Oblivion how to join the thieves guild. Daring robbery. Joining the Thieves Guild

About the fact that a certain Hieronymus Lex is looking for a thief called the Gray Fox.

If you really want to engage in such illegal fishing, try to steal something, for example, in the Market District of the Imperial City. Yes, so that you are noticed. Of course, the guards will immediately run after you. Agree with them that rewinding the deadline is a perfectly reasonable decision. After you are released, wait for news. Myvryna Arano will come up to you and hand her over. To speed up the receipt of the note, stay for a while in one city, because the envoy will have to travel to find you.

But if the option of being seen stealing is contrary to your principles, ask the beggars what they think of the Gray Fox. Of course, they will say that this is a myth. But it's not that simple. Untie their tongues, and the easiest way to do this is money. Poor people, feeling the weight of the coins in their pockets, will speak quite differently. Answer: "Yes, I want to work with the Gray Fox." And they will show the direction.

So it's midnight. In Dareloth's Garden in the Waterfront, a small group of human, elf, and Argonian has gathered. Unusual. You are the fourth. Talk to Armand Cristophe, the man who holds the lantern. money for bribery: this uncle does not trust everyone, and he does the right thing.

2. May The Best Thief Win

Yes, these are the guild recruits. And Armand Christophe is the foreman (doyen). It looks like there will be a competition: whoever brings the diary of Amantius Allectus (Amantius Allectus "Diary), he will be accepted into the guild. The elf found out where this person lives. You can follow her, or you can ask the beggars: they are, as Armand says, eyes and the ears of the Gray Fox An excellent source of information, especially if you have a handful of gold.

The poor man will tell you where Amantius Allectus lives, where he goes, what time he goes to bed and wakes up. Run to the Temple area. His house is marked with a marker.

It seems that the elf is already exploring the house with might and main. You need to get ahead of her, find the magazine first. Do not kill anyone under any circumstances: it tarnishes the honor of the Guild. The book is in Amantius's desk. Grab and head back to the Waterfront to Armand. Yes, now you are a thief. And with it your notoriety grows.

Wait a minute! But what if Methredhel managed to pick up the diary first? Do not under any circumstances try to kill her. You also have the opportunity to steal the diary from her. She will give him to Armand only the next night, but for now she will hide him somewhere. We find out from the beggars where the elf lives, we go to the Waterfront area, quietly steal a diary from the Metredhel chest and give it to the foreman at night. You won!

However, if affairs of state importance did not allow you to rob Metredel, do not despair. Yes, she turned out to be the winner of this first competition, but you and the Argonian Amusei will be given another chance to prove themselves (although the latter will not even try to use it). You must steal Rossan's sword. We go to the shopping area of \u200b\u200bthe Imperial city, at night we penetrate the store "A Fighting Chance". The sought-after blade is in the private chambers of the shop owner. Having opened the door, we find a small obstacle - a biting dog. We eliminate the animal, the hostess continues to sleep safely in a sweet dream. We take Rosshan's Antique Cutlass from the chest, the task is completed. It remains only to report the success to Armand.

3. Independent Thievery

So, you are in the guild. What does it do? You can "take" anything you want, but you cannot sell to regular traders. They figure out the stolen item and refuse to buy it. It doesn't even show up in the list of items for sale. Only special people will deal with you - they are your colleagues.

Armand says it's worth visiting Ongar first. This person is engaged in buying stolen goods and will be the first link in a whole chain of Guild dealers with whom the hero can deal as he moves up the hierarchy. Yes, until you sell the stolen goods to Ongar for 50 gold, don't expect much work.

What to steal? Anything you want: go into the house of some wealthy citizens or break into the doors of trade shops. Grab your things and take them to Bruma. Once you sell the goods for the required amount, you can get a normal job.

Businessmen set up a kind of "account" and diligently calculate how much you received for the goods handed over, received dishonestly. And, if you receive the first special assignment from the Guild when there are 50 coins on your account, then you will need to "accumulate" a hundred coins, then two, etc., up to a thousand.

Here is a complete list of buyers of stolen goods:
1. Ongar, Bruma, available after the quest "Make the Best Thief Win"
2. Dar Jee, Leyaviin, available after The Elven Maiden quest
3. Luciana Galena, Bravil, available after the Misdirection quest
4. Orrin (Orrin), Anvil, Castle, Forge (Castle Anvil, Smithy), available after the quest "Taking Care Of Lex"
5. Fathis Ules, Imperial City, Elven Gardens, available after Arrow of Extrication quest

Tip: Accumulate 1000 septims in this way, it will save you from the need to be distracted in between tasks. By the way, this is not easy - forget about the treasures of TES 3: Morrowind. Cyrodiil citizens are as poor as church mice. A good catch is the Varla Stone with a face value of one thousand gold, lying on a display case under glass in Chorrol Castle. You can also make some money by looting the Mystic Emporium store in the Imperial City shopping district.

4. Exemption of the poor from taxes (Untaxing The Poor)
Requirement: 50 septims on the "account"

And here it is: the first thing. Cunning enough, like everyone else. But simple. Armand will ask to steal the tax roll and money from the residents of the Coastal District (Waterfront) from Hieronymus Lex himself. The story of the relationship between the law enforcement officer and the elder is quite interesting: the first chases after the second, but cannot catch it. The captain himself is terribly angry with the guild and is trying to destroy it.

As usual, talk to the poor. They will tell you where Lex lives. The watchtower in the Temple District, of course. And it's best to go there at night. Inside it is usually full of guards. They can go about their business, but they will closely follow you. Lex's apartment is on the top floor of the tower. Climb there, pick the lock, grab the money and bill, and return to the Garden of Dareloth at midnight. Armand Christoph will be waiting for you. For this task, he will assign you the next rank - the robber (Footpad)

5. The Elven Maiden
Requirement: 100 septims on the "account"

The next task that Armand will entrust you is to steal the statue of Lady Llathasa Indaris (Bust of Llathasa Indaris), the deceased wife of the Earl of Cheydinhal. Travel to this northeastern city and prepare gold to talk to the beggars. They will tell that the statue is hidden from visitors and is located in the crypt under the Chapel Undercroft, where the Countess is buried. Also you will be warned: there is a guard there. Well, it's no stranger to it. Break the lock into the basement of the chapel (only unnoticed by others), sneak up to the statue, grab it, carefully exit and go to the Coastal Region of the Imperial City.

It would seem that everything. But it was not there. The area is occupied by Imperial guards led by Captain Lex himself. And everyone is looking for Armand Christophe. Your friends will tell you that you should see Methredhel, the very elf you got ahead of with the magazine.

It turns out that she is also looking for you. The point is that there was no customer for this statue. And Count Indaris went berserk when she disappeared. The operation was designed to get rid of the informer Lex had infiltrated into the guild, the Dunmerka Mivrina Arano. The management decided not to tell you about the details of this plan.

However, Methredhel knows how to fix the problem. While the elf sleeps peacefully in her house, it is necessary to slip the statue into her closet. And then report it to Lex himself. Of course, the captain has enough reason not to trust you. Therefore, you will go with him. And as soon as he finds the statue, the bewildered Dunmerka will be arrested.

Next midnight you will meet Armand, who will confer you the title of Bandit, tell you about the Leyawi Buyer, and send you to S "krivva, a Khajiit in Bravil. Now she will give you tasks.

6. Relic of Adarji (Adharji "s Heirloom)
Requirement: 200 septims on "account"

The S krivva can be found either in her house or at the Lonely Suitor Lodge. The Kajit woman will ask for the return of Adgarji's ring. You can find her in the city of Leyawiin.

Adarji will tell you that her ring was stolen by the villain Amusei, whom the angry Khajiit asks to kill. But the guild rules forbid you that. And where is this miracle of nature hidden?

The beggars know the answer to this question, as, indeed, to any other. Give someone a handful of coins and he will tell you that the villain was caught and thrown into Leyawi Prison. Here's a thief called.

Well, you have to visit this unfortunate Argonian. A lone guard guards the prisoners behind a closed door. You can hack it and talk to the Argonian (just quickly: Leyawiin's protector will soon figure out what the matter is and follow you), or offer the guard gold. Undemanding, he will gladly change his attitude towards you. So, on one side of the door you are, on the other - Amusey. Present the Argonian with a master key so that he can escape, and then he will tell you what happened to the ring.

It now belongs to Countess Leyawiin, Alessia Caro. And getting it will be far from easy. Bribe one of her servants, and they will tell you that the Countess is very happy with the new ring, and wears it constantly. At night it rests in her bedroom box. Thus, there is little to do: sneak in, take and run away.

Wait two o'clock in the morning, break the lock and make your way quietly. Only carefully, a guard wanders in the corridor, who will be very unhappy if he sees you. And do not meet face to face with the inhabitants of the castle, angry, they will attack you without any talk. You don't need trouble.

You will find the ring in the box near the sleeping countess. Grab it and return it to its rightful owner, i.e. Adarji, and then follow to Bravil. C "curvature will give you the title of Prowler."

A situation is possible (on the XBox) when in the casket you will find two Adardji rings at once. If you take both, you will not be able to complete the quest.

7. Misdirection
Requirement: 300 septims on the "account"

She's "crookedly concerned about the events in the Imperial City. Captain Lex's guards have moved to the Waterfront in search of the Gray Fox. They've already arrested many of the Thieves Guild. Kajitka invites you to go to the capital and find Methredhel ( Methredhel), which is hiding somewhere in the city.

As usual, ask the beggars. According to them, the Bosmer is staying at Dynari Amnis "House in Talos Plasa. Find Methredhel. She will tell you the details of her plan. You, along with four other participants, will confuse the city guards. Arcane University - You need to steal Hrormir's Stuff from the Archmage. The elf will give you a letter from the Gray Fox, which will need to be thrown to the Archmage.

Getting to the apartment of the head of the Mages Guild will not be difficult. Magical portals connect the three floors of the University tower. Grab the staff and put the letter in the nightstand next to the bed. Along the way, you can look at a curious note about Hormir, shedding light on the nature of the mysterious Gray Cassock worn by the Gray Fox.

Return to Methredhel. She will take the staff from you and send you on reconnaissance: you need to find out the reaction of the city guards to night incidents in the capital.

It's hot again in the Coastal Region. Looks like all the city guards have gathered here. Look for Hieronymus Lex, he leads the operation and is located among the wooden shacks. As soon as you get close to him, a Dremora Courier will appear from around the corner. Obviously, the magicians discovered the loss and demanded the return of the soldiers to their places.

Go to Methredhel, who, in order to show the goodwill of the Gray Fox, will ask you to return the staff to the magicians. However, it is pointless to meddle in the University of Magic, so the stick should be taken to Onthus Vanin. Sneak into his bedroom at night and hide the staff in the chest. That's it, the threat to the Coastal Region is over. Return to Braville, where you will be awarded the rank of Cat Browler.

Note that the quest remains exactly the same if by this time you yourself are an archmage.

8. Lost Histories
Requirement: 400 septims on the "account"

She is very worried: a certain Theranis was supposed to bring a book with the title "Lost Stories", but he got lost somewhere. The Kajitka asks to find the thief or find out what happened to him. The book, as you know, belonged to the palace magician of Skingrad.

Go to this city, and soon you will find out that the poor fellow was put in the dungeons of the palace. He had the imprudence to betray himself while doing the job. So, you need to get into the castle prison.

One or two people guard the criminals, but if you offer them money, they will refuse to deal with you: too honest. There are three ways to get into the cameras:
- steal something in Skingrad and go to jail;
- you can hide behind a column while one guard is absent, and the other is sitting at the opposite end of the room, and pick the door with a master key.
- from conversations with the guards, you can find out that the butler is looking for an assistant. Find Noise gro-Yaruga, he will ask you to feed the prisoners.

After making your way, look at the cameras. But you won't find any trace of Teranis in the dungeon. Talk to the prisoner Larthjar The Laggards, promise him release, and he will tell you everything that happens in this damned prison. She is often visited by a certain Pale Lady and takes someone away. Sometimes they come back, sometimes they don't. By chance, not so long ago she took away a bleeding Argonian, Teranis's cellmate. Free the Nord and follow the bloody trail to the secret door that opens by clicking on the Strange Candle.

Follow the corridors that lead through the wine cellar and you will soon encounter a vampire. Having dealt with her, look for the body of Teranis. Yes, he is dead, but the book is not with him. But behind bars is an Argonian ... Amusei. Free the poor fellow and escort him out of the castle. Try not to be seen by the guards.

The Argonian, as promised, will thank you for your work and point out where the book is. Run to Skingrad, a bush is growing in the area of \u200b\u200bthe eastern gate, marked with a marker. The required volume lies under it.

Return to Bravil with a report to the C "curve.

9. Taking Care of Lex
Requirement: 500 septims on the "account"

S "crooked says that there is one annoying person to take care of. This is Hieronymus Lex, the captain of the Imperial Watch, who is trying his best to put the guild's work in its place. Fortunately, she learned from the Gray Fox that a guard commander is needed in Anvil. But a letter of recommendation is kept from Dairihill, who runs the castle, and positively characterizes a completely different person in it.

Travel to Anvil and find out about the secret passages that cut through the fortified walls of the castle, as well as about the "right" people. Follow the forge and talk to Orrin, who, like you, is a member of the Guild. He will open the passage leading to the rooms of Dairichill for you. It is advisable to carry out this operation at night (at three o'clock, approximately), see, do not run into the guards.

  1. After the sale of stolen goods in the amount of at least 1000 gold, the Gray Fox will contact you.
  2. Make your way to the basement of the Imperial City Palace and activate the Vessel of Time to enter the Sewers of the Imperial City.
  3. Travel through the Old Way and the Forgotten Catacombs to the Hall of Ages.
  4. Make your way through the palace of the Imperial City to the Library of Elders.
  5. After receiving the Elder Scroll, return to the Gray Fox.
  6. Bring the ring that the Gray Fox gives to Countess of Anvil, Millona Umbranox.
  7. After some secrets have been revealed, adopt the Gray Hood of Nocturnal to become the new head of the Thieves Guild and the Gray Fox.
Description

Planning

Once again, Amuzai encourages you to talk to the Gray Fox. This time at Otrelos' house in the Imperial City. The last three quests were in preparation for the final job: stealing the Elder Scroll from the palace of the Imperial City. He does not hide that this will be the most dangerous task, and warns you to be prepared. He explains the plan, gives the Sewer Key, as well as the restored Liberation Arrow, and. There is no "blood price" during this quest.

Perfect robbery

Time vessel

Make your way to the basement of the palace and activate the Vessel of Time (giant hourglass). Presumably, activating the Vessel of Time opens the Old Path, but due to a minor glitch in the quest scripts, this step is actually not required (see bugs). There is a fairly large dungeon ahead, so make sure you have everything you need (don't forget the bow).

Hall of Ages

When you find yourself in a huge chamber with a large statue, surrounded by two smaller statues, the quest update in your journal says that this is where you need to use the Release Arrow. But you need to stand in a specific place to open the keyhole on the post. If you start exploring the room, another quest update will let you know when you are approaching the correct shooting area. It is blocked by walls and locked gates. The suggested way to reach the location is to lower the walls, activating the hidden pressure block. If you're heading south from the main room, you'll find a pushblock on the balcony - it opens a hidden door. Go through the hidden door to a new area (also the Hall of Ages). The push block you are looking for is at the end of this zone. Returning to the main room will reveal the walls are gone (freeing some undead) and the gate is open. If for some reason you do not have a bow with you, then be sure to take it at this moment: one of the four undead that were just freed is guaranteed to be an archer.

Ayleid Warrior Eternal Guardian

When you stand on the pressure plate, the keyhole opens. Aim carefully (because you only have one) and take a long range shot. Practice with regular arrows. Of course it is worth saving before taking the shot.

Ancient scroll

You find yourself in the premises of the Imperial Guard. Be extremely careful not to get caught by the guards.

In the Imperial Library, you will again meet the priests of the Moth. Don't talk to them!

Staying in stealth mode, you need to pull the lever next to the priest Moth, sitting on a chair, and enter the library itself. Sit down silently on a chair and wait for the Elder Scroll to be brought.

Grand Prize

Escape from the palace

Take the scroll and leave. You can also take two useful Shadow Scrolls from the bookcase, each giving 50% Chameleon. You cannot return the way you came, but instead must climb the adjacent stairs. Travel through the Moth Priests' Rooms to the Imperial Battlemage's chambers. Sneak past the guard - Evangeline Beanik. There is no "blood price" for killing her, but you will be removed from the Mages Guild and will attract the attention of the guards.

Jump into the fireplace. It will be a very long jump. You can use Swift Jack's Boots, but they will be destroyed by jumping. You can safely jump with 40 acrobatics if you have at least 180 health points. Make a separate save after the jump.

There is a small ledge just a few meters below the grate itself that can be used to briefly slow down the fall. While it doesn't help much, the ledge will save a few health points, which could end up being the difference between life and death.

An alternative to the jump is arrest in the palace. You will be sent to prison, but after liberation, the Elder Scroll will remain with you. Before doing this, however, you must first return to the hatch in the guard barracks where you first entered from the Hall of Ages. Attempting to open the hatch will give you the same quest upgrade you get from jumping down through the fireplace. It is imperative that you receive this quest update before you are arrested, otherwise you will not be able to complete the quest.

Regardless of how you decide to take the jump, you will find yourself at the entrance to the Old Way. Back out through the sewers and return to the Gray Fox with the main prize.

Countess Anvila

The Gray Fox gives you another task: give the ring to Countess Anvil. He says it can cause anger or tears, and if she asks, tell her it is from a "stranger." Do as he asks.

Gray Hood Nocturnal

In the Countess's palace, you will witness a small scene and also receive the Gray Hood of Nocturnal and become the new head of the Thieves Guild!

Notes
  • Amusei will not look for you if you are in prison, in the Dark Brotherhood hideout, or walking through the elven gardens of the Imperial City.
  • If your acrobatics skill is high enough, then you can enter the palace even without Swift Jack's Boots.
  • The eloquence textbook "2920, Month of the Second Seed (Vol. 5)" is only available during this quest. It is located in the quarters of the Imperial Battlemage, on a high shelf to the right of the fireplace.
  • Without the Shivering Isles expansion, Book of Feyfolken III is only available during this quest. It's in the library where you pick up the Elder Scroll, on the first shelf on the left.
  • If the pressure block won't open the walls, you can easily stand behind the iron gates and then jump over them using Swift Jack's boots.
  • After completing this quest, a special edition of The Black Courier will be published: Palace Invasion? In fact, it is published even before the quest is completed. In addition, if you are caught making your way through the palace and cannot complete the quest, you may hear rumors about infiltration into the palace and about the "new Gray Fox".
  • If you immediately put on the hood and talk to the Gray Fox, he will respond like an ordinary citizen. This happens until you receive the quest update.
  • There is an unused version of the "I don't want the hood curse" dialogue that should have appeared at the end of your conversation with the Gray Fox (after he ends his conversation with Millona). He would reply to this, "The curse is lifted. Mind you, thieves will only consider you the head of the Guild if you wear this hood. Once you remove the hood, everyone will see your true self again. Fortunately, the hood still has the ability to hide from them. They don't realize that you are the same person who just removed the hood in front of their eyes. For them, the Gray Fox just melted into thin air. " However, since the previous dialog is marked as ending, this dialog is never made available.
  • In Skyrim, during the Ancient Knowledge quest, when you ask Urag Gro-Shub about the scrolls, he asks: "Do you even know what you are asking?" If you say you know and ask if it is in the library. The hurricane will say that even if he was there, he would be so protected that even the greatest thief in the world could not steal it. This is an obvious reference to this quest.
Bugs

During the final scene (after a dialogue between the Countess and the Gray Fox), the game freezes in "cut-scene mode". This usually happens if your guild rating is not “Master Thief” at this point.

- Return to your save game and complete all other Thieves Guild quests.
- Use the console command enableplayercontrols.
- Use the console command setstage tg11heist 140 and then setstage tg11heist 145.

Several problems can arise in the library. For example, you activate a chair but don't actually sit down.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".
- In the console, click on the reading chair and type activate, then close the console and wait for the character to sit down. Reopen the console and enter setstage TG11Heist 85, after which the quest should continue.
- If the event does not fire, add the Elder Scroll to your inventory using the player.additem 22DB0 1 command.

If Amuzai doesn't show up.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".
“Try to do something illegal and go to the Imperial City prison.
- You can also initiate the start of the quest with the console command setstage tg11heist 10.

Activating blue button blocks does not lower walls or open iron gates.
- Use quick save / load or restart the game.

The grate in the fireplace may not open.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".
- Turn on the console, click on the grate and type unlock to open it.

There is virtually no need to activate the Vessel of Time. The linked script activates the doors to the Old Path, so activating the Vessel of Time has no real effect other than updating the quest.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".

Some items retain their "quest" status even after completing a quest and therefore can never be removed from your inventory.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".
- You can fix this problem using the console and the following codes:
Daring Heist Plan: SetQuestObject 00022DB4 0
: SetQuestObject 00022DB5 0
Swift Jack's Boots: SetQuestObject 000148D4 0

If you get caught after holding the Elder Scroll, the guards will chase you and you will be stuck in combat mode - you won't be able to move fast, rest or wait - even if you pay fines to Armand Christophe.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".

If you are noticed and attacked by more than one palace guards, then the guards can start fighting with each other (for provocation, use invisibility or a high enough chameleon level so that the guards lose sight of you). This happens because they have a very high level of aggressiveness. Instead of being arrested, they will immediately attack you. In fact, they are not standard guards, but are in a special class ICPalaceGuard. However, the real palace guards will also be present and they will attack them for attacking you.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".

If you kill the Ayleid guards before they notice you, it will count as murder.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".

There may be rumors among NPCs about the Count's return before Millona receives the ring.
- [PC] This bug has been fixed by the "Oblivion Unofficial Patch".

Diary entries

room
stages
KZ Diary entry
10 Amusei gave me a new message from the Gray Fox. I need to meet him at Otrelos' house in the Elven Gardens in the Imperial City.
20 The Gray Fox is about to steal one of the Elder Scrolls from the Imperial Palace. Such a daring trick is amazing! When I'm ready, I need to return to him at Otrelos' house.
30 The Gray Fox is about to steal one of the Elder Scrolls from the Imperial Palace. Such a daring trick is amazing! The Gray Fox has developed a plan of operation. This is not easy, and he provided me with a copy of the plan so I can check with him during the operation. He even temporarily canceled the Guild rules regarding the need to pay the price of blood. Now I need to implement this plan. The first step is to infiltrate the Imperial Palace and activate the Vessel of Time, whatever it is.
40 The vessel of time is activated. If the Gray Fox is correct, the door to the Old Imperial Sewer Path should now be open. We need to find her.
50 I managed to find the entrance to the sewer that the Gray Fox told me about. Now we need to find the Old Way.
55 I managed to find the Old Way. Obviously, these dungeons in the Imperial City have been abandoned for a long time. It seems that getting into the Imperial Palace this way is not an easy task. I need to find a door that leads to the interior of the palace. If I remember correctly, I need a Release Arrow to open that door.
60 Clue for puzzle number three.
70 There must be some secret way to open this door. I think I'm at the very spot to use the Arrow of Release. Probably, I need to stand on some special point so that the keyhole becomes visible. This should be a point where the entire column is clearly visible.
71 These walls appear to be movable. Perhaps I need to stand behind them to shoot an arrow at the castle. I ought to get there somehow.
72 Here is the point. Standing on this pressure plate opens the pedestal at the far end of the hall. First you need to practice with normal arrows, and then use the Arrow of Release. I will only have one try.
73 The release arrow triggered the door mechanism and opened a secret passage to the palace. There is no clarity where this path will lead me. Upon entering the door, I need to turn off the light, muffle the sound of steps and try to move as stealthily as possible.
85 I am sitting in a reading chair. I just have to wait for the scroll to be brought to me. As long as I remain silent, the priests think I am Celia Camoran.
95 The priests of the Ancestor Moth have exposed me! We need to get out of here. The road back is closed. The only hope is to go forward, maybe I will find another way out.
100 I have an ancient scroll! This is the theft of the century. All Tamriel will know my name! We must return to the Gray Fox. The road back is closed. To find a way out, you need to go upstairs. Although these monks are blind, it will not be so easy for me to rush past them.
102 I managed to get my feet out of the Imperial Palace by jumping into the gutter in Okato's bedroom. I hope the royal battlemage will not be offended that I had to disturb the ash in his fireplace. Hopefully my fall will not end too suddenly. I wonder if this is why the Gray Fox said I would need Swift Jack's Boots?
110 The Gray Fox has not yet paid me for the Ancient Scroll that it retrieved from the Imperial Palace. To receive the reward, I need to hand the ring over to Millona Umbranox, Countess of Anvil, and see her reaction. I do not understand how this relates to the ancient scroll, but I have to do it.
140 The Gray Fox, who is no longer the Gray Fox, but even Corvus Umbranox, gave me the "gray hood of Nocturnal". I am now the new Gray Fox and the head of the Thieves Guild. Thanks to the magic of the hood, the rest of the guild thieves will not notice the replacement. However, since the curse has been lifted, I can remove the hood at will and people will recognize me again in my normal form. Interestingly, the magic of the hood is such that even those who see me take off the hood do not perceive me as the Gray Fox.
150 History has now been rewritten. I need to go take a look at the new Thieves Guild headquarters in the Imperial City Port District. The Gray Fox, or Count Corvus, as his name is now, said that I would now manage the affairs of the Guild.
200 A fight ensued with the monks. The case has failed. Now there is no chance to get the ancient scroll. I just have to escape from the palace. There is no doubt that the Gray Fox will kick me out of the Guild. I do not think that I will ever be accepted back into it.

Notes

  • Not all entries may appear in your quest diary; which entries appear and which do not appear depends on how the task is completed.
  • The stages are not always in order of passage. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be performed in a random order.
  • A check mark in the "KZ" (End of Task) column means that the task disappears from the active list, but you can still get new records for it.
  • You can use the console to progress through the quest by entering the code setstage TG11Heist stage, where stage is the number of the stage you want to complete. Please note that it is impossible to cancel (i.e. go back) stages of the quest. See SetStage for more information.

This quest will become available only if you sell stolen goods to buyers for at least 600 gold. After that, Methredhel will find you (you must be in the city, not necessarily the Imperial one, just in the capital you will be found faster) and will convey that the Gray Fox wants to meet you at Helvius Sesia's house in Broome. So, you've finally come face to face with the mysterious leader of the Thieves Guild! What does he want from you? And he wants from you the Stone of Savilla, located in the Monastery of the Ancient Moth to the northeast of Cheydinhal. You will also receive permission to kill (if necessary) the guards guarding the Stone, but you will not be allowed to kill innocent monks. This is a fairly simple quest. Go to the monastery and talk to the monks until one of them agrees to show you the entrance to the catacombs. There are only four levels in them, and the first two are the living rooms of the monks, through which you can slip without any difficulty. The third level is a little more difficult (but not too difficult) - there are undead walking there, and there are also several traps. The fourth level, on which you will find the desired Stone of Savilla, is very small - only the prelate guarding the Stone is waiting for you. Watch out for the red trap stones - they activate as soon as you get close to the stone! It is impossible to turn them off - just grab the prey as quickly as possible and run out of their range of action. You don't have to go back the same way. In a small room to the right of the Stone's location, there is a staircase that will take you outside the monastery. In a chest near the stairs, you will find a note from which you will learn some details about the Nocturnal cape and the curse that lies on it. The Gray Fox is already waiting for you in Broome. Give him the stone, get a reward and this quest will be completed. You can ask him about the cape and he will tell you some sad details of his life. (And leave you puzzled over when you could have met him without a mask and under what name.)

Arrow of Liberation

This quest will be available only after you sell stolen goods to buyers for at least 700 gold. After that, Amuzei will find you (yes, he is now also a member of the Thieves Guild) and will transmit another message from the Gray Fox. The Guild Master is waiting for you in Chorrol in the house of Malinkus Ancrus. Your task is to obtain for him the Arrow of Liberation, an artifact that is currently the property of Fathis Aren, the court magician of Bravil. In Bravil, priceless beggars will tell you that the magician keeps his main values \u200b\u200bin a tower outside the city. It is impossible to get into the tower without a key, but there is a secret passage inside the castle through which you can get there bypassing. Go to the Bravil Castle and find the chambers of Fathis Aren (oddly enough, the best time for this is daytime, because at night two guards are on duty at the doors leading to the inner chambers of the castle). After you search the chests in his chambers, you will have a new message in the journal, suggesting to look for a secret door. The secret door is opened by clicking on one of the decorative columns against the wall. Go in the direction of your quest arrow until you hit the body of water. For further progress you will have to dive and find a passage under water. (You will see it on the map, so it won't be difficult to find it. Just don't dive to the very bottom - the passage is located a little higher.) Exit the water and follow the arrow until you find the door to the second dungeon, Lair of the Bravil Mages. As the name suggests, it is full of magicians. You can kill them all without negative consequences for your reputation, or you can leave them alone and just slip by unnoticed. This dungeon is very simple, follow the quest arrow and you will enter the vastness of the Tower of Fathis. An arrow chest is located on one of the upper floors, and Fathis himself usually stands nearby. (Keep in mind that if you are a member of the Mages Guild and kill Fathis, then you will be expelled from the Guild. But you do not have to kill him. If you are a member of the Mages Guild, you can simply walk up and take the Arrowhead (this is, alas, everything from her left.) This does not even count as theft and Fathis will not say a word to you.) That's all, you can go to the Gray Fox for a reward. In addition to money, you will also receive a new rank - Master Thief.

Jack the Jumper's Boots

This quest will become available only after you sell stolen goods to the buyers for at least 800 gold. After that, Amusey will bring you an invitation to another date with the Gray Fox, this time in Cheydinhal in the house of Ganrendel. You must find the boots of the famous thief Jack the Jumper, who lived several centuries ago. Presumably he was buried in them, so you have to find his grave. The only offspring of the deceased is Baronet Imbel, who resides in the Imperial City of Jakben. Ask the beggars, they will give you the address and some curious details about this Jakben's lifestyle. In the house you will find a terrified owner who will give you the keys without a word and tell you that the family mausoleum is located under the house. Go to the basement, and from there - into the dungeon (very small). In it you will find vampires, as well as Jack the Jumper's coffin and his diary. The boots, alas, will not be there. Exit back to the house and the baronet will attack you. On his corpse you will find the boots you are looking for. (Actually, you don't even need to go down to the dungeon. If you hesitate a bit with the entrance to the basement, Jakben will attack you and you can immediately take the boots from him.) Return to the Gray Fox in Cheydinhal. He will thank you and say that he will need you in the future for one more, very last task.

Theft of the century

To receive this quest, you need to sell the stolen goods for at least 1000 gold. Amusei will bring you a note of invitation - this time to Otrello's house in the Elven Gardens of the Imperial City. The last mission of the Gray Fox is to steal the Scroll of the Ancients from the Imperial Palace. This is without a doubt the hardest - and longest - quest you will ever receive in the Thieves Guild. To implement it, you will receive two previously stolen items - the Arrow of Liberation and the Boots of Jack the Jumper. In the interests of the cause, you will also be allowed to kill anyone who gets in your way. (But you can do without them in the same way, it is quite possible.) The first step to the implementation of your plans is to enter the palace to turn on the Time Glass - the magic hourglass. They are in the basement. The corridor is patrolled by guards, but nevertheless it will hardly be too difficult to slip through the door you need at this stage. Activate your watch. After that, the mysterious Old Way should open to you. True, you still need to get to it. Exit the palace and head towards the entrance to the city sewer. Inside, you need to find the entrance to the palace sewer (there is nothing difficult about this, the sewer system there is quite simple, and the locked grates are usually opened by a lever or wheel located nearby). The Old Way is behind a wooden door. Once you reach it and walk through the door, you will have a new journal entry reminding you that you will somehow have to use the Arrow and the boots to advance further. How - it will become clear after a while, when you reach the locked gate. They are opened with a button located in the same room, on the top row, but alas, the steps to this row have crumbled, and it is almost impossible to jump to it. (Almost - because if you have great acrobatics, you can do it.) Put on Jack the Jumper's boots and jump. Pressing the button will open the gate (but not for long, so quickly jump down and run through it). And beware - along with the gate, traps in the form of red stones that are still inactive will also work. So, you have overcome the first major obstacle. (Undead staggering through the dungeon doesn't count - you can kill all opponents, or you can just sneak past them if you don't want to waste time on such trifles.) Follow the quest arrow that will lead you to the statue. Here you will receive a new journal entry suggesting that it is on this statue that you should experience the Arrow of Liberation. Turn around (if you are facing the statue) and you will see a bridge, the middle of which is blocked by two closed gates. Yes, yes, it is there that you need to stand in order to open the lock, into which you must hit with an arrow. But to do this, you must first unlock the doors. Go east from the statue. Near one of the walls, you will receive a new journal message. Not far from the wall there is a door, and behind it is a button that will open a room that is inaccessible to you until then. In this room you will find another button, click on it - and the gate on the bridge will open. (And several new opponents will appear near them, so be on the lookout.) Now all you have to do is stand on the plate in the middle of the two gates (you will receive a new message in the journal when you are in the correct position). Save the game, insert into your quiver (you captured from a bow, right?) Arrow of Liberation and shoot in the opened hole in the statue. (Take aim a little higher than the castle, the distance is very large even for a good archer and the arrow usually hits lower than you aimed.) After your arrow hits the target, a path to the palace opens under the statue. Now you just have to follow the quest arrow, which, through several rooms, will lead you directly to the Library. (There are guards patrolling the corridor, but you can easily walk past them unnoticed if you want. Sneak right behind them or use invisibility.) The monks will bring you a scroll. Once you pick it up, you will have a new log message saying that you must find another way out of the palace. Follow the quest arrow and head up the stairs. An arrow will lead you to a room with a fireplace (and a magician, but you can go unnoticed if you try). Jump into the manhole in the fireplace. Keep in mind that if you are still wearing Jack Jumper's boots, you will lose them when you land. If you want to keep them to yourself, take them off before jumping (hopefully you have enough health to withstand the blow). So, you are back in the sewers and outside the reach of the palace guards. Return to the Gray Fox. The quest does not end there - now you have to deliver the ring to Countess Millone in Anvil and report to the Gray Fox how she will react to it. (The ring, by the way, is an engagement ring, so if you had no idea who the mysterious thief really is, perhaps this will give you a hint.) The Countess will immediately recognize the ring and in the next scene the Gray Fox will remove his mask , will announce his retirement from criminal cases and name you as his successor. The Nocturnal Cape (already without the curse, which was finally removed) will be given to you along with the title of the Head of the Guild. Congratulations, you just became the Gray Fox! You can have fun walking the streets of the cities with the mask on and take it off as soon as you see the guards running towards you. (Just keep in mind that if you remove it after talking with the guards, they will continue to chase.) In any case, your quests in the Thieves Guild are over.

Have you seen the wanted notice for the Gray Fox in the Imperial City? Have you heard about the Gray Fox from the beggars? Are you in the mood to join the Thieves Guild but don't know what to do? Then this article will tell you everything from A to Z about the Thieves Guild!

1. Joining the thieves guild.

To start the quest "Finding the Thieves Guild" you need to talk to any beggar. Note that the beggar will "evade" the answer. This means that he is not disposed enough to you and does not trust you. To improve our relations with the poor stratum of society, it is enough to have with you at least a hundred, or even two gold coins. We seek a relationship\u003e 70 and we see that the poor man's tongue is loose. However, there is also one trick here. The poor man will ask you "Are you looking for him?" to which you must answer "I want to join the Thieves Guild." Well, of course it was not necessary to write this, but you never know what. There are those who will first answer "I want to catch the Gray Fox!" But that doesn't matter, because you can still talk to the poor man again. In general, something I got off topic! So, having learned all the information from the poor man, he sends us to the Port District of the Imperial City. We teleport and by the flag we find the meeting place of the Thieves Guild. What a misfortune you came, but no one is there? Hehe it, because you are not standing there at midnight! Therefore, you need to wait for 0:00 and feel free to go to the guys at work. If you did everything right, then you should see the following picture:

Aha! What a tramp they are! Well! Calmly approach the center and say: "I want to join the thieves' guild!" And here you will find a little unexpected bummer, so to speak. It turns out that in order to join the thieves' guild, you also need to pass a "special" test! What a brat! Well, it doesn't really matter! The developers did it so that it was more interesting right ?! Probably, the reader will say: “Okay, enough! More business by the author! " And, probably, he will be right! I just don't want to write simple "dead" text. We must somehow embellish. In general, do not pay attention to me, I will not do this anymore!
P.S. Do not forget that you can buy lockpicks from NPCs, 5 coins each. You will need about 20. Depends on your hacking skill!

2. Trial of the Thieves Guild.

As mentioned earlier, we take the quest from Armand Christophe, who is in the center. He gives detailed instructions. You need to find the diary. Further, as the NPC advises us, we go to some beggar to ask where this house is located.

Author's advice:
To be honest, I do not advise you to rush ahead of Methredhel with great zeal, because believe me, she runs faster for me, and opens doors without breaking. It's a computer. Laziness is the engine of progress, as smart scientists say, and in this case they are very right. In fact, there are many ways to complete this quest, but I will skip all the ways and give you the smartest and fastest.
1. If you really want to, you can follow Methredhel. At the same time, you will find out where this house with the diary is. For fun. If Methredhel takes the diary before you, then a quest message will appear that Methredhel was ahead of you. Don't be upset! We will show her how to steal prey from under our noses!
2. Further I write for those who, as they said, did not have time. Luckily, Methredhel will not have time to return with the diary until the end of the Thieves Guild gathering. Therefore, you have exactly one day in stock! We quickly run to the beggar. Find out where Metredel is. (of course there should be a good disposition towards the beggar) The tramp tells us that she sleeps in her house until noon. A flag appears on the map. Oddly enough, her home is in the port area. We quietly climb into her house. We are faced with the following picture:

In no case do we touch the girl herself. She will wake up! What you are looking for is in the chest to the left of my character. After a little sweat, picking a lock of medium difficulty, you will find a bunch of junk there, but you only need a diary. We tiptoe out of the room and calmly walk around the city, or do other quests, or wait until 0:00. At midnight we bring the diary to our NPC. And as a reward for completing the test, we are taken to the guild. But they demand from us an oath, the meaning of which is 3 rules. You shouldn't: kill brothers-thieves and not spill blood during the assignment, steal from your own, steal from the poor, as they are watched by the Gray Fox. Let's move on to the next step.

3. Independent Theft. (repeating)

After asking everything that could be asked, we learn from the NPC that you need to sell stolen items for the price of 50 gold. The first buyer of stolen goods is located in Broome. We teleport to Bruma and look for the buyer. Naturally, you first need to steal something. If you have items that you stole before joining the guild, then you can sell them too. When you have sold everything and the counter has exceeded 50, you receive a quest message stating that Armand Christophe is waiting for you at the meeting point of the thieves guild.

4. Tax exemption for the poor.

Having met with your doyenne, he informs you that Jerome Lex is such a stupid guard who will always put you under the wheels, but you still have time to teach him a lesson. So Jerome Lex collected a tax from the population of the Port District! But it is inhabited only by the poor. Basically, your doyenne asks you to go and steal the invoice so you know who to give what to whom. (Don't forget to buy lock picks if you don't have enough of them.) We are heading on the flag to the destination. This will be the tower. We quietly go into it. Then we go upstairs, once again, once again, there will be a lock on the stairs, we open it and enter the chambers of the captain of the guards. We find a writing desk. The picture will look something like this:

We open the desk and take the invoice and gold. Calmly, but it is desirable to quickly leave the room. After you left the tower and did not see signs of concern of the guards, you can calmly exhale, for the guards did not "burn" you. Teleport to the Port Area. We meet with our NPC and report to him about everything. To your delight, he leaves the gold for you and raises you in rank from "pickpocket" to "robber"! Congratulations!

5. Independent theft. (repeating)

Forgive Armand Christoph again to steal something, and now the stolen counter must exceed 100 gold. After you have the necessary product, we go to Bruma to our buyer. We sell everything we need and get a quest message. We head back to the Port District and wait for midnight.


6. Elven maiden.

We get an order from our doyenne to steal the statuette. It used to belong to the late Countess of Cheydinhal. Doyenne gives 100 gold for the statuette. We leave for Cheydinhal. We find there a wandering poor man and learn from him the information you need. The poor man directs us to the chapel. We go in, go downstairs, break open the door (the lock is complicated, so as I tirelessly say, buy lock picks in advance). Now we are faced with such a task. Since the bust is guarded, you need to slip not noticeably!

Author's advice:
If you haven't forgotten, the second rule in the thieves' guild is "do not kill anyone during the mission, except animals and monsters." Therefore, if you are still noticed, do not rush to draw your sword. It will be easier to grab the bust and run as fast as you can towards the exit!
This is where the bust is located:

We leave for the Port District. And a quest message appears. It informs us that the Imperials are patrolling the area and are looking for Armand. Do not panic. Head to the place where you usually meet, there will be no one directly there. Look for one of your comrades, they may tell you something, but actually Methredhel should find you. When she tells you that, they say, it was a "dummy" task, in order to find out who is reporting to the guild, you are slightly upset, or maybe not, you will have to arrange your own "setup"! To do this, wait for a convenient moment so that no one sees you, open the lock on the informer's door and quietly put the bust in her sideboard. We leave the room and go to our "beloved" Jerome Lex. Raise your relationship to\u003e 70 before reporting the thief. After you successfully bribe your "friend", or maybe use your "eloquence", he will say that he does not believe you, but as a just captain of the guard, he is obliged to check your accusations. He takes you with him. Then a very funny picture appears in front of us, in the truest sense of the word. Here is a screenshot of how these two "burned" in front of the entire thieves guild:

Funny, isn't it? I was also pleased. After the "traitor" is arrested, we leave the room and do whatever we want until next midnight. When you arrive at the next thieves guild meeting, you will again see your doyen with a torch in hand. He thanks you for saving his "skin" and asks to forgive you for such use of you for the purposes of the guild, but supposedly it was necessary! However, they did not stint on the reward: 100 gold coins, access to a new buyer (Leyawiin), and even a promotion to a "bandit"! Now the hour has come when you need to say goodbye to your already "old" doyenne, as you have a new doyenne. This is S'Krivva, who lives in Bravil.

7. Independent theft. (repeating)

As we have done before, only now the counter must go over 200 gold. After selling another stolen "trash" we head to S'Krivve. She gets to know us and gives us an assignment.

8. Jewels of Adarji.

So, after meeting our new doyenne, we get a task. We need to go to Leyawiin and meet with Adarji. After we meet her, she tells us about her ring, which means a lot to her. It was stolen from our Khajiit by Amusei, the same Argonian you competed with in the very first mission of the Thieves Guild. We ask the guards where Amuzai is. They say he was jailed for blackmailing the countess. This all looks a little strange. We head to the prison, which is located in the castle of Leyawiin. We give the guard there some gold, and he lets us through, as if nothing had happened. We speak with Amuzai. He answers us rudely enough, demanding help, otherwise he will not say anything about the ring. We give him a master key. After that we listen to the whole story. The Argonian wanted to sell it to the Countess, but the campaign screwed up. He was arrested. Now comes the hardest moment. We go to the assistant Countess Hlidara Montrel. We bribe her and find out all the information we need. Countess Alessia Caro sleeps from 11 am to 8 am. The rest of the time she has the ring, but while she sleeps, puts it in the box.

Author's note:
This is the hardest part! I myself went through this in about 20 attempts. You can of course say that I am a failure, but I am not. When I passed the thieves guild, (1-2 years ago) I completed this mission 1-2 times. And this time it was all just in any way!


Author's advice:
Naturally, it makes no sense to steal a ring on the decanter. You just won't find it. I climbed with my great stealth skill. They didn't burn me, but there was nothing but her clothes, personal belongings and my bribing gold. This is me so dabbled in! In general, we are waiting for 11 am. Then we watch as the bodyguard, the countess and her assistant go upstairs to their chambers. We are not in a hurry to immediately follow them, because the guard will notice you anyway. After waiting a little, we penetrate into the chambers. We immediately switch to the "sneak" mode and calmly go to the door of the chambers. By the way. Why did I pass this mission after all. The elixir of invisibility helped me. I had one, but in vain. I advise you to buy it too, otherwise I don’t know what guide to write here. Well, or if you are a good magician, learn the magic of invisibility and it will help you out from big problems. But I won't talk about it, I'll tell you how I went through. As I approach the door of the first door in the chambers, I drink the elixir of invisibility and rush along the fast to the door leading to the room where our countess is sleeping. We quickly break open the door and close it behind us. We go with a calm step, we do not rush to the box and open it. Here it is our ring. Now with the same calm step we head for the door. If you don't have a second potion you will have to have a "very" fun time. Well, that certainly applies to me. With a sigh, I realized with regret that I would not pass unnoticed by the bodyguard in the large room. And I decided to use the old "Morrowind" method. Run ahead. Naturally, a bunch of guards ran after me, but as a result of a 10-minute chase, I broke away ... Even the imperial guard chased me, you know, who always patrols the roads of Cyrodiil with a torch. Fortunately, he got off his horse, which gave me a chance for a cunning maneuver. I made a strong blow, which pulled him back a little and jerked him sharply towards the horse. Sitting on my horse, I rushed somewhere far away from him. A minute later, the guard, who was left without a horse, surrendered. Then I teleported to Bravil to pay off the law from S'Krivva. After successfully removing the fines, we head to Leyawiin with peace of mind and receive our reward of two hundred gold.


After successfully completing the task, we go to S'Krivve. She promotes us to the rank of burglar and thanks us for our loyalty to the guild.

9. Independent theft. (repeating)

We sell stolen goods to the buyer of stolen goods in the amount of 300 gold, after which we go to S'Krivve.


10. False direction.

S'Krivva brings us bad news, Jerome Lex has begun the siege of the Port District. We need to go to the Imperial City immediately. Find Methredhel in Talos Plaza. After we talk with Methredhel, we receive a task in which we are told about the "stealing of the century." You need to steal the Staff of Hrormir from Archmage Traven. We are heading to the University of Magic. Naturally we get there at night so that there are fewer eyes. We go into the chambers of the Archmage and sneak up on the Staff.

After stealing the Staff, we go to the bedside table.

We put a note and leave. After successfully completing the assignment, we go to Metredel. The girl is delighted with your success and asks you to go to the Port District in order to scout the situation. Heading to the Port District and looking for Jerome Lex. After we find it, the following picture appears before us:

It was Dremora who brought the note from the Mages Guild. After that, Lex removes his people to their previous posts, and you calmly return to Methredhel to tell you about the successful completion of the task. The girl again thanks you, but asks you to take the Staff back to the Guild. However, not to the guild itself, but to one of its scientists. This is Ontus Vanin. We make our way to his house and put the staff in his chest:

After that we go to S'Krivve and get a reward of 300 gold and a promotion in the guild to the rank of "burglar".

11. Independent theft. (repeating)

We sell stolen goods to the buyer of stolen goods in the amount of 400 gold. We go to S'Krivve.

12. Lost stories.

S'Krivva gives us an assignment to find a book. First we go to Skingrad. There we find a prison and ask the guard to enter the prison to the prisoners, to which we are refused. However, we learn that a certain Orc is looking for a laborer to distribute food for the prisoners. Having settled down, we go back to the dungeon, and we are successfully admitted. Then we talk with the only prisoner there and ask about our Tanaris. Nord tells us that a Pale Lady took him. Then we follow the traces of blood leading to the wall. Click on the candle that is to the right of the wall. The passage opens.

Click on the candle and the central barrel opens (see the picture below). We pass inside and hear the voice of the Pale Lady. We take out weapons and kill the evil vampire. We take the keys from her. We see that Tanaris is already dead. Amuzai is the only one who survived. We speak with him and free him from captivity. Then you need to be very careful, because if the guards or even the inhabitants of the castle notice you, you will have problems. After you get out to freedom and move away from the castle, Amusei will tell you everything.

We take away the book and return to S'Krivve. The Kajit woman regrets the death of Tanaris, but thanks you for the successful completion of the task and gives you 400 gold.

13. Independent theft. (repeating)

We collect 500 gold on the counter of stolen goods. After that we go to S'Krivve.

14. Getting rid of Lex.

S'Krivva gives us a new task. Jerome Lex must be done away with this time forever! To do this, you need to steal a letter from Dairichil. We leave for Anvil. There we talk with some beggar and find out that some blacksmith in the castle can help us. We leave for Anvil Castle and find a blacksmith there. Fortunately, the blacksmith turned out to be Fox's man and therefore happily shows us the secret passage. We quietly go into private chambers. First, we open one door, and then we will meet the same passage that the blacksmith opened. We open it and tiptoe to the left. By the way, I almost forgot to do it all, preferably after 8 pm because Dairichil is having dinner with the Countess. We break open the door, go in, break open the table and take away the letter.

We give him the letter. He agrees to fake it, but he needs time and money. We return to the Stranger in a day and pay him 500 gold for forging a letter. After receiving the letter, we are heading to the Imperial City. There, by the flag, we find the exact destination of the Imperial Seal and go there. We break open the door, then another door and there will be a table in front of us, on which there is a seal.

We seal the letter and carry it to Countess Anvila Umbranox. The Countess will thank us for delivering the letter and tell us to take the tip from her assistant Daerihil. An angry Daerihil gives us 20 gold. After that, with great satisfaction, we head to the Imperial City, where we find Jerome Lex and tell him very "happy" news. After you have a good laugh at the pathetic guard, head to S'Krivve and receive your reward. Our doyenne promotes us to the "shadow" and gives us 1000 gold. By the way, now you can use the services of a buyer of stolen goods from Anvil Castle. Now comes the important point. S'Krivva says you are too experienced now to need doyenne. Now you will be given tasks by the Gray Fox himself.

15. Independent theft. (repeating)

S'Krivva says that the Gray Fox will be interested in you if the counter of stolen goods exceeds 600. After that, we head to the Port District of the Imperial City. There you will be most quickly found by the minions of the Gray Fox. After receiving the necessary information from Methredhel, we head to Bruma.

16. Deceive blind eyes.

After you meet with the Gray Fox and listen carefully to everything, we get a task. You need to go to the Temple of the Ancestor Moth and steal Savilla's stone.

We find this temple on the map and move to it. At the place of arrival, you need to find some monk who could tell you everything. Naturally, you have to fork out a little. After one of the monks agrees to take us to the place where the catacombs are, we follow him. After the monk leaves, we go inside. Now you have the right to shed the blood of everyone who gets in your way. Therefore, I personally did not really take a steam bath and only at first had fun with "stealth". And then he just ran and cut everyone to pieces. Let's go, let's go, and once again we go along the flag, checking the map. Dolgova something to go, but what to do is such a task.


Well, let's get back to our assignment. After you shed a sea of \u200b\u200bblood and still finally get to the crystal, then do not hesitate with its selection, because a fire crystal will be firing at you, which I personally cannot stand!

We grab the crystal and run away. We leave the catacombs and leave the Temple of the Ancestor Moth, heading back to the Gray Fox. When you meet with the Fox and give him the stone, he will give you your 500 gold and ask you to leave the room. The Gray Fox will contact you later.

17. Independent theft. (repeating)

18. Arrow of release.

After you have a friendly talk with your new friend Amusei, who has successfully joined the Thieves Guild and is now transmitting messages from the Gray Fox, we head to Corolla to the Gray Fox. After we talk with him we head to Bravil. There we must find a certain Arrow of Liberation, which was recently acquired by Fathis Aren, a court wizard. We learn from the beggar that the magician has pocketed for himself some kind of ruined tower in the southeast of the city, and even all this cannot be entered through the main passage. There is a secret tunnel connecting the castle and the tower. We head to the castle, there we find the Fathis room. Having searched it, we see that there is no arrow in place, however, there is some strange secret door in the wall. We click on it, and the wall slab moves in front of us. This is our secret entrance.

Author's advice:
When you stumble upon water, in no case swim to the very bottom, and even less go out there, into the open sea. This can lead to not very funny consequences if you do not have magic or maybe an elixir or even some item with the underwater breathing property. Therefore, just in case, I advise you to stock up on one of the above, it will definitely not get worse. So, as I said earlier, you do not need to swim to the very depth. Look closely, if you look closely, you will see a small opening under the water leading just to the exit. We swim through it and reach the exit from the tunnel. Now take your time, be careful.
Next, we need to find Fathis in this destroyed tower and pick up his arrow at his "workplace".


Note from the author:
If you kill a mage, you will not be charged a blood price, but as a member of the mages guild you will have problems. You will be expelled from the guild. So weigh everything in advance. Remember that if you have fast legs, then you can always take whatever you need and run away.

After not entirely successful extraction of an arrow (it turned out that it is without a shaft), we are heading towards the Gray Fox. He is pleased with our work, but fixing the arrow will take some time. As a reward, we get: 500 gold and a promotion to "master thief".

19. Independent theft. (repeating)

We sell the stolen item for 800 gold, after which we wait in the Port District of the Imperial City.

20. Boots of Swift Jack.

Amuzai brings a new message from the Gray Fox. Now we need to meet with the great thief in Cheydinhal at the Ganredel house. The Gray Fox informs us that he needs some of the Boots of Swift Jack. He says that they are buried with him, but you need to find out where Jack himself is buried. The fox says that the search should begin with the Imperial City, where his descendant Count Jakben lives. We head to the Imperial City and find out from the beggar where Jakben lives. After receiving a tip, we head over the flag to his house and enter there. We immediately go upstairs and open the door. In the corridor of the second floor, we open the door, which will be straight, and we see the graph there. When he sees you, he will be very scared. We ask him about the family mausoleum, and he gives us the keys to it. It turns out he is in his basement. We go down to the basement.

We go into the catacombs. Be careful, there is one vampire, don't get infected! As soon as we kill the vampire, we go further, and we see the coffin of Swift Jack. Having searched it, we do not find boots, but we see some kind of diary. We read it to the end and find out that Jakben is that very Swift Jack. We go back, but we see Jack rushing at us. We kill him and take away his boots. After that, we return to the Gray Fox at the Ganredel house in Cheydinhal. He thanks us for our work and gives us 500 gold.

21. Independent theft. (repeating)

We sell stolen goods to the buyer in the amount of 1000 gold. After that we wait in the Port District of the Imperial City.

22. Daring robbery.

Amusei brings us a message from the Gray Fox. We head to the house of Otrelos, which is located in the Elven Gardens of the Imperial City. The Gray Fox asks us for one last favor. He is about to commit a grand heist of the century - to steal one of the Elder Scrolls from the Imperial City Library. Fox has been preparing for this day for 11 years and now, finally, nothing will stop him. Savilla's Stone reveals its secrets to the Gray Fox. The Fox gives us Swift Jack's Boots and the Arrow of Release. He says we will need them in our search for the path to the Imperial City Library. He also gives us a scroll with a plan so that if you forget something, you can always check. So, now the most incredible heist in Tamriel begins. Attention attention! Please take your seats and get ready to watch!
1) We penetrate into the Palace of the Imperial City and find there something called the "Vessel of Time" After we activate it, we leave there.

3) Now, having got into the Old Way, we go further along the sewers. We will come across all sorts of levers and movable wheels, so do not forget to activate them. If you do everything right and open all the necessary doors and passages, then you will see the following thing:

We go further along the sewerage of the palace. There you will find a hall with raised walls on the sides. These walls have pressure blocks. This is where Swift Jack's Boots come in. We jump in and click on two blocks that are on different sides. The passage will open, and we move on.

4) We find ourselves in an even larger hall, in which there is a large statue. There are two smaller statues on either side of this statue. Now we go to the right side of the statue. There will be a grate. Open it and click on the block.


Author's advice:
I strongly advise you not to go ahead on this monster in the distance. This foggy ghost can throw a bunch of bad spells, in particular, which will make you become overwhelmed and, therefore, unable to move. Believe me, I went through it myself. Only save saved me. The second time I was much more cunning and prudent, and I decided to sneak up. Imperceptibly approaching the ghost, I hit him with a fire spell. Consequently, I had a gain in time, distance and, of course, in the first blow. This time, I killed this cruel ghost without any problems.

Click on the block and go back. Now you will see that the walls are up and the dead have come out of them. We kill them. After that, you must stand on the button, which is located between the two walls. By clicking it, you will see how the statue will turn and a well will open in it. Now you need to hit it with the Release Arrow.
Author's advice:
Take your time to fire the Release Arrow right away. Use simple arrows to get accurate aim. When you are sure that you have chosen the correct point of shot, then feel free to get the Release Arrow and let it fly into a happy and final flight.
After hitting, a secret passage will open and at the same time two Island statues will revive. We kill without pity the "ancients" and penetrate into the Imperial Palace.
5) Now we need to find the Library. Carefully, with a quiet step, we go in the direction of the flag. When you stumble upon the closed door of the Library, then you just need to come up behind the temple guard and press the lever to open the door. (see below)

After that we calmly go into the library and sit on a chair near the fire.

6) Grab the scroll and tear the claws !!! But don't be in a hurry. Now we understand what force majeure the Gray Fox was talking about. The monks closed the door from which you entered the Library. We sneak up the stairs and go quietly to the door. We open the most difficult castle and go further along the premises of the palace.

Find Chancellor Okato's room and escape from the palace through his fireplace. Yes Yes!!! This is actually the case.

Note from the author:
By the way! I almost forgot. I apologize to those who have already jumped into the fireplace, fell and crashed. If you want you to have at least like Nikulin's "slipped, fell, woke up plaster", then it is better to put on the Boots of Swift Jack. Once again I apologize for the inconvenience caused!

7) Now that you have successfully escaped from the Imperial Palace and made a fantastic heist, we head quickly out of this dirty sewer. How I hate places like this. Fu! There are always some rats, crabs and even ghosts with vampires. In general, enough disgust, back to the task. So, in the end, you have to get to the entrance to the basement of the store "Best Defense".
Note from the author:
By the way, my favorite store is in the Imperial City Trade District! There is a very kind seller of light armor. I don’t complain about the prices, and I’m always happy to talk to nice people.
As if nothing had happened, we leave the store and go to the Gray Fox. Upon meeting him, he will be pleasantly surprised. The fox takes the scroll from you and says that he will study it later, but for now he sends you with a ring to Countess Millone Umbranox. We head to Anvil and find the Countess in her castle. We give her this ring. Milliona wonders where we got this ring, since it belongs to his husband, who disappeared ten years ago. Before he could really be surprised, the Gray Fox himself appears. He shows his face to the countess, who recognizes him as a long-lost count. Corvus (this is the name of the former Gray Fox) gives you the Gray Hood of Nocturnal. Now you become the Gray Fox. By the way, the Thieves Guild has opened in the Port District of the Imperial City. You can have a look at it if you like.

Well, now is the time to congratulate you on the end of the Thieves Guild. Be an honest and fair thief and never forget about thieves' laws. As the saying goes, "the law is written for everyone." Good luck on your travels and may the Shadow hide you!

  1. You have violated the thieves guild rule. You need to talk to Armand.
  2. Pay a fine to renew your membership.
Description

When you join a Thieves Guild, you are told three rules to follow:

  • Never steal from another guild member.
  • Never kill while robbing (animals and monsters can be killed).
  • Do not steal from the poor. Peasants and beggars are under the personal protection of the Gray Fox, especially in the port area of \u200b\u200bthe Imperial City.

However, this does not quite reflect reality.

  • If you wear the Nocturnal Gray Hood, then you can never be expelled from the guild (if you are a Gray Fox, but do not wear a hood, you can be expelled).
  • To be banished for stealing, you must be caught.
  • It is not enough to remain undetected during an attack. Even 100% or more of a Chameleon is not enough to get excluded.
  • For a murder during a robbery, you will not actually be kicked out of the guild if you pay the "price of blood".

Regardless of your offense, the quest will update with a message that asks you to talk to Armand, although Krivva can also help. Just pay the appropriate fee and you will be reinstated in the guild. However, this quest remains active in your journal.

The cost of restoring guild membership: 200 gold for stealing, 500 gold for attacking, 1000 gold for a kill, 1000 gold for any kills during a quest.

Notes

Unless you fail "", you can never be permanently expelled from the Thieves Guild. As long as you have the required amount of gold, you will always be restored.

Bugs

It is not possible to complete this quest without a console, as no stage will activate the "Finishes Quest" flag. The quest can be completed using the console with the completequest TGExpelled command.

Diary entries

Notes

  • Not all entries may appear in your quest diary; which entries appear and which do not appear depends on how the task is completed.
  • The stages are not always in order of passage. This usually refers to quests that have multiple possible outcomes or quests where certain tasks can be performed in a random order.
  • A check mark in the "KZ" (End of Task) column means that the task disappears from the active list, but you can still get new records for it.
  • You can use the console to progress through the quest by entering the code setstage TGExpelled stage, where stage is the number of the stage you want to complete. Please note that it is impossible to cancel (i.e. go back) stages of the quest. See SetStage for more information.