Passage of the guild of thieves skyrim. Where to find the Thieves Guild in Skyrim. How to get a debt out of Helga

Thieves Adventure(orig. The Litany of Larceny) is a side quest for the Thieves Guild faction in the game. The Elder Scrolls V: Skyrim.

Description

You need to find unusual things scattered throughout Skyrim. They will appear only after joining the Thieves Guild, and the easiest way to find them is as you progress through the questline of this faction. For each item, Dovakin will be paid a reward in gold. To receive a reward, the hero needs to contact Delvin Mallory, who is buying these items for the collection. All of these items will be on display in the Thieves Guild's Observation Cabinet.

After selling these items to Delvin, you can view the collection on the shelves behind the table of the head of the Guild in the Ragged Flagon - Cistern zone.

Quest Items

ImageNameIDLocation
Figurine of a bee Figurine of a bee 00019958 Goldflower Manor, on the second floor.
Quest: "Clarity"
Honning honey decanter Honning honey decanter 00019952 Honning Meadery, on the second floor in the office.
Quest: "Wrong Honey"
Nautical chart Nautical Chart of the East Empire Company 00060CC2 Warehouse of the East Empire Company, in a building on the outskirts.
Quest: "Caprice of the scoundrel"
Ship model Ship model 0006F266 Snow Veil - Sanctuary, in one of the rooms.
Quest: "Conversation with Silence"
Dwemer puzzle Dwemer puzzle 0005598C Calcelmo's laboratory, in the room near the exit to the balcony.
Quest: "Difficult Answers"
Bust of the Gray Fox Bust of the Gray Fox 00019954 Mercer Frey's house, in the basement.
Quest: "Pursuit"
eye of the falmer Falmer left eye 0001994F From the corpse of Mercer Frey, during the quest.
Quest: "Blinding"

Unlockable trophies

ImageTrophyIDTerms
Precious Candlestick Precious Candlestick E8EFF Available after completing 5 quests by Vex and Delvin.
Decorated drinking horn Decorated drinking horn E8F00 Available after completing 15 quests by Vex and Delvin.
Golden ship model Golden ship model E8F05 Available after completing 25 quests by Vex and Delvin.
golden urn golden urn E8F03 Available after completing 35 quests by Vex and Delvin.
Precious Cup Precious Cup E8F02 Available after completing 45 quests by Vex and Delvin.
precious jug precious jug E8F04 Available after completing 55 quests by Vex and Delvin.
Precious flask Precious flask E8F01 Available after completing 75 quests by Vex and Delvin.
Thieve's Guild Safe Thieves Guild safe 103398 Available after completing 125 quests for Vex and Delvin. Contains random items, as well as special potions that improve Dovahkiin's stealth skills.
Crown of Barenziah Crown of Barenziah DA74D Appears on a bust behind the guildmaster's desk after completing the "Look Under Every Stone" quest.

Reward

As a reward for each of the items brought, Delvin Mallory will give the hero a leveled amount of gold.

Level1-5 6-10 11-15 16-20 21-26 27-31 32-36 37-41 42+
Price 50 100 200 300 400 500 600 700 800

Quest stages

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

Setstage TGLarceny stage

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

Thieves Adventure (ID: TGLarceny)
StageDiary entry
20 In Goldenglow Manor, I came across a strange statue of a queen bee. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Take the bee figurine to Delvin.
30 In Honning's meadery, I came across a strange golden vessel. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Bring Delvin a decanter of Honning's mead.
40 I came across a supply map from the East Empire Company. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Bring the East Empire Company Route Map to Delvin.
50 In the Snow Veil Sanctuary, I came across a finely crafted model of a sailboat. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Bring the ship model to Delvin.
60 In Calcelmo's quarters in Markarth, I came across a Dwemer cube-shaped puzzle. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Bring Delvin the Dwemer puzzle.
70 At Mercer Frey's house, I came across a bust of a man named the Gray Fox. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Take the bust of the Gray Fox to Delvin.
80 I managed to get one of the Eyes of the Falmer in Irkntand. I should take it to Delvin Mallory at the Ragged Flagon for appraisal.
(Objective): Bring the Falmer Eye to Delvin.
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.
The following steps have been omitted because they have no description or meaning: 0, 10, 25, 35, 45, 55, 65, 75, 85, 200.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.

Bugs

  • There is a bug that Delvin can only buy 6 items out of 7. This happens if you complete the mini-quest from Vex before turning in all 7 items. Then the stolen item occupies one of the 5 shelves in the review cabinet. (There are only 5 of them, since the ship model and sea chart are placed together, and the Gray Fox bust is located on the table). In this case, the last item ceases to be a quest item.
  • Also, if several (but less than 6) items have already been turned in, when collecting (and not turning in) the remaining tasks for them, they become completed, the reward is not paid, and they freeze in the inventory.
    • Solution: collect and turn in 6 items, and Then go for the seventh.
  • Possible bug when Delvin Mallory does not buy Falmer eyes.
    • Solution: do not take the left eye from the corpse of Mercer, only the right one, and the left one should remain in his inventory. Then, going to the surface, enter the console command player.additem 0001994f 1 (adds the left eye to the inventory), and after that setstage TGLarceny 80 (the quest "take the Falmer's eye to Delvin" will appear).
  • Sometimes unlockable trophies from Vex and Delvin's side quests don't appear on the shelves.
    • Solution: enter enable , selecting the desired items with the command prid ID . For example, in order for a precious flask to appear on the shelf, you need to write prid E8F01 in the console, and then enable .
  • By typing getglobalvalue TGRMasterTotal in the console, you can see the number of completed third-party tasks.
TG-L Thieves Guild Quests TG-R
Main plot Random meeting. Reliable roof. Clarity. Wrong honey. Scoundrel's whim
Silence conversation. Difficult answers. The pursuit. The revived triad
Blindness. The Return of Twilight
Vex Quests Theft. Toss. Cleaning. Robbery
Delvin's missions Ches. Fishing. Numbers
City assignments Amnesty by hand. Silver blank. Summerset shadows. Picky Sload
Other tasks Look under every stone. Thieves Adventure. Tonilla's request

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

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

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

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

chance meeting

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

You will cross paths with the guild when you first find yourself in Riften, a bandit town in the southeast of Skyrim. In the bazaar, a certain Brynjolf will approach you and, after a heart-to-heart conversation, will offer to teach a lesson to an elf merchant named Brand-Shei.

The plan is this: Brynjolf attracts the attention of the entire bazaar with a loud announcement, and we steal a ring from another merchant - a lizard with the strange name Madesi - and throw Brand-Shea into the "pocket". The rest is a matter of technique: guards, a search, and a few days in prison for the elf we set up.

FOR YOUR INFORMATION: nothing irreparable will happen to the elf - he will sit behind bars for several days and return to his workplace. Do not be afraid that the opportunity to make his quest to find the bloodline will disappear.

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

THIS IS A BUG: in no case do not try to throw a ring on an elf at night - the plot can get stuck tightly, and Brynjolf can be out of sight. If the problems nevertheless began, you can call Brynjolf from oblivion with the magic word " Player.placeatme 0001b07d". The quest ends with the word " Setstage tg00 200", and the next one starts with " Setstagetg01 10».

When the job is done (or filled up), Brynjolf will call to the Ragged Flagon tavern. But you still have to get there.

Reliable roof

Upon learning that the farm in Morrowind is in danger, Kirava unquestioningly pays the money.

The entrance to the sewers, where the guild is waiting for us, is located on the lower tier of the city, under the stairs, near the water. The dungeon is guarded by alien bandit elements, which will have to be dealt with in the usual ways - poking with sharp objects and flooding with magical napalm. Lower the drawbridge and watch out for traps.

In the Ragged Flask itself, you will witness a conversation from which it turns out that the Thieves Guild is going through hard times. Your first task is to knock out the debt from the three "businessmen" on the surface. Each of them can be convinced with fists - the main thing is to attack not just like that, but by choosing the desired dialogue item, otherwise the whole city will begin to beat the hero. It is enough to beat one, so that in a day the rest become more accommodating. But there are easier ways.

  • Argonian Kirava from the Bee and Sting Inn is worried about her farm in Morrowind - her colleague Talen-Jay will tell us about this. Promise Kirava problems and she will part with the money.
  • Bersi Honeyhand from Pawned Shrimp can't stand the sight of the broken jar opposite the counter.
  • Helga from Helga's Bunkhouse will agree to pay if you grab her statue of Dibella (in the next room) and promise to throw it into the well.

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

Clarity

Mercer Frey and Brynjolf. We are presented as a new, budding crook and thief.

Mercer Frey suspects that someone is undermining the guild - he will issue a task to teach the elf Aringot a lesson, who decided to go against the guild. We need to get into the Zlatotsvet estate, burn three (and only three, no more!) Bee hives and rob the safe in the house in order to find out from the papers what is happening. Talk to Vex - she will tell you that you can get into the house through the sewers.

The best way to get to the apiary is by water. The estate is well guarded, but you know what to do with the guards. You can set fire to the hives with a torch or a fire spell (it is not necessary to conjure, it is enough to approach the hive with a "burning" hand). It is important that no more than three hives burn down, otherwise the guild will punish you with a ruble.

If you decide not to make your way into the mansion directly (the key to the entrance is at the guards), but choose the sewer, keep in mind that there are a lot of skeevers and traps.

In the house itself, a slight difficulty may arise - how to open the Aringot safe in the basement? The lock there is of an expert level, and the key is with the elf himself. It is possible to kill an elf, but it is undesirable - the guild does not approve of this. Stealing the key can be difficult if the hero is bad at stealth. There is a third way - to force Aringot to part with the key by threats, but success is not guaranteed here.

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

FOR YOUR INFORMATION: after passing the quest, you will become a full member of the thieves guild, you will be able to use the secret entrance through the crypt to the cemetery and dispose of all the good that lies in the Cistern and the Rampant Flask. But putting things in the local vaults is still risky - whatever one may say, this is a guild of crooks and thieves!

Wrong honey

In vain the guard took half a mug at once. This honey is definitely wrong.

Talk to Brynjolf and he will tell you that Maven Black-Briar is waiting for us at the Bee and Sting. Ask him what she needs. She planned to crack down on competitors from Honning's meadery. Her agent Mallius Mackius is waiting for us at the Whiterun tavern.

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

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

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

Scoundrel's whim

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

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

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

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

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

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

Silence speaking

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

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

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

But the exploration of the dungeons will suddenly be interrupted by an arrow that has flown into our hero's back. An interesting conversation will follow, in which we will take, let's say, a passive position. Meeting old acquaintances will not lead to hugs and pats on the back. But much will become clear.

When the hero wakes up, ask Karliah about everything. The elf will give you the diary of Gall Desidenia - it must be delivered to the magician Entir in Winterhold for decryption.

Difficult answers

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

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

After looking at the journal, he will recognize Falmer and send you to Markarth, to the researcher of antiquities Kolselmo. The old man will have to be persuaded for a long time, but if we are in good standing with him (we completed his quests), he will give us the key to the Dwemer museum, where the stone with Falmer writings is stored. And if it does not give out, the key can be stolen from the table.

The museum is guarded by guards. If we get in there with Calcelmo's knowledge and permission, they will tolerate our presence. If not, they will attack as soon as they notice, and fighting them will be considered a crime. A hero with a good command of stealth skills will be able to pass through the halls unnoticed. But this is not very easy to do.

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

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

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

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

The pursuit

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

Returning with Karliah to the Ragged Flagon will not be easy. The cemetery entrance is closed, and we will have to repeat the original, long path. Brynjolf has a lot of questions for Karlia, but the deciphered diary will answer them. Even more eloquent will be the empty storage of the guild.

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

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

The manor "Riftveld", where we need to get through, is guarded by the warrior Wald. He will attack the hero when he tries to enter the house. This is not a problem, since the guards and townspeople will immediately oppose him. But this is not our method.

There is a way to solve the matter peacefully. Wald owes a lot of money to Maven Black-Briar - Vex will tell us about this. Talk to Maven, and she will promise to forgive the debt if we help her find a magic pen at the bottom of the lake to forge signatures. The right place is not marked on the compass, but it is easy to find it - the sunken boat with the chest is located exactly between two longships, strictly south of the Merry Farm.

Maven will give us a piece of paper confirming the forgiveness of the debt, but it will not be easy to give it to Wald. Opening the back gate is too risky, so he will not talk to us, but attack - attack. Stand at the back or side gate, wait for the warrior to come up, and tell him everything. Wald will happily give out the key to the gate and run away.

Shoot the mechanism on the balcony with a bow and lower the ramp leading to the attic and enter Riftveld Manor. It is guarded by bandits who are easy to bypass even with little stealth skills. We need a "suspicious closet" on the ground floor. Behind it is a false panel and an entrance to a network of underground tunnels. In a room with a fire trap on the floor, go around the slabs with traces of flame (you will have to go in a “snake”). The entire corridor is full of traps, and even the door to Mercer's office itself is protected by poisonous arrows.

In the office you will find notes with Mercer's plans. Grab the bust of the Gray Fox as well - it will come in handy for one of the side quests of the Thieves Guild. And further along the tunnels, a stone's throw to the Flask.

The revived triad

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

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

To return the location of the goddess, we need to find Mercer Frey, punish him and destroy the Skeleton Key. Brynjolf will hint that we will become the head of the guild in the future - provided that we do side "city" quests.

Blindness

Mercer Frey poses in front of an eyeless snow elf statue.

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

The dungeon itself is the usual Dwemer halls with steam pipes and fire traps. The people of Arkanex are bandits, defense mechanisms. Take the elevator down to the Great Hall, where, after a scene with Mercer fighting in the distance, you will be warmly greeted by the Falmer. Ballista can be used to thin out enemies running around the door. But you don't have to be afraid of anyone - you have two immortal companions with you, and in case of problems, all battles can be left to them.

Make sure that all the Falmer are killed in the hall with the locked passage, and quickly activate the two levers on the ledges on the left and right in turn. Immortal Companions are especially useful in the fight against the Centurion, which you will stumble upon shortly after Mercer brings down the tower.

Next stop - Slave Pens. Falmers also live there, and a lever-activated trap will help us deal with them. After passing through long caves with entire Falmer villages, we will find ourselves in the Sanctuary.

Here we will catch up with Mercer, who is diligently gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karlia and Brynjolf will be temporarily busy with other things. If the fight turns out to be difficult for the hero, at the moments when Mercer becomes invisible, you can climb to the very top, to the head of the statue, and "blow" Mercer off the top with a shout of Ruthless Force.

With the death of the main villain, the situation will quickly begin to develop towards a catastrophic one. Talk to Karliah. Search Mercer's body, take both "eyes" and the Skeleton Key. Climb to the very top of the statue and wait for a passage in the cave vault to open at its very head. Through it, all three heroes will swim out, like wet gophers from a flooded hole.

The Return of Twilight

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

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

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

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

The path consists of five elements:

  • First we need to slay the shadows guarding the Path.
  • Then go through the hall, hiding in the shadows and not leaving them (the light does damage, and very serious - it can kill the hero in seconds).
  • Then you need to extinguish the torches next to the Nocturnal statue by pulling the chains.
  • After that - go around the corridor with traps, opening the lock.
  • And finally - jump into a trap-dead end, from where there is no way out.

After the scene, you will be in the inner sanctuary of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedric Lord. Drink from the Black Lake and talk to Karliah.

THIS IS A BUG: if Karliah disappears somewhere, try waiting for her for a few hours. The magic words "Player.placeatme 1b07f" and "setstage tg09 60" will help to force her to the stage and continue the quest. An outcome is also possible in which Karlia refuses to talk to you. The "setstage tg09 70" command will help you skip the problem.

You just have to choose one of the Nocturnal gifts:

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

The most useful, of course, is invisibility. But you can choose any option, because later you can come back here once a day and change the gift for another.

One of the most powerful organizations in Skyrim is the Thieves Guild. Her followers prefer to constantly remain in the shadows and from there, covertly and imperceptibly, do their dark deeds. Nevertheless, Dovakin will have the opportunity to join the famous guild and even receive certain privileges for this.

Before becoming part of the thieves' elite, the main character will have to complete a chain of tasks. Almost all of them will not cause any difficulties, but there is one that will make even Skyrim veterans sweat. "Pursuit" is the name of this quest and it is about it that the article will be discussed.

Beginning of the chain

First, Dovakin needs to go to Riften. This city is famous for its skillful meadeurs and is located in the southeastern part of the kingdom "Skyrim". The Thieves Guild, for reasons known to them alone, decided to establish their headquarters here, carefully hiding it in the sewer network.

To start the first of the tasks in the chain, the hero just needs to walk around the city market. There, a representative of the thieves' fraternity named Brynjolf will approach him and offer to crank out a small business. Its essence is to steal the ring and slip it to a local merchant, for which the latter will be put in a dungeon.

After that, Dovakin will need to knock out debts from local businessmen, infiltrate the estate, take part in the dismantling of meads and complete other tasks that the Thieves Guild will give him. The Pursuit quest will become available towards the end of the chain. It's time to talk about it in more detail.

Passage of the quest

So, Dovakin helped Karlia to get evidence of her innocence, after which the thief invited him to meet at the Rampant Flask tavern. It is at this place that the quest "Skyrim" "Pursuit" originates. Arriving at the place, the hero needs to convince Brynjolf to open the Guild vault and make sure that it is empty.

Now Dovakin needs to go to the Riftveld estate and find out what Mercer did with the loot. The problem is that the house is guarded by a certain Wald. The watchman can either be killed or persuaded to give the key to the estate and leave the territory. One way or another, the path to the estate will be open and the hero will have no choice but to proceed there.

Once in the house, the first thing to do is to inspect a suspicious closet on the ground floor. Behind him will be a secret passage that will lead the hero to a secret room. Here, on the table, are Mercer's plans, which Dovakin must take to Brynjolf to complete the quest.

There are some useful tips that will make it easier for you to complete the Pursuit mission. "Skyrim", the passage of the main storyline of which was supposed to teach you that any situation in the game can be solved in several ways, and this time does not deviate from its traditions. So, for example, Wald, guarding the estate, can not only be killed, but also persuaded to leave his post. And you can do this in two ways:

  • If the hero has a high Speech skill, he can deceive Vald and tell him that Mercer is waiting for him in Markath. The watchman will give the key and go home.
  • You can learn from Vex that Wald owes money to Maven. The latter will agree to forgive the guard, but will ask for a dual pen for this. It can be found at the bottom of a lake near Riften.

In addition, many of the locks on Mercer's estate will require you to have an expert lockpicking skill. If you pump this skill, you can find several valuable items.

Bugs

During the "Skyrim" "Pursuit" you may encounter several unpleasant bugs:

  • Karla does not want to go to the tavern anywhere and, accordingly, the quest stops there. This problem is solved using the Setstage tg07 20 console command. It teleports the naughty thief to the agreed place, and you can safely continue to complete the task.
  • If you visited Mercer's manor and took the plans from there before you started the Pursuit quest, the task will be bugged and it will become impossible to complete. The situation will be corrected by the commands Setstage tg07 10 (it will start the task) and Setstage tg07 60 (return the plans to the table in the estate).

Continuation of the quest chain

Dovakin, if desired, can continue to carry out the instructions of the Thieves Guild and make decisions that will ultimately affect the entire Skyrim. "Pursuit" is one of the most important quests in the chain, but not the last one. After its completion, the hero will not only have to sort out the squabbles of the thieves' brethren and join a mysterious cult, but also get one of the powers of the dark goddess Nocturnal.

By the way, under certain circumstances, the Dragonborn can even lead the Thieves Guild and return it to its former glory. For this, he will receive excellent armor, an amulet that replaces the Eloquence skill, and, of course, the key to the treasure chest. In general, thieves' quests are not only interesting for their plot, but also can bring good profit.

In this walkthrough, spoilers are found at every turn. I warned you.

Thieves Guild Walkthrough

Thieves Guild Walkthrough

chance meeting

Thieves Guild Walkthrough


Thieves Guild Walkthrough

With this quest you can join the Thieves Guild. To start it, you must come to the Riften market during the day and talk with Brynjolf. He will offer to crank out an adventure. While he is distracting everyone, you must climb into Madesi's chest and steal his silver ring, and then put the ring in Brand-Shei's pocket. This is a very easy task. We break open the safe, take out the ring and put it in the dark elf's pocket. Everything, we return to Brynjolf and report on success.

Reliable roof

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Brynjolf wants to test our fighting qualities. To do this, we need to come to the Ragged Flask through the so-called rat hole. We go down there. We scatter, burn, shoot enemies (or just a chameleon). After a while, we get into the Ragged Flask, and Brynjolf gives us a second test task. It is necessary to shake out a debt from three people (hello Godfather). Here are these people:

You can just break into the institution and arrange a fist fight to take the money. And if you have developed the skill of persuasion, then you can simply persuade them to give money. And the wolves are full and the sheep are safe. You can also find out from Brynjolf about the weak points of these people, this will greatly simplify an already simple matter.

You can take the statue of Dibella from Helga, and Helga will immediately give the money back. Kirava can be threatened with reprisal against the family. Break the Dwemer bowl at Bercy and he will immediately pay.

After collecting all the money, return to Brynjolf.

After giving the money, follow Brynjolf. He will introduce you to Mercer Frey. After the conversation, you become a full-fledged member of the thieves guild. And, as expected, you are given the first task. We are sent to the Goldflower Manor to steal documents and burn 3 bee hives. We will also have several tasks in the "Miscellaneous" section. First, we need to take the armor from Tonilla. And secondly, we need to get acquainted with all the members of the guild.

After completing these tasks, ask Vex how you can stealthily enter the estate. She will say that there is a sewer through which you can get to the place. There are a lot of rats in the sewer and one trap, but it's easy. After passing the sewer, you find yourself in the estate.

In the estate, you can act according to your taste. You can just kill everyone, or you can act covertly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We also need to take the key to the safe from Aringot, but you can not do this if you are a good burglar. If you are in Aringot's room, then take the key from him. You can kill him and remove the key from the corpse, or you can persuade him to give the key. One way or another, we go down to the basement, open the safe and pick up the documents. Now we need to burn 3 hives. If you like to fight, then go out into the yard, kill everyone and burn 3 beehives. And if you are a stealth lover, then jump into the sewer after you cracked the safe, from the sewer you go out to the beehives, which you will set on fire.

After that, return to Brynjolf with a report.

Wrong honey

We leave for Maven Black-Briar for the task.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

She will send us to Whiterun in the Prancing Mare. We speak with Mallius there, he brings us up to date. After that, we go to the Honing Honey Factory and hire a rat exterminator. Also, with a developed persuasion skill, you can breed him for an advance (otherwise you will not get anything from him). After that, we go down to the basement and exterminate rats and spiders. At the end of the cave, we will meet the insane magician Khemlin, about whom we were not warned and we are killing him. You can grab a diary from the cooling corpse.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put the poison in the rat's nest and climb up Honing's brewhouse. In the brewhouse, put the poison in the vat. After that, we report to Sabjorn about the successful persecution of rats, watch the scene and talk with Mallius. He gives the key to Sabjorn's room, where we pick up the letter. After that, we return to Maven, and then to Brynjolf.

Scoundrel's whim

After talking with Brynjolf, we go to Mercer Frey. He will send us to Solitude to his contact. We go or teleport to Solitude. We observe the execution scene if you are in this city for the first time.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

After that, we go to the "Laughing Rat" and find Gulum-Aya there. We talk to him and during the conversation we bribe or convince, but he does not say anything sensible. Will have to follow him. Since he is not in a hurry, you can just wait in the tavern, and then go to the Eastern Campaign section. Here it is better to act covertly, since the lizard is moving towards its final goal extremely slowly.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The upper beams or water will help us.

After that, the lizard enters another location, and you follow him. Now you can kill everyone or act covertly. Just do not kill the lizard, but talk to him, after the conversation you will learn about the woman who holds evil against Mercer and the thieves guild. Also, the lizard will buy stolen items from you. You can return to Mercer, he will tell you about Karliah.

Don't forget to get a new piece of armor from Tonilla after completing the quest.

Silence speaking

Mercer will make an appointment with snow outpost. We arrive there. After the conversation, we head to the door of the mound. It's closed, but Mercer will open it. We go in, beware of traps, also do not forget about the draugrs.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Be careful, because towards the end of the first level of this location you can find a ship model that you can sell to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

The Sanctuary will also have Draugrs and Traps, and you will also learn the new Disarm Shout. Then there will be a dead end, because the door cannot be opened without the help of a claw, but even here Mercer shows a miracle, opening this lock. Let's move on and watch the scene.

Difficult answers

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We wake up next to Kalia and bombard her with questions. After that, we go to Winterhold to Entir, but he cannot translate the diary, since it is in the Falmer language. But he sends us to Kolselmo in Markarth. Arriving in Markarth, we go to Kolselmo and fulfill his request to kill the spider Nimhe in the ruins of Nchuand-Zel (although you can do it easier and just steal the key we need from the table nearby). On the way to the spider, we pick up a diary that starts the side quest The Lost Expedition, but that's another story. After killing the spider, we go to Kolselmo and take the key to the museum.

We head to the museum and go to a forbidden location. There are a lot of soldiers in this location, but it’s quite possible to pass covertly, as there are traps that can distract them. Also don't forget to take the "dwemer puzzle cube" that you can sell to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

By the way, here you can also find a rod-controlled Dwemer spider. Alas, it will not work to take it out of the laboratory.

We rise to the balcony, and from there to the wizard's private quarters. Take a roll of paper and charcoal. Use these items to copy the inscriptions from the Calcelmo stone.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

As soon as you copy them, Calcelmo's son and a couple of guards will burst into the room. You can kill them, or you can sneak around. In any case, it's time to return to Winterhold to Enthir. After the dialogue, you will complete the quest, and as a reward you will receive a good Nightingale Blade.

The pursuit

Go to Riften in the Ragged Flask. Karliah will be waiting at the entrance.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Say you're ready and follow her. The whole guild was waiting for us. We speak with Brynjolf and watch a scene during which it turns out that Mercer robbed the entire guild.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We speak with Brynjolf and go to the estate. Before leaving, we talk with comrades and learn that the estate has a ladder with which you can get inside. The ladder is knocked down by arrows, magic and screaming. We learn from Vex that the estate is guarded by Wald, and he owes Maven Black-Briar. You can talk to Maven about his debt, and she will send the dual feather that Wald lost to look for you. Here is the approximate location of this pen:

Having found the pen, we return to Maven. She will give documents about Wald's debt. We show the documents to Wald, and he lets us through, and at the same time gives the key. There are many mercenaries in the estate, so it is unlikely that it will be possible to pass covertly. After stripping, go to the room with cabinets and activate "Suspicious Wardrobe". Having opened the closet, go downstairs and look under your feet: there are a lot of traps. On the table you will find Mercer's blueprint, as well as a bust gray fox, which can be sold to Delvin.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Before you leave, you can break open the shop window. There is a good sword that came from Oblivion. The sword is called "Cooler". It's time to return to Brynjolf.

The revived triad

We speak with Karliah, and she appoints a meeting place. We arrive there and go into the cave. In the cave we listen to the dialogue between Brynjolf and Karlia. After the conversation, we find ourselves in the nightingale hall, immediately activate the nightingale stone and get a good set of armor for stealth lovers (and, by the way, this is generally one of the best armor in the game).

Thieves Guild Walkthrough


Thieves Guild Walkthrough

We put on the received armor, follow Karliah. Along the way, she tells us about the nightingale's oath. After the conversation, we become in the marked circle, and after that we talk with Karliah and find out that Mercer Frey stole the Skeleton Key. Now we need to kill Mercer and return the artifact to its rightful place.

Blindness

Now we need to get to Irktand. Marauders and bandits are sitting outside, so we need to kill them before entering the ruins.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Inside we see that the robbers are brutally killed. We ignore them and move on. Inside the ruins we will be met by Dwemer mechanisms (how unexpectedly). We clear our way to the lift, on which we rise to the Great Hall. Brynjolf and Karlia are already waiting for us there. Having met them, we "turn on" the corridor action with the killing of Dwemer mechanisms and Falmer, and there will also be a Dwemer centurion and a puzzle. In the next room we find the doors to the Slave Pens.

There will be many traps in this hall and a lot of Falmer who are ready to tear the unwary adventurer apart.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

Through a pile of corpses we get into the sanctuary. Mercer is there, and he has stolen both of the Falmer's eyes. After a short dialogue, he descends and begins to fight. Be careful: this is a very difficult opponent, as he disappears all the time and delivers improved attacks from behind. After the victory, we take away the eyes of the Falmer and the skeletal key. We can sell the first one to Delvin for 2500 gold pieces. The hall will begin to flood and after a while a passage to the cave will open, through which we will go out into the fresh air. We speak with Karlia and get the last task.

The Return of Twilight

Now we need to pass the ritual test in order to return the luck to the Thieves Guild.

Thieves Guild Walkthrough


Thieves Guild Walkthrough

To do this, we go to the "Twilight Tomb". In the tomb, we meet the ghost of Gall, who tells us the essence of this test, and also points to the skeleton in the corner, which has a diary describing all the tests.

In the first test, we fight nightingale ghosts.

In the second test, we must not step into those places where there are rays of light. If we set foot there, we will die (almost) immediately. Try to stay in a dark place.

In the third test, we must pull the two rings that are on the sides of the statue.

In the fourth test, we overcome all the traps and break open the lock.

In the fifth and final test, we jump down and search Anders' skeleton, and also read the diary. After some time, the floor collapses, and we get into the room.

Thieves Guild Walkthrough


Thieves Guild Walkthrough
Once in the room, we unlock the castle of the Black Lake. After that, Nocturnal will appear and the Skeleton Key will disappear. Nocturnal will give a great speech, and after that, Karliah will appear. There are also three abilities to choose from:

Thieves Guild Walkthrough


Thieves Guild Walkthrough

In a stealth mode with a minimum number of battles, the Thieves Guild is just what you need. In this guide, we will tell you how to join this guild and what benefits it has.

How to join the Thieves Guild Faction

  • In order to join the Thieves Guild, go to the city of Riften. Then look for a tavern called "Rampant Flask", which is the headquarters of the guild;
  • In the tavern (present only at night) talk to Brynjolf, who is the head of this faction;
  • If you did not find it in the tavern, it may also be in the market square (from 8:00 to 20:00);
  • Talk to the red-haired Brynjolf, after which he will entrust you with a simple task. Notably, even if you fail to complete the quest, you can still join a guild. As part of this task, you have to quietly steal a silver ring, and then transfer it to another thief;
  • Upon successful completion of the mission, Brynjolf will tell you that you have passed the test and will give you 100 coins;
  • After the mission, meet Brynjolf again at the Ragged Flask tavern, where you will receive full approval to join the guild and new tasks for this faction;
  • Be careful! If you attack other guild members, you will be kicked out of the faction. At the same time, it will be possible to join the Thieves Guild again, but for a lot of money.

Benefits of being a member of the Thieves Guild

  • You will have full access to a safe location at the Thieves Guild Headquarters in the Ragged Flagon Inn;
  • Guild Special Armor;
  • Three special items, including a bow, blade and armor;
  • New guild abilities;
  • Skeleton Key that will allow you to open any locks. Please note that this item is only available for a limited time;
  • Access to lockpicks, which are located in the headquarters;
  • Sword Cooler;
  • The ability to profit from other thieves in random encounters;
  • Access to all three words of the Disarm shout;
  • The ability to bribe guards even with a low level of eloquence;
  • Lockpicking, pickpocketing, stealth and shooting skills at Master level.
To further diversify your passage, we advise you to become a tan, as well as on some in-game beauty.

Other guides

  • The best armor in Skyrim is light and heavy armor. How to increase maximum defense in Skyrim?
  • The best one-handed weapons in Skyrim - how to get unique daggers, axes, maces and swords
  • The best two-handed weapons in Skyrim - how to get unique axes, two-handed swords, hammers and bows
  • Skyrim companions - how to hire one and more companions
  • Dual weapons in Skyrim - the best perks, how to increase attack speed and stamina
  • How to Become a Vampire Necromancer in Skyrim and Get Immune to Poison