Skyrim can't get past the Thieves Guild. Thieves Guild quests in Skyrim: Pursuit. How to join the thieves guild

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 quest line 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 brought items, 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

Skyrim is a single-player role-playing video game set in a virtual fantasy world. The main character will have to stop the return of the dragons, led by Alduin, in the kingdom of Skyrim, in which a civil war is raging. The player can freely explore the expanses of Skyrim, go through additional quests that are not strictly tied to the storyline and join the factions they like. One of the most inaccessible factions, where the player will have to sweat a lot to become the leader, is the Thieves Guild.

In skyrim, how to become the head of the guild of thieves and at the same time shed a minimum of blood? First, the character needs to complete two tasks to become a member of this organization. You need to go to Riften and find Brynjolf and talk to him, after which he will offer the first task.

Before you start, the character should increase the skill of stealing. If the skill is pumped, the player can safely complete the first task. In this quest, you have to rob the merchant Madesi and plant the stolen goods on the merchant Brand-Shea, thereby framing him.

After you inform Brynjolf that you are ready, the first task will begin. While he will distract people in the market, you will need to steal the ring from the chest at Madesi's counter and throw it to Brand - Neck, and then your character should return to the customer and report that the task has been completed. The next stage of the quest is to receive a task in the lair of the Ragged Flask guild. You can get there through the rat hole, destroying enemies along the way. In the Wild Flask, the main character will receive a second task from Brynjolf: he will have to collect debts from three people: Kirava, Helga, Bersi Honey Hand.

Important: ask Brynjolf more about these people, then the task will become much easier to complete. A high persuasion skill will also help in completing the quest.

After successfully collecting debts, you will need to return to Brynjolf, who will introduce you to Mercer Frey. After talking with him, you can become a full member of the thieves faction.

After the introduction, your character only needs to solve one task in the Skyrim game, how to become the head of the thieves guild.

If you want to become the leader of a faction of thieves, then you need to remember that you need to restore the reputation of this organization. First of all, your player should get to know all the members of the guild. After completing the first task, this can be done in the process of completing story quests to obtain the title of leader.

First task under the name "Clarity" the hero receives in the guild. His task is to steal documents from the estate and burn three beehives. To avoid bloodshed in the estate, it is better to get through the sewers. You can learn about this secret passage from Vex. In the estate itself, the player has a choice: use stealth or massacre. The main goal is to take the key from Aringot, or crack the safe, and pick up the documents. Then your hero should go to the courtyard and burn the hives. In the courtyard, you have to make a choice again: use the thief skill or take the fight.

Second task “Wrong honey”. You need to talk to Maven Black-Briar and complete her order. Maven sends the hero to Whiterun to Mallius, who reveals the details of the task. The player will have to destroy the rats, spoil the honey in Honing's Meadery and pick up the document and return to Brynnolf.

The next step is the quest "The Scoundrel's Caprice". The hero must take an assignment from Mercer Frey and go to Solitude in the Laughing Rat, where he must talk with the lizard. Information can be obtained by offering a bribe, but only if the skill of persuasion is well developed. The necessary information will not be enough, so you will have to follow the lizard to the Salt Water Grotto. There, having dealt with the robbers, you will need to talk to the lizard again. Having received the long-awaited information, the character must again talk with Mercer, harboring a grudge against the thieves guild.

The fourth task is “Conversation with silence”. In the ruins, the player encounters Mercer, who appears to be stuffing himself with fellow travelers. During the journey, your hero will be hurt by an arrow, after which he will find out that Mercer is the traitor, not Karliah.

The next task is "Difficult answers". Your player will have to decipher Gall's diary, but to do this you will have to run a lot: first he will go to Winterhall to Enthir, then to the museum in Markarth. After completing Enthir's order, you must return to him for a reward.

Next on the list is a task called “Pursuit”. After the player returns to Riften, they need to go to the Ragged Flask and talk to Brynjolf. He sends your hero to the estate. First, the character should talk to Maven and fulfill his order, find a feather belonging to the guard of the estate, Wald. Maven exchanges the pen for Wald's papers.

After presenting the documents to the guard, he will let you inside the house, where you will have to massacre and kill a large number of guards. Having dealt with everyone, the hero must enter the basement, through a suspicious closet, bypass the traps and pick up Mercer's plan from the table. After all the manipulations done, you need to return to Briolf.

To achieve the goal in Skyrim how to become the head of the thieves guild, there is very little left to do. After passing the “Pursuit”, Karliah will approach your hero and ask you to accompany her, telling a lot of interesting things along the way. This will serve as the beginning of the new task “Revival of the Triad”. Karlia leads you to a cave, where you will have to get armor with the help of a nightingale stone and undergo a rite to become a Nightingale. Next, Karliah will tell your hero that Mercer stole the Skeleton Key, and thus brought a curse on the Thieves Guild. Your task is simple - kill Frey and return the relic to the place where it was stolen from.

In order for the task to acquire the status of "completed", the player should first talk to Brynjolf, who will offer to become the head of the thieves' guild.

The penultimate dash to the end of the quest will be the task “Blinding”. The player, along with Brynjolf and Karliah, goes to the ruins of Irkthand. At first, satellites will help in battles, but you will have to fight the battle with Mercer yourself. It is desirable that your character has good armor, because Frey is a fairly strong opponent. When you defeat the villain, you will only need to pick up the key and return to talk with Karliah.

Karliah gives the last assignment. Your fearless hero needs to go to the Twilight Sepulcher and perform the ritual. In the tomb you will meet the ghost of Gallus and find a diary, which describes in detail the five tests that are needed to complete the rite. After the last test, the character enters a room where he needs to open the Black Lake lock. When the key disappears, Karliah will appear and offer a choice of ability.

Main story quests completed. Now all you have to do is restore the reputation of the thieves faction. To do this, you will have to run a little and complete simple tasks: "Summernet Shadows", "Picky Sload", "Manual Amnesty", "Silver Blank".

The final task is "Change of Leadership". After the ritual, the player receives the long-awaited title of head of the thieves guild.

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.

The passage of the game Skyrim allows you to play different roles: the defender of the weak and the real villain and thief. The Thieves Guild will just help to fully experience the last specified role.

How to join the thieves guild?

This brotherhood differs from others in that you cannot join it just like that, through the right NPC. To enter, you will have to pass two tests. Go to Riften and find Brynjolf. For example, he may be in a tavern. At a meeting, he will start a conversation and begin to persuade him to complete the "deal"

chance meeting

Here you will need to rob some merchant, and make another guilty. Naturally, you will receive a reward for this. To complete the Skyrim game, go to the square, find Brynjolf. But if you go at night, you will have to wait until the morning. Let him know you're ready. He will distract others from work by advertising a new product. Then everyone will gather around him, and in the meantime you will pull out the key from the pocket belonging to the lizard. Then head to the shop of this merchant (located in the market).

You can take whatever you want, but be sure to take the ring. Then toss it to the merchant you want to frame. His name is in the journal. Embedding is done in the same way as stealing. Having achieved success, wait for the end of Brynjolf's actions. In the event that he does not want to stop, enter and exit any house. Then talk to him and report on the completion of the task. Take a reward for successfully completing the Skyrim game.

Reliable roof

During the next conversation with Brynjolf, you will find out that he is sympathetic to such fast and smart guys like you. He will offer to join his guild, subject to the completion of the task.

Note: you can start the passage of the game Skyrim and receive a task from him either immediately, or first go to look for the "headquarters" under the city in the dungeons and take the second one there. It consists in knocking out a debt from three people. Here the basic rule applies - the main thing is not money, but people's awareness that the guild of thieves should be respected. However, the victims are required to stay alive. Instructions for knocking out money for the passage of the game Skyrim

Helga. Use the statue as her weakness. Find and steal it. Then start threatening Helga that you will break her if you don't pay your debt.

Bercy. Here, use the debtor's favorite vase. Break it and thus piss Bersi off. He will scream and give the money.

Kirava. You won't expect anything from her. So go talk to the Argonian Talen-Jay. Convince him to influence Kirav. And since he values ​​​​her safety, he will figure out how to convince her.

Return to Brynjolf and report your success. Congratulations, you are now accepted into the Thieves Guild and can continue playing Skyrim

List of members of the Thieves Guild
Primary participants: the head of the Guild of Thieves named Marser Frey, the person who accepts you into the Guild is Brynjolf, master of Vex locks; handing out small contracts, Delvin Melory - a buyer of interesting rarities; provides small contracts, the buyer of the stolen Tonilla, the guard is the Gravedigger, the bartender named Vekel the Warrior

Minor members: Niruil, Sinrik Endel, Rune, Trinn

Clarity

In this task received from Brynjolf, you will have to punish Aringolf. This is your first mission in this Guild. Make your way to Aringolf's mansion, clear the safe and burn the three beehives. The passage of the game Skyrim at first glance seems simple here, but a catch will be waiting for you. The fact is that Arirngolf keeps mercenaries as guards, which is not very good for you. You have to sneak in unnoticed. Speak to "Baby Vexy" and learn about a secret passage through the sewers to the manor. Everything is as usual. Contact Tonilla for the armor you need. By the way, the estate is called "Goldflower". Go out at night, as you must go unnoticed.

Enter the sewers and follow through the corridor. The passage of the game Skyrim will show you a new enemy - skeevers that need to be destroyed. Get to the stairs. Go up and go inside the building. Guards are on duty here - a couple are walking, others are just sitting. Having the necessary skill of stealth, it is quite easy to get past them. But beginners will not be sweet. First go through the mansion and steal everything you can. Then head to the safe.

Get to the grate, near which you can either go back or to the second floor, where the owner of the house is. You can take the key to the safe from him. Or just go ahead and unlock it with the lockpicks. The choice is yours. The second option is, of course, easier.

Be very careful on the second floor, sneak slowly and quietly. Then a surprise awaits you - the owner will move inconveniently for you. There is no point in starting a conversation with him - you still cannot persuade him to give you the key voluntarily. And he'll call security. Therefore, you will have to steal the key from his pocket.

In any case, look to the right along the corridor. If you see a guard with his back to you, unlock the grate, then follow forward, and if you see him facing, wait until he turns his back to you. And in the basement you will meet a rather careless guard - he sits on a chair that stands in a flammable oil puddle. It will be very difficult to pass by, since the distance from it to the stairs is flooded with light. To pass the game Skyrim, you can either try to ignite the oil with a fire spell. You won’t be able to kill him right away, you will need to finish him off. In addition, a couple more guards from the next room may appear. If you're lucky, you can hide in the shadows under the stairs. Choose only for you.

Thus, looking for a safe. Unlock it with a key or master keys and take all things from there. Your path to the exit will pass through the sewers or the main entrance. Again, the choice is yours. The next part of your plan is vandalism, more specifically setting fire to the hives. Therefore, the path through the main entrance is a little closer. Go through the bridges. Guards pass by or wait. Set fire to three hives with fire spells. It will be very beautiful.

Now you can leave this place. Go back to the hideout. By the way, now you can already use the secret passage. Take a reward of 200 coins. In addition, you still have all the loot from the mansion.

Wrong Honey

And again you will receive a task from Brynjolf. You must talk to Maven Black-Briar, and also do what she asks. Find her (she can be in the tavern or near the market stalls). She needs to take down rival Honning Meadery. Maven will direct you to a tavern called "The Prancing Mare" in Whiterun to meet Mayor Mallius Mackius.

He will announce that a honey tasting will take place soon. It is arranged by Sabjorn for the Captain of the Guard. However, the skeevers have infested his meadery. Therefore, he is looking for a person who will agree to poison them. But honey cannot be combined with rat poison. However, the rats still need to be destroyed, because Maven wants to take this honey factory after Sabjorn leaves. Of course, you must do the rough work. Head to the meadery. In the building, talk to Sabjorn and offer your help in this matter. Ask for a deposit (if given) and follow to the basement.

Destroy the skeevers and psycho Heimlin. You will find a diary from him, from which it will become clear that you prevented his plan to capture the whole world. To complete Skyrim, pour rat poison directly into their nest. Then move on to the honey factory. Now sprinkle poison into a vat full of honey. So you completed the task, and earned money. Then go for a tasting. The honey will be tested by the commander of the Whiterun Guard. Naturally, he will not like it (after all, rat poison is added there). Then he will put Sabjorn behind bars and put Mullin in charge. Well, almost a happy ending. Now you need to inspect Sabjorn's room to find out how he was able to make a meadery in such a short time. You can take the key to the room from Mallius.

Take the document and money in the chest of drawers. You will find a decanter full of Honning's honey behind the second door, which you will need to break open. For it, you will get 200 coins from Delvin. She will find a place for him on the shelf with all the entertaining items you brought. For completing this quest in Skyrim (found document) from Maven, take the reward in the form of the Holy Orc Dagger. In principle, it can be put up for sale. The Skyrim walkthrough directs you back to Brynjolf, who will tell you that Mercer Frey wants to see you immediately.

Caprice of the Scoundrel

This task (again from Brynjolf) is that you must obtain information about the buyer of the Goldenglow mansion from the lizard Gulum-Ai. Head to a tavern called the Laughing Rat in Solitude. Talk to the lizard and try to use bribery with him. He will tell you about a box of fire wine in the Blue Palace, which a certain person strongly desires to get. That is, you must give him your support in this. There will be no difficulties here, because the box is not guarded. Just go and get it. Give the wine and get information about the woman who visited Gulum-Aya (having a purse of gold) and asked to be represented in some business. It consists in the transfer of payment for the estate to Aringot. He does not remember her name or face, but you will feel that the lizard is hiding something. Don't leave after the conversation is over. Set up a spy on him. You will then reach the East Empire Company Warehouse.

Enter there after him and be extremely careful not to get caught by the guards. It is recommended to remove all torches, because this will reduce the amount of light, and therefore your chance of being caught. To pass the Skyrim game, choose for yourself - you can quietly kill the guards or just carefully bypass them. The main thing is not to make noise. By the way, the guards walk around with torches in their hands, which will make your pursuit of the lizard even more difficult.

Thieves Guild (orig. Thieves Guild) is a criminal organization made up of bandits and thieves that can be found throughout Tamriel.
All the features of this guild will become available by installing or purchasing the official expansion. DLC:Thieves Guild. Joining the Thieves Guild provides access to an exclusive skill line.

Location

The Thieves Guild is based in the city of Abah's Landing, located on the desert peninsula of Hew's Bane, on the south coast of Hammerfell. Its headquarters is the Den of Thieves (Thieves Den), located in the same city. The guildmaster of the guild is Zeira.

Like in the Fighters Guild and Mages Guild, skill progress in the Thieves Guild is also achieved through leveling up. This can be achieved by completing the various quests associated with this DLC. Losing access to the DLC will disable this progress, but any skills you have earned will remain unlocked and useful. There are 12 reputation ranks in the Thieves Guild.

Skill Perks

Thieves Guild skills consist solely of passive abilities designed to assist you in your criminal activities. Known abilities are listed below.

Passive abilities

Name Level Skill Level Description
What I found is mine
(original Finders Keepers)
1 Thieves' caches are hidden throughout Tamriel. Only members of the Thieves Guild can open them.
Swiftly Forgotten
(orig. Swiftly Forgotten)
2 Every 3 minutes the penalty is reduced by 46 points. Suspiciousness is reduced by 36 every 3 seconds.
5 Every 3 minutes, the penalty is reduced by 69 points. Suspiciousness is reduced by 46 every 3 seconds.
8 Every 3 minutes, the penalty is reduced by 92 points. Suspiciousness is reduced by 55 every 3 seconds.
11 Every 3 minutes, the penalty is reduced by 115 points. Suspiciousness is reduced by 64 every 3 seconds.
Dealer
(orig. Haggling)
3 Increases the price of stolen items sold to the Fence Fence by 2%. Does not affect laundering.
6 Increases the price of stolen items sold to the Fence Fence by 4%. Does not affect laundering.
9 Increases the price of stolen items sold to the Fence Fence by 7%. Does not affect Laundering.
12 Increases the price of stolen items sold to the Fence Fence by 10%. Does not affect Laundering.
Condescension
(original Clemency)
7 If you are caught by a guard, you can use Pardon once per day. In this case, the guard will not arrest you and will not take the fine or stolen goods. In addition, the guards will not molest you for 1 minute after using Pardon, unless you commit another crime.
Time Escape
(original Timely Escape)
9 Flee from justice with the Thieves Guild's Timely Essare ability.
Veil of Shadows
(original Veil of Shadows)
9 Reduces the detection radius of witnesses and guards by 10%. Witnesses will now be less likely to notice crimes, and guards won't harass you until they get close enough.

Getting quests

Thieves Guild quests can be obtained on three bulletin boards, which are located near and inside the Den of Thieves (Thieves Den).

  • Theft quests(Larceny Quests) Issued by Kari, a strict Nord woman who oversees the guild's finances, collects information and rumors on the Tip Board, and oversees the Heist Board.
  • Robbery quests(Heist Quests) gives out Fa "ren-dar, a frisky Khajiit, which is located at the far end of the Lair, next to the exit from the sewers. He is involved in robberies and keeps an eye on the Heist Board. Quests from this board will only be available after completing The Long Game quest.
  • Quests for returning things(Reacquisitions Quests) is given by Spencer Rye, a trendy Breton who is located just outside the Den of Thieves, next to the Reacquisition Board.

Quests

Story quests

  • Partners in crime (Partners in Crime)- Become a partner of a young thief and enter into thieves guild.
  • House cleaning (Cleaning house)- Find the connection of the missing Thieves Guild member to the Iron Wheel.
  • long game (The Long Game)- Learn about an aspiring merchant named Kosh at Zeira's request.
  • The Perfect Plan (A Flawless Plan)- Find out the truth behind the Thieves Guild's failed heist.
  • Or be silent for the rest of your days (Forever Hold Your Peace)- Make your way to the Habalajad Palace.
  • Jail break (Prison Break)- Rescue the guild master from No Shira Prison.

Quests from Quen

  • Double life (A Double Life)- Help Quen with her personal file.))
  • His greatest treasure (His Greatest Treasure)- Find Father Quen's treasure.))

Quests from Walks-Silently (Walks-Softly)

  • The shell game (shell game)- Help Steps-Silently with his personal file.
  • Everyone has a price (Everyone Has A Price)- Learn from Steps-Silently.

Quests from Velsa

  • withered flower (A Faded Flower)- Help Velsa with her personal file.
  • What was lost (That Which Was Lost)- Help Narahni find her son.

Quests from Zeira

  • The one who got away (The One That Got Away)- Help Zeira with her personal file.

Other

  • Pickpocket Art (The Cutpurse's Craft)- Prove to the Guild that you are good at pickpocketing.
  • robbery master (Master of Heists)- Meet Fa "ren-dar, master of robberies of the Thieves Guild.

Repeatable quests

Thieves Guild Quests

These quests will be completed throughout Tamriel, where you must complete theft.

Return of Paradise

These quests are related to the Delves and Group Bosses dungeons in Hugh's Bane.

Robbery

These quests will lead you to locations where you need to complete the "Robbery", they can be completed either alone or in a group.

Thieves Guild Achievements

All achievements of the Thieves Guild are located.

Reputation

The reputation of the Thieves Guild is earned by completing various quests and quests for the guild. For completing most of the quests, you can earn 10 points, and for completing the quests received from the Bulletin Board - 5 points, for each major theft you will be awarded 30 points.

Rank Reputation Required
for the next rank
Final reputation
for Rank
1 10 0
2 25 10
3 30 35
4 30 65
5 35 95
6 40 130
7 40 170
8 40 210
9 50 250
10 75 300
11 100 375
12 - 475

Note

  • For historical information about the Thieves Guild, see this article. here.

See also

  • justice system - (orig.Justice)
  • Artful deception - (orig.Legerdemain)
TESO factions
Playable factions