ai is stubborn and will no doubt sell his own grandmother, so most likely we will have to bribe him or follow him.

We leave for Solitude in the tavern " Laughing Rat"(The Winking Skeever), find the reptile we need. If you have a high level of persuasion skill, then you can talk it out. If not, he can be bribed by stealing a box of alcohol from the local palace, which is very easy to do.

After which he will say that a certain woman has something against Mercer and therefore arranges all these troubles for the thieves guild. Without telling us anything else, he sets off.

Let's go after him to the docks, then to the warehouse. Nothing interesting, just follow him and get rid of the guards. In the end, he will obviously put in his pants and quickly give us the right name - Karlia (Karliah). She killed the previous head of the guild and is now apparently hunting Mercer.

We return to the guild and tell Mercer everything we have learned. Immediately we get the next task.

Conversation in silence

In the quest " Conversation in silence"(Speaking With Silence) Mercer and I go to the Snow Veil Sanctum, southeast of Winterhold ().

In general, we go through the dungeon until we reach the door with a riddle for which usually the corresponding claw is needed. However, Mercer is so cool that he opens this door without any problems. We go there and get an arrow to the side.

The screen fades and we listen to Karliah's conversation with Mercer. It turns out that she didn't kill anyone, and the villain is actually Mercer himself. Here is a scoundrel. As a result, she runs away, and in addition to the arrow, we also get a knife under the ribs ... Thank you all!

But Karliah saves us, and we learn in detail about the treachery of Mercer, who killed the previous head of the guild - Gallus. He left behind a magazine in which the whole case is described, but it is impossible to read it, since it is written in an incomprehensible language. We get the next task.

Difficult answers

In the quest " Difficult answers(Hard Answers) We need to translate this diary to prove to the guild Karliah's innocence. To do this, go to Winterhold, go to the tavern and look for Enthir.

He tells us that the diary is written in the Falmer language and can only be translated by Calcelmo in Markarth. We go there, but he refuses to help us. We get the key to his museum (through his assignment or from his desk in the western wing of the castle) and make our way there.

The museum is crawling with guards, so we carefully move through the room. At the end we reach the Kalzelmo tower, where the Falmer dictionary we need is located. We take a roll of paper and a coal from the table and copy the dictionary from the stone table. After that, Calzelmo's nephew will enter the room with the guards and ask them to search the room.

We kill them or sneak, then leave the tower (here you can jump from the passage down into the water) and calmly return to Entyr in Winterhold. He translates the diary, and together with Karlia we return to the thieves' guild.

The pursuit

The quest " The pursuit"(The Pursuit). After returning to the Flask, Brynjolf runs into us, but after reading the diary, he realizes that it is Mercer who is to blame for Gaul's death.

It also turns out that he has been cleverly stealing money from the vault all this time, thanks to the same stolen skeleton key, which has vowed to protect. It is because of this that the guild is in decline, as it angered Nocturnal - the patroness of all thieves.

So we go on his trail. On a tip from Brynjolf, we go to the Mercer's house, go in from the yard and stumble upon Vlad, the guard. You can either kill him, or steal the house key, you can also complete an additional quest.

But I was too lazy to bathe and complete the quest, plus I was unhappy with Mercer's behavior, so I just chopped off Vlad's head.

With the help of the bow we shoot at the device on the balcony and a bridge will drop down to us, through which you can get into the house. There we go down to the 1st floor and find a secret passage behind one of the cabinets, at the end of which we find Mercer's cache and his further plans. Don't miss the cool cutter in the display case!

We return to Brynjolf and find out that Mercer planned to steal the eyes of the Falmer - huge precious stones from the Dwemer ruins.

Reborn triad

In the quest " Reborn triad(Trinity Restored) You and Brynjolf become members of the gated community of Nightingales who serve Nocturnal and guard her shrine. You will receive a set of cool and stylish armor that I personally wear throughout the game :)

After that, we go after Mercer to prevent him from stealing the Falmer's eyes and returning the skeletal key to Nocturnal.

Blindness

In the quest " Blindness"(Blindsighted) we go to the Dwemer ruins of Irkngthand, which is located west of Windhelm (). Karliah and Brynjolf will be with us, so there won't be any problems with clearing the dungeon.

We cut out all Falmer and collect scrolls with the detection of life spell along the way. As a result, we get to the statue, from which the enterprising Mercer has already got his eyes.

He casts rage on Karliah and Brynjolf, so they will fight each other, in the end we will have to deal with Mercer alone. There is nothing special here, except that he will become invisible, so use the collected scrolls. I personally did not need them, since I immediately drove him into a corner and hacked him invisible with swords without any problems.

Search quickly his corpse, take away the key and eyes and get ready to soak the skin. Everything around will begin to collapse and the room will begin to fill with water. The main thing is not to panic and wait until a part of the wall collapses behind the head of the statue, opening a passage through which we run out to the surface with all our speed.

Now we need to put the key back in place.

Darkness returns

In the quest " Darkness returns(Darkness Returns) We travel to the Twilight Sepulcher to retrieve the Nocturnal skeleton key. The tomb is located west of Falkreath.

Immediately at the entrance, we will meet the ghost of Gaul, who will warn of several tests that must be passed to get to the sanctuary. In the first test, you just need to defeat the other ghosts. In the second, you need to go through dark places without stepping on the light, since you will quickly die on it.

If you play as a Khajiit, I recommend turning on night vision, the path and the spaced stretch marks will immediately become visible.

The third test in the room with the statue is to pull the chains to the right and left of it (behind the large torches) - this will open the door behind the statue. After jumping into the hole below, there you will find a skeleton and a note. Wait a few seconds and you will fall into the sanctuary, where you will return the key to its place.

Nocturnal will come to you there and give you one of the three powers.

To select the required strength, it is enough to step on the plate with the image of a sickle, full moon or crescent moon:

  • Sickle allows you to become invisible once a day for 120 seconds in stealth mode.
  • Full moon allows you to drain 100 health from the target once a day.
  • Crescent allows you to force everyone around you to attack each other for 30 seconds once a day.

The choice is not final, these forces can be changed, but only once a day.

This is how the main quest chain in the Thieves Guild ends. Mercer is punished, and you become the new head of the guild. But there is still plenty to do, since you will have to restore the guild to its former glory and power with help.



For the last two decades, things have been going badly for the Thieves Guild. At almost every step, its members are haunted by failures, and their number is steadily declining. Rumor has it that higher powers sent a curse on the guild ...


Look under every stone

The guild is based in Riften. I got 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. A task appeared with him in the Miscellaneous section. In Riften, I met Sledgehammer, who immediately realized that the stone was stolen and offered to show it to Vex, the Guild's buyer. But for this you need to become its full member. To do this, you need to talk to Brinjolf, 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 a single thief and spread throughout Skyrim. Vex will only buy a complete set, 24 pieces. The description of the location of each stone can be found. And here is the map:

Also appeared adding a marker for each stone. Search will become much easier!
After finding all 24 stones, Vex will send you to Torvald's Cave in search of Barenziah's Crown. The number of fat trolls in the cave and the surrounding area is off the charts. 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 whose skeleton is a shabby diary. There are three such diaries and skeletons, and the third you will most likely find 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! It is very convenient to sell them, not to mention the possibility of making expensive jewelry.

Chance meeting
Actually the very entry into the guild of thieves.
By day, you'll definitely find Brignolf at the market in the Rift. Of course, he won't tell you anything just like that. While the entrepreneur is distracting the attention, you must rob Madesi, take his ring and put it in the chest under the Brand-Neck shop. In the Russian version, by the way, everything is confused ... besides, I had a bug when the ring turned out to be with Madesi himself, then the pointer showed that I would 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 gibberish. Perhaps this happened due to the fact that I was simultaneously completing the tasks "A rat cornered" and "A chance meeting".
P.S. you can watch the arrest of Brand-Shei, which was already promptly reported to the guards.


Reliable roof

Brinjolf will be waiting for you at the Ragged Flask Tavern. He is impressed with your fighting, if not strange, qualities. In order for you to finally be accepted into the guild, you will have to knock out the debt from three people, while not killing anyone.
Their names:

  • Helga
  • Bercy Honey Hand
  • Kirva

You enter into a dialogue, choose the option that says about the fight. You win, say it again and that's it.
How ridiculous the local fistfights look ...
Bring the money to Brinjolf.


Clarity

Follow Brignolf. Hear his conversation with Mercer Frey. You are now officially accepted. You will be sent to the estate of Goldflower, you must burn three bee hives and clean out the safe to remind who is the boss. You will also receive several tasks in the MISCELLANEOUS section to familiarize yourself with the guild bonuses. You will be given branded armor, save 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 Figurine of a Bee, which Delvin Mallory will gladly buy, a task will appear in the Miscellaneous section.
Then go outside and set fire to exactly 3 hives. They can also be accessed discreetly through the manifold.
You can go back to Brignolf.

Wrong honey
You need to meet with Jarl Maven Black Heather, most likely she is stuck in the "Bee and Sting" tavern. She will send you to Whiterun, to a place called The Prancing Mare. Talk to Mallius Mackie there. Now head to Honning's Meadworks near Whiterun and talk to its owner, Sabjorn. He will hire you to destroy rats. Get down to the basement, you need to make your way through the underground passage. There will be not only malevolent rats, but also spiders, and also a mad alchemist named Heimlin. Place poison in the straw nest and move on to enter Honning's Varnitsa. Climb upstairs and put poison in the vat. Take the key near the door and get out. Report to Sabjorn about successful rat-baiting. Enjoy the spectacle. Talk to Mallius. Climb the stairs to the second floor and loot Sabjorn's dresser. There you can also find Honning's Honey Decanter, which Delvin Mallory will gladly buy from you. Return to Maven to return 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 Laughing Rat. Convince or bribe him. Then follow the Argonian to the East Empire Company warehouse at the dock. 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 is the Eastern 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 tenant and give you a bill of sale for the estate "Goldflower". Return to Mercer at the Thieves Guild. He will tell you about Karliah.
P.S. the task will appear in the Miscellaneous section. You 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 castle did not open, and Mercer was butting with the wall. The solution is to quickly move to the same location from the map. The number of draugrs and traps inside is overwhelming. At times, Mercer will give you hints. Towards the end of the first level, you can find a ship model on the pedestal that can be sold to Delvin. In the Sanctuary it will be about the same, and at the end you will learn the word of the power of the shout "Disarm". You will see the unexpected simplicity of opening the lock, which you yourself would not have opened without a claw in life. Enjoy the show!

Difficult answers
After the conversation, head to Winterhold and find Entyr. Alas, he cannot translate Gall's diary, since it is written in the rarest language - Falmer. You will need to go to the Podkamennaya fortress Markarth to Kolselmo. He will ask you to kill the spider Nimhe in the ruins of Nchuand-Zel. A side quest will begin on the way. The Lost Expedition... Then he will give you the key to the Dwemer Museum, right there, in the Podkamennaya fortress. From there you will find yourself in Calselmo's laboratory. You can use traps to your advantage. They are activated by valves and levers. In the room with the magician's son Aincantar there is a Dwemer puzzle cube that can be sold to Delvin. Exit to the balcony of the wizard Markarth. Use the Calcelmo Stone there.
To copy decals, you need a roll of paper and charcoal, which are abundant in the room. Climb out and return to Frozen Hearth in Winterhold, Karliah and Entyr are already waiting for you. Entyr will be able to translate the diary, talk to him and Karliah in turn. Receive the Nightingale Blade as a reward.

The pursuit Travel to Riften in the Ragged Flask. Karliah will be waiting at the entrance, follow her to the Cistern. Watch the scene, then talk to Brignolf. He will send you to search Mercer Frey's estate.
Also, he (additionally) can tell about the ladder from 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 talk about his debt to Maven Black Heather. In the Miscellaneous section, a task will appear pointing to it. It turns out that Wald lost his unique Dual Feather when he swam across the lake. You need to get it from there. Remember in Morrowind the task was to get the ring from the bottom of the big puddle? So, compared to the survey 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 on Wald's debt. Now he will gladly let you pass and give you the key. And really, why kill people in vain? By the way, if he attacks you, a simple calming spell (illusion) will help

One way or another, you find yourself 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 window - hello from Oblivion! - glass sword of unique blue color "Cooler"! Return to Brynjolf.

Reborn triad
Talk to Karliah. Go to the meeting point by the standing stone. After the conversation, go to the Nightingale Hall. There you will need to use the Nightingale Armor Stone. Put on the set you received and follow Karliah. It is impossible to refuse to take the oath - you will be doomed after death to guard the twilight tomb ... this is the perspective. Stand in the marked circle. After the dedication, talk to Karliah. As you might have guessed, Mercer Frey stole the Skeleton Key, the main artifact of Nocturnal. Since you are now a 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. Take the lift to the Great Hall, where Karliah and Brignolf are already waiting for you. They will follow you further to a meeting with Mercer. When you enter the hall with a shiny ceiling, there will be a lever on the top left. The second is on the opposite side. You need to pull them quickly, otherwise the gate will close. It's full of Falmer. The tower will collapse and you will have to climb up to continue the chase. There will be a Dwemer Centurion in the next room. You can just walk by if you cannot win by force. In the next room there will already be doors to the Slave Pens.
Immediately you will find yourself in the torture chamber, from there to the corridor with fire traps and to the Falmer parking lot. From there you will enter the Sanctuary. Here Mercer picks out the eyes of a giant statue, and then attacks you. Take the skeletal key and both falmer eyes from his body, which can be sold to Delvin. The hall will begin to quickly fill with water. Stones will fall from above and open the passage to the Bronze Water Cave. Talk to Karliah.

A quick note on the Skeleton Key
In 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 quantity out of your head.
Now imagine this option: you quickly run through the storyline of the Thieves Guild before receiving the Skeleton Key. Now you don't need to download Hacking, at all !!! You save 6 perk points, a couple of hours of training and don't worry about the number of picks!
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, spit on funny spells that are given at the end. Then load the save and continue playing with the Skeleton Key! This can be considered easy cheating, but the decision is always yours.



Return of dusk To return the guild's luck, you will have to participate in a special ritual test. Travel to the Twilight Sepulcher. You will be greeted by a ghostly nightingale guardian. In a conversation, he can learn about the diary of Nystrom, who failed to pass 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 shadow. Test third: Pull the two rings on the sides of the statue. Test four: traps to overcome. For example, breaking the door lock on the left. Fifth test: Enter the Inner Sanctuary, jump down, find Anders' skeleton with a note. Walk around until the scene begins. Unlock the Black Lake lock. The skeleton key will disappear. Nocturnal herself will appear and make a heartfelt speech. It is unclear where Karliah will appear. You will be offered three abilities (Talents in the magic section) by standing on a certain circle on the floor:

  • Full moon: Nightingale strife... Effect: Instantly absorbs 100 pts. enemy health.
  • Edge of the moon: Cloak of Shadows Nocturnal... Effect: While sneaking, you automatically become invisible for 120 seconds.
  • Half moon: Nightingale deception... Effect: People and creatures in the spell's area of \u200b\u200beffect attack everyone in a row for 30 seconds.

Use the portal to exit the sanctuary. Changing the ability, if you suddenly intend to use it, will be possible in a day, returning to the sanctuary.

However, 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 jobs at the same time - from both employers.

Delvin Mallory:

Numbers

You will need to sneak up to the office book of a store to make changes. 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 an item from your pocket. Note that you need a high pickpocketing rate. Bring the item to Delvin.

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

Vex:

Theft

Quite a commonplace burglary. You burst 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 back Vex.

Robbery

Breaking into safes in stores. You go to the store, quietly break into the safe, take the task object from there and carry it to Vex. A high hacking skill is required.

There are also four tasks that can be obtained by completing 5 small tasks in a certain city.
If the desired task did not drop out, reboot and take it again, they are completely random.
Also, after each of the tasks, a new merchant will appear in the Ragged Flask.
And there is also one minor task from the Miscellaneous section, which can be obtained from Tonilla, about helping the Khajiit caravans.
Summerset Shadows
After 5 completed small tasks in Windhelme, Delvin will give a special assignment regarding the new 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 Nirania, she trades in the market during the day. Rejoicing that you will not kill her, she will betray Linvey and his Altmeri band of marauders, who call themselves Summerset Shadows, who live in the Talking Hills Cave. There you will meet Summerset Shadows and Linvi, from whose body you can remove the sought-after Silver Fjotli Pendant and unique leather armor. Return to Thorsten Cruel Sea and return the amulet. Nyrania will now buy stolen items from you.

"Finicky Sload"

You need to complete 5 small tasks in Solitude... Delvin Mallory will send you to Solitude to talk to the merchants Erikur. He will send you to the port to Sabina Nitt, who hangs out on the Red Wave ship. For Balmor Blue, a rare smuggled drug, she will demand 1,500 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 opening the lock. Travel to the Finicky Sload. Place the "Balmor Blue" in the captain's chest. There is also one of Barenziah's stones in the captain's cabin! Return to Erikuru.

Manual amnesty
Complete 5 Minor Quests in Whiterun.
Delvin Mallory will send you to Whiterun to speak with Alfrid 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 Dragon's Reach and make your way to the Jarl's chambers, no big deal. Return to Alfrid for your reward.

Silver blank
After you complete 5 random small tasks in Markarth, Delvin will send you to Jeweler Endon. They stole a silver blank from him, and he asks you ... to steal it back. Travel to Pine Watch. In addition to the unusual silver blank, there is also one of Barenziah's stones. Also, lovers of reading diaries will not be disappointed with the history of this small gang of robbers. Bring an unusual silver blank to Endon and he will start cooperating with the guild, buying stolen goods from you. Also, a new merchant will appear in Ragged Flask.

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

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




Let the shadows cover you!

Chase
Job sourceKarlia
PreviousDifficult answers
FollowingReborn triad
LocationRiften, Riftveld Manor
ComplexityAverage
IDTG07
Everything is ready to expose Mercer. Descend into the Ragged Flask and together with Karliah travel to the Thieves Guild Hall. Brinjolf and several thugs will be waiting for you at the entrance. After a small scene, Karliah will hand over Gall's revealing diary and the surprised Brinjolf asks Delvin check the Storage. As it turns out, Mercer killed the head of the Guild because he found out about the theft from the general treasury. After his death, the only person standing in his way was Karlia. Mercer turned the thieves against Karliah by hanging the murder on her.

Brynjolf will give the task to sneak into Mercer's house in Riften and find some clues. The house is guarded by a certain Wald, information about him can be obtained from Vex. She will tell you that the best way to make him not kill you is to forgive his debt to Marven Black Heather. You can talk to Marven, or you can just kill Vex, it's up to you. Marven is here in Riften in Mistvale Fortress. She will give you a quest to find the feather lost by Wald. In the case of completing the quest to find the feather, Wald will be forgiven.

The feather was lost by Wald while crossing Lake Hotring, now it rests at the bottom. Go there and sail to the ship at the eastern shore of the lake. If you sail from his nome in the direction of another ship, then at the bottom you can find a crashed boat. There you will find the Dual Feather. Now Marven will hand over the necessary papers.

Go to the house of Mercer, in the case of a ransom for Wald, he will instantly unlock the door for you and go home. Otherwise, you will have to act by force. Use a bow shot to activate the ladder and climb into the house. Having dealt with the bandits inside, run to the basement, there, after many traps, you will finally find Mercer's chambers. Take the plans from his desk, there is also a "Red Kitchen Admirer" which increases the skill Stealth... You can also pick up a good sword Cooler, if you successfully pick the lock in the showcase. Don't forget to bring the Gray Fox mask.

Return to Brynjolf and show him Mercer's plans.

The system of justice in The Elder Scrolls 5, unlike its predecessors, has ceased to be centralized. Now your offenses in one city will not be a reason for prosecution in others. This theoretically allows you to remain a good citizen of Skyrim in some of the settlements and to be a desperate thug in others. In practice, this approach is not so practical, since it is fraught with a number of difficulties, including over time. After all, the pursuit of the guards is regarded as a battle, with all the ensuing consequences. For example, it is more difficult to use the very convenient Fast Travel function.

It's only natural that Skyrim's RPG provides a wide range of offenses. The most common of them will be theft, which in any case entails criminal prosecution. I'm not talking about those players who decided to clear any area of \u200b\u200bthe Skyrim world from intelligent life. When passing tes 5 to the site, I try not to damage civilians, since otherwise the meaning of the game changes somewhat, and the passage itself is delayed. Such fans of the Elder Scrolls series are unlikely to be interested in the process of handing over to the authorities. But no one is immune from an accidental blow, especially by magic, on residents of cities, so it's easier to repent and pay a fine. Fortunately, the amount for such offenses is just ridiculous, as well as for attempted theft.

So, after committing any offense, our character is immediately awarded the city in whose area of \u200b\u200bresponsibility the crime was committed. That is, in villages, the law also works, although it is not always easy to unambiguously determine the belonging of a settlement to a TES 5 city. In any case, from this moment we become a real criminal, and sometimes the victim begins to attack us. In this case, you just need to remove the weapon (magic is also considered a weapon) with the "R" key, after which they stop attacking us. And we see a guard running up, who does not mind talking to us. This is where we have the opportunity to choose from three points. By the way, if you continue to behave aggressively, brandishing weapons, then there will be no negotiations. So that it is necessary to remove the weapon so that there is an opportunity to surrender to the authorities... And now, in the menu of a conversation with a local representative of the security service, we have a choice.

You can easily pay the fine, since it is not high for theft and other petty crimes, as a rule, it does not exceed even one hundred gold coins. Bloodshed, especially fatal, will cost you significantly more in Skyrim. After paying the fine, all charges are removed from the character, so this is the most convenient option for resolving conflicts. True, there is one thing, but all stolen items are confiscated from the inventory. Such items have the mark stolen. You can get around this trouble as follows: before the arrival of the guard, throw all the stolen items right on the floor. After paying the fine and searching, the valuables can be taken back. It is interesting how guards and traders accurately determine the status of stolen items. Let me remind you that many honest merchants cannot sell stolen goods.

The third option for the outcome of the conversation with the guards is to continue the battle, that is, to refuse to surrender. You can try to simply dodge the conversation with the usual Tab key, but the consequences will be similar. So the battle will continue - you will finally embark on a criminal path.

You can directly surrender to the Skyrim authorities without paying a fine. You will likewise have all the stolen items confiscated and put in jail. In this unpleasant institution, your skills will deteriorate, but you can make an escape. However, this will again require additional game time, which can be spent in The Elder Scrolls 5 with greater benefit.

It can be said unambiguously that the payment of a fine is the most convenient means of resolving conflicts with the authorities of the Tamrielian Nord province. The inconvenience of confiscating items obtained by theft is easily circumvented by dropping these items before the arrival of the authorities. You can quickly get bored of running away from pursuit, as it imposes some restrictions on the freedom of fast movement. However, if you do not bring the amount of the fine to sky-high heights, you can try to evade the law. As you get bored - you can pay a fine.

Return to game page
Find out answers to others questions about The Elder Scrolls 5


tanks - bonus codes - FAQ - mods