Passage of the guild of thieves. Walkthrough Oblivion: Thieves Guild And what's so special about the diary

There are two ways to find out how it is possible to join the Thieves Guild:

1. Approach any of the beggars (they usually ask for alms) and talk to him about the "Grey Fox", while the attitude of the beggar towards you should be quite high (at least 60, I personally spoke at 93 ). In a conversation on this topic, the beggar will report that if you want to find the "Gray Fox", then you need to go to the "Garden of Dareloth" at midnight, which is located in the Waterfront area

2. Go to jail for stealing. After you leave the prison, Mivrina Arano will approach you and tell you the same information as the beggar.

Now you need to go to the indicated place closer to midnight and talk to a man named Armand Christophe on the topic of "Grey Fox". After this conversation, the topic "Join the Thieves Guild" will appear. Further, Armand Christoph will tell you that in order to join the Thieves Guild, you need to pass a test. The essence of the test is as follows: you need to steal the diary of Amantius Allectus, and you need to do this faster than your two rivals (Metredhel and Amusei). In addition, there is one more condition: during the execution of the task, you cannot kill anyone. Your main rival is Methredheel, because she immediately runs to the house of Amantius Allectus and finds the place where the diary lies. In general, you should also not linger too much and run there, although Armand Christophe will offer you to first talk to the beggar, who will tell you where Amantius Allectus lives, but, unfortunately, this is almost an unaffordable luxury, also talking to the beggars. Therefore, I propose to immediately go to the dwelling of Amantius Allectus. His house is located in the Imperial City in the Temple area on the right side of the gate leading to the dock area. The lock on the door has an "average" difficulty, so even a beginner can easily handle it. In the house itself, the diary is not hidden too far, namely, in some kind of writing desk, standing against the right wall. After you take the diary, return to Armand Christophe, who will officially enroll you in the Thieves Guild and give you a small bonus.

The next task from Armand Christophe is to bring the Thieves Guild's buyer Ongar loot worth at least 50 coins. Ongar himself is in the city of Bruma in Olava's tavern or in his house. I advise you to carry out a theft in the house of Lyra Rosentia, in which on the second floor you can find Mace and Breastplate with a total value of the required amount. After you sell them to Ongar, a sign will appear telling you to talk to Armand Christophe.

Next, Armand will give you the task of stealing the taxes collected by citizens living in the Embankment area. In addition, you also need to bring a list that shows how much and from whom these taxes were collected, in order to later distribute the money to those from whom they were collected. The main person involved in this quest is Lex Hironikus, the head of the imperial guards of the city, who just initiated the collection of taxes from this area of ​​the city. Next, you need to go to the Temple area or the City Nursery area, and from there go to the building of the South Tower. There you will most likely meet law enforcement officers resting, who will not be too happy that you continue your journey to the upper floors of the Tower (namely, there is money and a list). In general, using stealth or otherwise, you should get to the top floor. If you do this at night, you will find a sleeping Lex Chironicus in the upper room. His sleep is quite disturbing, and he wakes up at the slightest rustle, so I advise you to have a minimum of armor with you, as well as a well-pumped Sneak skill, otherwise you will have to go during the day. In the room itself, the money and the list are on the desk. We pick them up and go back to Armand Christoph, only moving from floor to floor in the tower is quite careful, because. and here the dormant eye of the law (ordinary guards) can suddenly wake up. Armand counts the task and sets the following condition.

It is, in principle, not too different from condition #1, only the amount of the stolen is increased to 100 coins. If you consider that you have already sold 50 coins worth of all good, then you just have to steal another 50 coins. I personally robbed some house in Llavin. The houses there are quite large, and during the day there was one maid who, even with a poor Sneak skill, is easy to confuse. As soon as you sell things to Ongar for the required amount, a sign will immediately appear with a notification about the need to come to Armand Christoph to receive the next task.

Now Armand instructs to find and bring him a bust of the former Countess of Cheydinhall, Llataza Indoriz. To do this, you, of course, will need to proceed to Cheydinhall. There, ask the beggars about the desired bust. The beggars will tell you that he is in the Chapel of Arkay in Cheidenhall, but it is not so easy to take him from there, since the bust is guarded. Go to the chapel, go down, and here you will need to open the "hard" level lock. Next, immediately switch to stealth mode, as a guard will run along the tomb. Although he is rather deaf, safety should not be neglected. The bust is in the left wing of the tomb. After waiting for the guard to go to the right wing, quietly, hiding behind the columns, move to the left. The guard does not enter the "wings" themselves, so quickly pick up the Bust and return the same way. As you get out of the basement into the church, do not forget to exit the stealth mode and return to Armand. Finding yourself on the Embankment, you will hear the news that Armand Christophe is looking for a guard, and that, accordingly, he will not come to the garden by midnight, that is, you will have to find him yourself. You don’t have to search too much, it will be enough to walk a little along the Embankment and right person will find you. It will be your former rival Methredheel, who will report that Armand Christophe is wanted for stealing the Bust that you stole. Of course, you will be surprised, but then Metredhel will explain everything to you. It turns out that Armand specifically gave you such a task in order to uncover the "informer" in the ranks of thieves. This informer turned out to be a certain dark elf Mivrina Arano, who lives right there on the Embankment. Now you have to punish her for espionage activities, and at the same time remove suspicion from Armand Christoph. To do this, you need to put the stolen bust of Mivrina in the sideboard, but you need to do this so that she does not notice. And then report to Lex Hironicus that it was she who stole the Bust. It was a theory, and now what you have to face in reality. In fact, not everything is so simple, her house is located obliquely from yours, and this intersection is guarded by Lex Hironicus himself, in addition to everything, a guard runs up to him every half a minute and reports on the results of the search. In general, you will have to catch the moment when there will be no reports and Lex will turn his back on you. Then quickly switch to stealth mode and start picking the lock (difficulty "hard"). Once in the house and without leaving the stealth, quietly move to the right and forward to the closet against the wall, trying not to wake up Mivrina Arano. When the closet is within reach, click on it, and a sign will immediately appear stating that the Bust has been added to the closet. Then turn around and, without leaving the stealth, tiptoe out of the house. After leaving the house, turn off the stealth mode and go straight to Lex Hironikos, increase his attitude towards you to the maximum (preferably above 90), and then report to him that the Bust is in the house of Mivrina Arano. He will not believe you and will ask you to go to her house with him. There, in her closet, he will naturally find the Bust he is looking for and charge her (in general, a whole dramatic scene will be played out in front of you). Further, a new tablet will inform you that Armand Christophe will appear only on the next full moon. Upon meeting, he will promote you to the rank of "Bandit" and pay 100 gold for the work done.

When you try to take a task from him, he will answer that he is no longer your contact, and from now on Skriva from Bravil will give you tasks. She can be found at the Lone Wanderer Inn. Skriva tends to spend most of her time at her home near the North Gate in the Nebenai Valley, but it's best not to disturb her there. Wait until she goes to the Lone Beggar Inn and talk to her there. She will ask you to start by selling stolen goods worth more than two hundred coins. To sell stolen goods, another merchant becomes available - Dar Ji, who lives in Llavin. The easiest way to collect the required amount is in the cellars of Llavin's castle. There are levers (hidden in barrels) that open secret doors leading to a secret room. A few seconds after you sell the required amount of stolen items to Dar G or Ongar, a sign will appear informing you of this and advising you to talk to Skriva again.

Returning to Skriva, you will receive a new task. A certain widow, whose name is Akhdarji, had her husband's ring stolen, but it was done by some free thief who was not a member of the Thieves Guild. You need to go to Llavin on a mission to find a free thief, take the ring from him and return it to the owner. Arriving in Llavin, find Adarji. She lives in her own house, the location of which any beggar will tell you, in addition, the beggars will even tell you where she can spend free time . The widow, by the way, will turn out to be quite a useful character, because. Teaches Light Armor. Adarji will tell you the name of the thief - Amusey, and will ask you to kill him, offering you 100 gold for her husband's ring. You will refuse to kill him, referring to the rules of the Thieves Guild, but, of course, you will take up the task. In addition, one more interesting point will turn out - you already met Amusei when you passed the test for admission to the Guild, and now you need to find him. Again, in this matter, beggars will come in handy, who will report that Amusei was caught stealing from the Countess and now he is languishing in the castle prison. But do not despair, the beggar will also report that any guard will take you to him for a small fee. Now head to Llavin's castle, before reaching the central hall, turn right, there will be a staircase leading down to the door to the castle dungeons. The door will not be locked. Entering it, further along the corridor on the right you will see a seated guard. You need to open the door at the end of the corridor. There are two ways to do this: a master key and a conversation with a guard. Everything is clear with the master key - we just open the door, although there are no particular problems with the guard, you just need to talk to him about Amuseya, and the guard will open the door for you for a small bribe of 20 gold. In the last chamber on the right, the very Amusei who tried to enter the Thieves Guild with you will languish. After talking with him, you will find out his sad story, but it’s not about him, the point is that he will have to offer something for the necessary information. I will say right away, no matter which of the three options you choose, it all comes down to the fact that he will need to be given a master key. For this, he will inform you that Countess Lyavin Alessia Caro now has the ring and that it is advisable for you to talk again with Akhdarzhi or with one of the beggars in order to find out more information about the ring. Further - more, after a conversation with Adarzhi, you will find out the true reason why she needs this ring so much. In fact, with the help of this ring, Ahdarzhi could read the secret correspondence of the count, and sold the information to other counts and dukes. After this conversation, the price for the ring will increase to 200 gold accordingly. Now we need to find out where to find the notorious ring. Everything is simple here: we go to the nearest beggar, who will give out the next piece of information. Where the ring is kept can be known by the servant of the Countess, Hlidara Motril, who is located in the main hall of the castle, where the Countess herself sits with her husband. After talking with the maid, you will find out that the Countess takes off her ring only at night when she goes to bed. It's pretty hard to steal a ring. To begin with, before the Countess goes to bed, it is advisable to go along the entire route and open all the doors in advance, including a detour through the torture room, as well as the box itself, in which the ring is stored. The box is on the table next to the Countess's bed. After waiting for the evening, we begin to act. To begin with, it is almost impossible to go along a direct short path, since the guard magician Khajiit walks right behind the door, and then a guard patrols in the corridor leading to the chambers of the Karo couple. You can take a detour as follows: in the central hall, in the wall on the side of the chairs on which the Count and Countess sat, there is a door leading to the basement of the castle. It is locked, but since there is no one in the hall at this moment, it can be safely hacked. After that, we go down to the basement itself, in a barrel against the far wall there is a lever that opens a secret door. The corridor behind the secret door will lead us to the secret torture room, which has an entrance to another similar corridor and exit from it to a similar basement with a secret door. Climbing the stairs from the basement, we find ourselves in a corridor leading straight to the chambers of the Count and Countess. A guard runs along it, although his route is too long, and it is quite possible to slip through to the chambers of the Karo couple unnoticed. After you find yourself in their bedroom, the hardest part begins. Or rather, if you have the "Sneak" skill pumped, then there is nothing complicated. But we will proceed from the worst case scenario. In this case, you are advised to take off all your armor and make your way to the bedside table with the box, which stands next to the bed itself. It helped me personally, it didn’t work with armor. In general, we grab the ring and in the same way, observing all precautions, we move back. We give the ring to Akhdarzhi, and in return we receive a reward of 200 gold. After that, we go to Bravil and report to Skriva that the task has been completed. She will thank for the work done and will be promoted to "Scammer".

The new task will begin with the fact that you will need to find Methredheel in the Imperial City, because it is she who now controls the Thieves Guild due to the fact that Hironicus Lex is constantly chasing the Gray Fox, not giving him rest. Your faithful helpers, the beggars, will help you find it. They will report that Methredheel is hiding from the raid of Hironicus Lex (the fact that the raid is being carried out will be clearly visible on the Embankment of the Imperial City) in the house of Dinaria Amis, which is located on Talos Square. Methredheel hatched a plan to draw Lex Hironicus's attention away from the Embankment. To do this, you "only" steal the staff of Hrormir from the Archmage of the Mages Guild. It is known that the magician sleeps from one to seven in the morning, but in addition to stealing the staff itself, one must also leave a note on the table by the bed from the Gray Fox. We go to the University of Mages in the Imperial City, we go into the Vestibule (reception) to the Archmage, there, to the left of the entrance on the floor, there will be a portal leading to the Meeting Rooms of the Council of Mages, but there ahead of time not worth messing with. As soon as the time strikes one in the morning and there is no one left in the reception room, we move through the portal to the Conference Room. There will be another portal leading to the Chambers of the Archmage. If the "Sneak" skill is not too developed, I would advise (as usual) to remove the armor before going to the Archmage's Chambers. In the bedroom itself (the chambers of the Archmage), we need to steal the staff lying on the nightstand in front of the bed of the sleeping Archmage, and put the letter in the table, standing on the side of the bed of the Archmage. Stealing a staff is not a big problem, you just need to sneak around so as not to wake up the sleeping Archmage, but a surprise will await you at the bedside table - it will be locked. However, you should not be too upset, the key lies in the pocket of the sleeping Archmage. We just need to steal it from there, open the nightstand (the letter will be placed there automatically) and return the key to the Archmage (we don't need it anyway). After that, we quietly leave the bedchamber of our Archmagic comrade, not forgetting to pick up our armor in the next location, if they were left there. We return to Metredkhel, we report. Mission completed. She will ask you for another trifle - to follow Hironikos Lex and inform her when he orders to stop the search work on the Embankment. Finding Lex Hironicus on the Embankment is not difficult, he is located in the same place where he was during the search for Armand Christoph. Sneaking up to Lex is not necessary at all, a few steps before him you will stop yourself and see the following scene: a Dremora will appear from the air and notify him of something, after that a sign will immediately appear with the message that Hironicus Lex was still forced to remove the guard. You can go report this to Methredhel. But in addition, the message will say that Lex Hironicus dropped some paper, and he will indeed drop it in a couple of seconds. This paper will need to be picked up and taken to Metredhel, who will give us the task again. Now that the cordon has been removed from the Embankment, it is necessary to return the staff again, but not to the Archmage, but to throw it into the chest of Ontus Vanin, who also lives on Talos Square. His house is located in the outer city wall. You can pick the lock at night, or you can just wait for the day and freely enter his house. The chest in which you need to put the staff is located on the second floor and is directly called "Otus Vanin's Chest". After trying to open it, a sign will appear saying that the staff is placed in the chest. Now you can return to Bravil to Skriva and report on the completion of the task. She will promote you to the rank of "Burglar Thief" and provide you with the opportunity to contact the new buyer of stolen goods - Lusiana Galena.

The new condition will be a logical increase in proceeds from the sale of stolen goods by a total of 400 gold. For this, the reserves of the basement of Llavin's castle were enough for me. The new fence, by the way, is located in the same tavern where Skriva likes to go.

After fulfilling the condition, Skriva will give a new task. You need to deliver to her the book "The Lost History of Tamriel", which is necessary for the Gray Fox himself. This book was already stolen from someone by a thief named Teranius, but the whole problem is that immediately after that he disappeared somewhere. Your mission is to find him and either take the book or ask him where the book is now. According to Skriva, Teranius' trail ends at Skingrad, so you'll need to head there. Next, we conduct an investigation on the knurled one, that is, we conduct a survey of omniscient beggars who will tell us the following: Teranius liked to go to the Two Sisters tavern and, drunk, boasted that he had stolen an expensive little thing. To his misfortune, just at that moment the captain of the local guard came in and, of course, put him in a jail (that is, a prison). Therefore, now we need to go to the prison and try to talk to the unlucky thief. The prison is located outside the city of Skingrad Castle. You can reach it along the road that starts behind the East Gate. In the castle, you will need to get into the cell with the prisoners. To do this, you will need to get a job as a servant delivering food to prisoners. Only the orc Shum gro-Yarug can hire you, who leaves the inner chambers of the castle (to which there is no access) only at 10 o'clock in the afternoon, and then walks around the city for another couple of hours. In general, it is better to catch it at exactly 10 o'clock near the exit from the castle. He will hire you, and then everything is simple. Go to the guard under the plausible pretext of feeding the prisoners, this time the guard will not be capricious and will let you through to the cells. There will be only one prisoner in the cells, after talking with whom you will find out that a certain "Pale Lady" came for Teranius, who took him away an hour ago. Now you will need to follow the trail of blood stains that will lead to the wall. To the right of the wall there will be a "Strange Candlestick", turning which you will open a secret door. Behind it there will be a passage that will lead to another door leading to Skingrad's wine cellar. By the way, do not forget to take three master keys lying on a stool in the niche in front of this door. Then you will again pass through the passage, which will lead to the basement of the castle, in which there will be several doors. You need to get into the room where the wine is stored. There will be three large barrels in the room. To the left of the right barrel you will see the "Strange Candlestick" again, by clicking on it you will open a secret door located in the middle barrel. On this, your wanderings through the labyrinths of the castle will stop, since almost immediately outside the door you will be attacked by the notorious "Pale Lady". Killing her is not difficult at all. After that, going further, you will find the corpse of Teranius and an old friend Amusei sitting behind bars. (How does this bastard manage to do everything? Only recently he was holed up in the prison of Lyavin, on the other side of Cyrodiil.) After talking with him, you will learn that Teranius was Amusei's cellmate and trusted him in many ways. Teranius did not say anything about the book, but mentioned a certain treasure that Amusey promised to give you as soon as you take him out of the castle. We open the door with the key taken from the dead vampire (Pale Lady) and lead Amusei with us. You need to exit not the way you entered the basement, but through the door leading to the "Dining Room of Skingrad Castle" (fortunately, you also removed the keys to this door from the body of a dead vampire). Next, we go directly to the hall with laid tables, while stealth must be turned on. In this hall we turn to the right, there will be a door leading to the "Hall of Skingrad Castle". But be careful, the guards are looking for you. Therefore, go through it in stealth mode, in addition, it will be necessary to throw off your armor in a backpack, otherwise you risk being noticed by the guards. In the hall of Skingrad castle in stealth mode without armor, go straight for a couple of meters and run into the next door leading to the castle courtyard. Although this door is closed, the key will help you out again. After leaving the courtyard, continuing to remain in stealth mode and without armor, move forward to the gate leading to the "western wasteland". And only after leaving the gate you can finally relax, that is, put on armor and get out of stealth. Guide Amusei across the bridge, and then a little more down the road, after which a sign will appear that you need to talk to Amusei. He will tell you that Teranius asked that the following message be given to any member of the Thieves Guild: "The book is hidden behind a bush near Nerasteral's house, by the well." Everything is simple here, following this instruction, we go to Skingrad itself. Immediately after entering the city (if you didn’t go around the city from the back side, but went further down the road from the castle), we turn right onto a small path and move along it. A little further from the first well that came across, under a bush against the wall, you will see the book you are looking for. Pick it up and a sign will appear informing you that you can return to Bravil and report to Skriva about the completed task. Skriva, not really grieving for the dead Teranius, will take the book from you and count the task.

This time the task is given rather confusing. Its essence is that you need to find a certain letter, then forge it and give this letter personally into the hands of Lady Umbranox of Anvil. Whatever it is, we need to go to Anvil, and, as usual, the first thing to do is to ask the beggars. The beggar will not tell you anything particularly interesting, except that you need to find some kind of blacksmith, and it is not clear why, and also that the castle is full of secret rooms. We go to the castle (preferably after waiting for the night). As you enter the room - immediately to the right to the blacksmith. His name is Orrin, he will not have long conversations with you, he will simply say: “Follow me,” and he will lead you to a secret entrance (this Orrin, by the way, can even be awakened in the middle of the night, he will not show any discontent). I forgot to say that a sign will appear saying that the passage leads to the office to Dairyhill. You will come across a door that will have to be opened (the level of the lock is "medium"), so do not forget to grab at least a couple of master keys. After this door, there will be another passage that will lead to the wall, but it's nothing complicated. We press the left column, and a passage will open in the wall. The next step is to be smart. No matter how you leave, the guard will immediately notice you and run up with a proposal to leave the room immediately. This, of course, does not suit you, however, you can’t just get rid of this bore. I personally did this: I led him into a secret passage, from which I left, leaving the guard behind me. Then he went to the place where the wall rises (a small step), pressed the column from the outside and abruptly walked forward. The door rose, leaving the guard on the other side. Well, then it's just a matter of technology, to the left of the secret passage there is a door locked to the "hard" level. You open it, there will be a table, it is also locked, but on the "medium". The table will contain the list you need. A sign will immediately pop up stating that everything is going fine, and what is needed is taken. After that, you can dump out of the castle, preferably in a different way, through the dining room. But I would advise from the next room, in which the hostess is sleeping, to hang Nirnrut in a pot and open the chest, taking clothes from it for subsequent sale to buyers of stolen goods (to collect the next amount). Now we again don’t know a damn thing about what to do next and, accordingly, we run to the beggar for advice. The beggar advises us to look for a friend nicknamed "Foreigner", who can be found in the "Abandoned House", a shack not far from the main gates of the city. This comrade will agree to forge a letter for another, in which Hironicus Lex will be recommended for a new position. He will ask you to come for a new letter the next day, demanding a fee of 500 gold for this, which, however, will be returned to you later. A day later, after taking the papers, you will find out that now they need to be stamped with the seal of the legion commander. To do this, you will need to proceed to the Imperial City in the Prison District. As you enter, immediately to the left into the first door (you can also the second, only on the first lock "very easy", and on the second - "very hard"). The most disgusting thing is that a guard is sitting outside the door, who will immediately grab you. Therefore, you need to "go to work" at night. If you successfully entered the door, and there was no one there, then move to the door to the right, the lock on it is more abrupt - "very hard". If you went through the first door, then through the open door you will see a table, in the left corner of which is the very seal that needs to be stamped on a piece of paper. Here I want to warn you about one nuance - from time to time the head of the guard comes into the room with the seal and sits there for a while, so if he is there, take off your armor when you break into the first room. And from the second room, the seal can be stolen by telekinesis, pulling it towards you from the table. If the head of the guard is not there, then, accordingly, all these precautions are not needed. After you grab the seal, a sign will immediately appear, announcing that you have set the seal. Now you have to hand over the forged document to Lady Umbranox, who lives in Anvil. Her working day seems to start at 9 in the morning, she sits in the throne room of the castle, so you can easily find her. After giving her false documents, you will receive an answer from her, which must be taken to Chironicus Lex. It can be found on the Embankment. He would obviously be dissatisfied with the transfer to Anvil, but he would obey the order nonetheless. It remains only to report to Skriva about the successfully completed task. Skriva will accept your quest and promote you to "Stalking in the Shadows", and when you try to take a new quest, she will say that she has no more quests for you, and that the Gray Fox will personally give quests for a thief of your level. There will also be a new fence - Orrin of Anvil (the blacksmith who showed you the secret passage in the castle during the previous quest).

Blacksmith Orrin needs to sell stolen goods for another 100 septims, i.e. already for a total of 600 gold. You can wake him up even in the middle of the night, he will not balk and buy everything you offer. I personally leaked to him all the little things that I picked up in Anvil Castle, but he buys goods at bargain prices, so he barely scraped together the right amount. When the stolen goods are sold in the amount of 600 Septims, a sign will appear that the Gray Fox is now planning to contact you. To do this, he will send his contacts to you. You are advised to keep your eyes open and, to be sure, relocate to the Imperial City. After some time (about a day), Methredheel will find you and say that the Gray Fox wants to meet you at the house of Helvius Sissi, who lives in Bruma. In the house itself, go down the stairs, and the Gray Fox will appear before you in person (although he will have a mask on his face).

He gives the following task: you need to steal Savilla's stone from the monastery, located north of Cheydinhal, high in the mountains. The location of the monastery will be marked on the map. The condition remains the same: you cannot kill anyone (but there is a slight indulgence - you can kill those monks who are directly guarding this stone). For completing this task, the Gray Fox promises 500 Septims. The temple is located in the northeast corner of the map, or due north of Chaydinhall and due east of Bruma. As soon as you get to it, a corresponding sign will appear with a small hint that it will be possible to seduce some monk to help you in this difficult matter. Stay a little near the temple and soon you will see two monks. You need to talk with the monk Holger, after raising his attitude towards you (I raised it to 86). He gave me all the ins and outs. He told me that they serve the blind monks, that they, in turn, live underground in the catacombs, and then even agreed to take me to them, since I turned out to be his friend. Then just follow him to a small building to the right of the temple. You, in principle, and without a monk could get there by breaking a heavy lock, but when they open the door for you, it's still easier. After the monk opens the door, follow him and he will lead you to the next door leading directly to the catacombs, and open it accordingly. As soon as you enter it, you will be reminded once again that you can only kill one person, the keeper of the stone itself, and that everyone else here will also not be very happy about you. It is better not to look for confirmation of this, so do the following: before moving forward, remove all armor and pick up a torch, if you have one. Further, going a little forward, you will see the notorious monks who pray blindfolded. But do not think that these guys are naturally blind like newborn kittens - at the slightest rustle they are undermined and begin to beat you up quite accurately. Therefore, as soon as you enter their hall, sneak to the left of the door, which, of course, you need to enter. Don't forget to close it behind you just in case. After you entered the door, turn immediately to the right, there will be a small corridor in front of you, and on the right in a niche near the wall there will be a chest, you can safely rob it. Further, the corridor will turn left, and you will find yourself at a fork. So, you're on the right. Then another fork, this time a triple. We do this: first to the right, we clean the chest, and then to the left, you don’t need to go straight, because there is a door behind which the monks live, and if you get closer to the door, they will immediately jump out with their fists at you. Soon a fork will appear in front of you again, it's okay, it's just better to go left and loot another chest, and then you will again go out onto the beaten track. As soon as you reach the fork again - you go left (there will still be a blind rat, it won't even attack you). Next to it, in the gap in the wall, there will be another chest that can be looted. In general, the catacombs are actually quite small, so you can easily find your way along them, the main thing is to save yourself so as not to accidentally get to the monks. Next, we approach the first locked door, but I don’t think that breaking it will be difficult, it is closed with a “middle” lock. Then you will find yourself in the next corridor, and here there is one nuance associated with luck. If you are lucky and the guards did not go to bed, then everything is simple. Sneak straight down the corridor, turning right at the second turn, break open the door with the "medium" lock, then left after the empty beds and left again down to the door with the "heavy" lock. If the guards have already gone to bed in their beds, then it will be difficult to crawl past her. With my poorly pumped stealth, this maneuver did not work at all. Therefore, in this case, you will have to somehow wait until they leave this point in order to pass unnoticed further. One way or another, you still, I think, will get to the next location, the Butterfly Caves. It would be possible to describe here how to go further, but this is actually not important in this location, since here you will be met from the heels of not too dangerous traps and a couple of pieces of evil spirits, as well as chests with various bonuses. From excessively sensitive monks you will be spared. At the end of the location, you will need to pick the "hard" level lock to get to the "Moth Shrine" location. Go down and you will see a fellow monk standing in front of a crystal hanging in the air, but this crystal is not the Savilla stone that we are looking for. The stone of Savilla stands on the right on the same hill where the monk with the sword stands. Telekinesis cannot pull off a pebble, so we grab it and drape from there, or if you are thirsty for blood, you can slaughter a monk. Getting out unnoticed is just as difficult as getting in unnoticed, but it's not really necessary. We get out into the light of day and go to the Gray Fox. The Gray Fox will be delighted that you delivered the Savilla Stone to him and will reward you with 500 Septims and will also tell you that he will contact you as soon as he has a job for you.

As soon as you leave the house where you met with the Gray Fox, you will be pleased with a sign that you should bring stolen goods worth 700 coins to the buyer of stolen goods Orinn. I was not particularly smart, I robbed the central halls of the castles of Choroll and Anvil. In Chorrol, he stole a student's Alembic and Cyrodiil Brandy, and in Anvil, he stole the entire set of silverware and a couple of other valuables that ended up in that closet. I immediately sold all this stuff to Orrin, after which I was told to be careful, the Gray Fox would need me soon.

At one fine moment, your old friend Amusei will come up to you and say that the Gray Fox has made an appointment for you at the house of Malinticus Ancrus in Chorrol. This time, the Gray Fox wants you to bring him the Arrow of Liberation, which Fathis Aren, a wizard from Bravil, recently found. This comrade can even be nailed, but only outside Bravil Castle. In any case, the search would be better to start with this city. There is nothing special to think about here, we go straight to our friends - the beggars. They will tell us everything we need right away. According to their stories, the magician Fatis Aren keeps all his valuables not in the castle, but in his tower in the southeast of the city, but you can’t just get into the tower. To get into it, you need to use a secret underground passage. In fact, you need to stomp Bravil Castle. In the hall where the count is sitting, you go upstairs and open the middle door, I personally didn’t know where the key from it came from, so I didn’t even break anything, then to the left along the corridor we penetrate into the chambers of this very Fatis. You can break open a couple of chests standing against the left wall and steal a lot of good stuff, after which you will be clearly hinted at the presence of a secret door, or you can go to it right away (it is located directly opposite the front door in the opposite wall) and, by pressing the right column, open pass. Next, you will have to immediately break the lock of the "hard" level in order to go further into the magical grotto. There you will be met by either a Dremora or some other monster, how to deal with it is your concern, it is my job to warn you. As you finish it, at the end you will see two doors, one straight ahead, the second - on the left. The one on the left can not be touched, there are a lot of intricate passages in which, apart from a couple of rats and a crab, there is nothing interesting, but behind the door, which is straight ahead, a lot of interesting things await. The optimal path further is as follows: we approach the abyss (where it is located and what exactly it is, you yourself will quickly understand, since it takes a very long time to swim into the depths there) and, slowly plunging, we are looking for a branching passage at a shallow depth, so it will bring us closer to the desired goal. After we get out of the water, we go along the passage and turn right at the fork, open the gate and go to the first fork, where another Dremora will attack you. As soon as you finish with him, go further, just do not open the door of the "hard" level, you need to go a little in the other direction. On the way, you will come across Nirnrut as a bonus, at the end of the move will lead to another door locked with a "hard" level lock. After opening it, you will be taken to the next location. It's no longer worth hiding here, quickly go forward without breaking the massive wooden door, but climb up the stairs to the iron grate. Hack it (level "hard"), turn right and move on past some ill-wishers and all sorts of atronachs, then up the stairs, break the grate again (level "hard"), then right again and up, and it will already be necessary to open the door , the lock on it also has a "heavy" level. After all these dungeon crawls, you end up in the tower itself, and this is where the full masquerade ball begins. Monsters of all stripes will fall on you with all their might. The tactics here are as follows: you must immediately run to the very top, somewhere on the fourth floor, there is an opportunity to jump to the next platform, and the monsters will no longer be able to reach you. Next, you throw fireballs (or alternative projectiles) at Fatis Arena, and then deal with other monsters, however, the order of eliminating enemies is not so important. After you kill him, a sign will appear that some forces were watching your murder. Don't pay much attention, clean the magician's body and move to his closet on the third floor. There, in one of the chests, you will find the desired arrowhead. It is not necessary to return the same way, you will have the key to the tower gate (taken from the body of the murdered wizard), so the path will be significantly shortened and safe. We return to the Gray Fox in Chorrol and hand over the quest to him. He will be a little upset that not the whole arrow was brought, but only the tip, but he will not wander much and will count the quest, but for one thing he will promote you to the rank of "Master of Thieves".

Of course, he will ask you to walk a little more until new orders arrive and at the same time get acquainted with the new buyer of stolen goods Fatis Ulis, who is the best buyer of stolen goods in the Thieves Guild. He needs to sell stolen items in the amount of 800 septims. Fatis Ulis lives in the Imperial City, where exactly - I won’t say, since he walked around the city all the time, never once entering his home. You could steal various things in the previous quest, in the dungeons, but you could also simply drag small things from the towers in the Imperial City, where the guards rest. As soon as we sell things for the required amount, a message will appear stating that the Gray Fox may need us at any time.

Amusei will soon find you and tell you that the Gray Fox has made an appointment for you at Ganrendel's house in Cheidenhal. We leave for Cheidenhall to receive a new task from the Gray Fox. The fox will tell us that he needs Springhill Jack's boots. The boots themselves are buried along with Springhill Jack and, accordingly, we need to find the place of his burial and take the boots from there. But these are not all difficulties. The fact is that no one knows where Springhill Jack is buried. The only one who might be able to help us is his only descendant Count Imbel, whose name is Yakben. The Count lives in the Imperial City. Accordingly, we need to go to the Imperial City and look for him. First of all, of course, to the poor. They will tell you that the Count is a rather strange person, as he only leaves the house at night for a walk, and that his house is located in Talos Square in the Imperial City. You can catch the count at night, but you can also brazenly break open the door during the day (level "hard"), then go up to the second floor, cracking another door along the way (level "medium"), and, going straight down the corridor and entering the central room of the second floors, to catch a strange picture: the count in the "squatting" position is shielded by his hand, as if from a blow, and his servant is standing next to him. Talk to the count and he will give you the key to the basement of his house. We go down to the first floor and break the lock on the basement (it doesn't matter which side to break - on the right or on the left). Then we go down and break another door, we pass along the corridor and in the middle of it we find the door from which they gave us the key. As soon as you enter, someone will attack you, for the most part, vampires hang around in that dungeon. I personally picked up a bunch of glass and Daedric from these guys. On the right, on the left and right in front of you there will be passages, you really need the central one, but in the side ones you can also pick up all sorts of trinkets in coffins. Go straight ahead, there you will need to break open a heavy lock (vampires are attached as guards) and then see what lies in the coffin. You will find a diary there instead of shoes, I decided to read it later, but at the exit everything became clear anyway. Our count turned out to be a vampire, so wet him with peace of mind and take the shoes from the corpse. A small addition: if you are going to pull loot from this cave, then keep in mind - vampires regenerate there almost every minute, so be on your guard. We return to Cheidenhall to the Gray Fox with boots. He is as happy as ever and says that he has one last, special task left for you. When the time is right, he will contact you.

Amusei will tell you the meeting point again, this time it is the house of Otrelos in the Elven Gardens area. The Gray Fox will reveal an exciting plan to steal the Elder Scrolls. The plan is quite complex, which is why he even gives you a written description of it. In addition, he will give you some of the artifacts you stole in previous quests. Let's go straight to the task. First you need to go to the Palace area in the Imperial City, but since there is nowhere else to go in the Palace itself, then you need to go to the "Council Conference Room". Then go right to the end until you come to the door leading to the palace cellar. You need to open it, but it is quite difficult to do this, not so much because the lock is "very hard" on it, but because of the fact that a guard is sticking out near it, and another guard is patrolling along the corridor. My advice: go down to the door itself, wait for the patrol to leave, come closer to the right wall (since the guard on duty is also on the right and therefore will not see you) and break the lock in stealth mode. As you break open the door and find yourself in the basement, you will need to keep moving forward, holding on to the left wall all the time, as a guard is patrolling in the center of the basement. Get to the end of the basement as quickly as possible and activate the big hourglass , this is the mirror of time, about which the Gray Fox spoke. Then you will need to go back so that the guard patrolling the basement does not notice you again. Now go to the city park and there you will find the entrance to the southeast tunnel. It is located in the form of a lattice on the ground to the right of the entrance from the side of the Arena. Go down the aisle, open the grate ("middle"), go down, forward again, then right and forward again. In a niche in the wall there will be a door very similar to the wall leading to the next location. Then go straight, on the way you will stumble upon a creature called "Neter Lich", killing him can present certain difficulties. When you reach a large room where sewage flows, turn left, there you will be met by two hostile vampires. After a showdown with them, turn left again and, finally, you will come to a manhole leading to the sewers of the palace. As soon as you decide to go down inside, a sign will appear telling you that you are on the right track. The sewers of the palace are quite linear, you will come across one vampire along the way. As a result, you will come to a door leading to the "old road". Here, a sign will appear again in front of you, announcing that now that arrowhead will come in handy. Go straight along the "old road" and turn left at the first turn. I met a couple of ghosts along the way. In the next location, I would not advise you to linger for a long time, since there are a bunch of slow monsters in it, which you really don’t need to destroy, it will just take extra time, it’s easier to run through the entire location. While the monsters figure out what to do, you will already move to the next location called "lost catacombs". Of course, you can go through them and kill all the monsters, but it's easier to just run quickly. You will have to run long and winding, the location is very large. The main thing, when you get to the big hall, jump up and press two large buttons in the walls (at the right and at the left wall). A passage will open to the next location called the "hall of epochs". Everything is simpler here: you need to go straight along the corridors, killing a couple of zombies. Then climb the stairs, and here again you will not be allowed to think for yourself and will be told what you still need to do to go further. You will have to act very tricky, namely: when you climb the stairs, you will see a statue, so you need to open it with a key, and this key is an arrow. Only you need to not just insert an arrow into the statue, but shoot from a bow from a certain place at the statue with the arrow that the Gray Fox gave you. Many will immediately ask the question: "Where can I get a bow?". Take the bow from the skeleton, which walks upstairs in the opposite direction from the statues. Now we need to determine the location. It stands out quite strongly. We turn around from the statue 180 degrees, that is, we turn to face the stairs and see two shining crystals, between them there is a pedestal for shooting. There are two ways to get there. The first is honest: go left (if you are standing with your back to the statue) and in the side wall you will see a door locked "very hard". You open it, another evil spirit jumps out from there, you wet it and go inside. Immediately to the left there will be a button with a crystal, press it. Then you go down and go into the passage, there you fight with evil spirits again, go even deeper, press one more button, and the doors that close the passage to the shooting site on the sides rise. The second way is simple and fast: ignoring the doors, jump to the firing point from below, but this option is actually only for those who have well pumped acrobatics (above 80)...

After you find yourself on the platform, you will be told everything in the next message. Next, the statue in front of you will turn around, and you can start shooting at it, and the first shot is a trial one. You make it an ordinary arrow. If your shooting is poorly pumped, you can not worry, on this platform the conditions become the same for everyone. I personally combined the crosshair of the sight with the crosshair of the sword in the hand of the statue, I even think that the sword was made for this, in order to navigate it when shooting. As soon as you hit the target, a passage down opens. You can throw away the bow, but don't forget to draw your sword, because as soon as you get close to the stairs, the two statues on the sides of the statue will come to life and attack you. They will have to be killed, because escaping normally will not work. I explain what's the matter: through the door leading to the rest room of the imperial guard, you need to make your way already in stealth mode so that the stealth icon is extinguished. It is clear that it will not work to enter with an extinguished icon while these statues are chasing you. As you entered the room (in the room you are inside the fireplace), we throw off all the armor in our inventory, if you have not done this beforehand. Now you have to be very careful, as the guards are very sensitive. Opposite you are two equivalent doors, you need to get to them so that no one notices you. These doors lead to the dining room, and from the dining room you can get into the corridor, while you can’t leave the stealth for a second, as the guards will immediately wake up. As you exit into the corridor, go left until it ends. At the end of the corridor there will be a door leading to the Elder Scrolls Library. As you enter it, you will see a curved corridor in front of you, which is patrolled by a guard, so be careful. You need to pass it to half. When you reach its middle, you will see a door locked "hard". After opening it, you will find yourself in approximately the same room, also related to the library. Here you need to go to the left, but you also need to sneak quite carefully, although there is no guard in the corridor here, but a blind monk who hears quite well sits. When you reach it, you will see a lever to the right of the monk. We press it to open the door, located at the other end of the corridor. Go to that door and go inside. As soon as you enter, one of the blind monks will take you for his colleague Celia Camoran, whom the Gray Fox has previously neutralized. The monk will greet you and go upstairs for a scroll, but you need to quickly go to a free chair, standing near the central fire, and sit on it. As soon as you sit on it, you will again be given additional explanations. Wait for the monk to bring you a scroll, then calmly take it, get up from your chair, go into stealth mode and go up the stairs. While you are walking up the stairs, the monks will be quite insensitive to your movements, but as soon as you get to the second floor, they will break loose, so make your way to the door on the second floor very carefully. After you find yourself in the corridor, you should not relax either, the guard runs around the floor. You will need to go to the left. In addition, I would like to note that quite deep niches run along the circumference of the building, which help quite well when the guards pass by. You open the lock of medium difficulty and find yourself in the chambers of the servants of the Butterfly. Here, a servant also runs along the corridor, who will not let you relax, you need to go past him to the opposite end of the corridor, and at the end open the "hard" level lock. Now you find yourself in the "chambers of imperial battle mages", the corridor is patrolled as always. This time you need to reach the middle of it and open the door with the "hard" level lock. Next, you will have to act very carefully, because in the next room there is a magician who is just waiting for the slightest rustle from you. We go to the right door and open the lock of the "very hard" level. After that, the doors to the bedroom will open, and here you will have to show the very pinnacle of thieves' skill, namely, actually get in front of the magician's nose to the fireplace, at the bottom of which there will be a grate leading down to the "old passage". As soon as you reach the fireplace and climb into the "old passage", you will be given another explanation, then you will fall down well. Unfortunately, after this fall, you will lose Springhill Jack's boots. Now you can safely put on your armor again and go back through the sewers to the Gray Fox...

The Gray Fox will be delighted that you were able to steal the "ancient scroll", but the task will not end there. Now he will ask you to take the "wedding ring" to Countess Umbranox, who lives in Anvil Castle, and give her a few words from him. Go to the countess, she has been sitting in the throne room of Anvil Castle since 9 in the morning, and give her the ring. Here, a family drama will play out in front of you. It turns out that all this rigmarole with scrolls was intended only for one thing - to remove the curse from the Gray Fox mask. The one who put it on by succession from the previous head of the thieves guild could no longer take it off and always remained in it. Now the old head of the guild found a way to remove the mask and decided to return to the bosom of the family to his wife Milona Umbranox. Since he retires, he gives the Mask, along with the position of head of the thieves guild, to you. Also, the former Gray Fox, and now Count Corvus, will tell you that the thieves guild has a new location, and you should inspect this place as the new head of the thieves guild (that is, wearing the Mask). The new headquarters of the thieves is located on the Quay and is called "Deylot's basement". It is located approximately in the place where you met with Armand Christophe. After you enter the basement in a mask, the task will be considered completed. The task of selling stolen goods to buyers will also close.

This quest will become available only if you sell stolen goods worth at least 600 gold to the buyers. After that, Methredel will find you (you must be in a city, not necessarily Imperial, just in the capital they will find you faster) and tell you that the Gray Fox wants to meet you at Helvius Sesia's house in Bruma. So, you have finally come face to face with the mysterious head 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. They have only four levels, the first two being the living rooms of the monks, through which you can slip through without any difficulty. The third level is somewhat more difficult (but not too much) - the undead are walking there, and there are also several traps. The fourth level, where you will find the desired Savilla Stone, is very small - only the prelate guarding the Stone is waiting for you there. Beware of the red trap stones - they will 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 area of ​​​​action. You don't have to go back the same way. In a small room to the right of the location of the Stone 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 Nocturnal's cape and the curse lying on it. The Gray Fox is already waiting for you in Broome. Give him a 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 it will leave you wondering when you might have met him without a mask, and under what name.)

Arrow of Liberation

This quest will be available only after you sell the stolen goods worth at least 700 gold to the buyers. After that, Amusey will find you (yes, he is now also a member of the Thieves Guild) and will give you another message from the Gray Fox. The Guildmaster is waiting for you in Chorrol at the home of Malincus Ancrus. Your task is to obtain for him the Arrow of Liberation, a certain artifact that is currently the property of Fatis Arena, Bravil's court mage. In Bravil, priceless beggars will tell you that the magician keeps his main valuables in 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 Bravil Castle and find the chambers of Fatis Arena (oddly enough, the best time for this is during the day, because at night two guards are constantly on duty at the doors leading to the inner chambers of the castle). After you search the chests in his quarters, you will have a new message in your journal suggesting you look for a secret door. The secret door is opened by clicking on one of the decorative pillars against the wall. Go in the direction of your quest arrow until you hit a body of water. To advance further, you will have to dive and find a passage under water. (You'll see it on the map, so it shouldn't be difficult to find it. Just don't dive all the way to the bottom - the passage is located a little higher.) Get out of the water and follow the arrow until you find the door to the second dungeon, the Lair of the Bravil Mages. As the name suggests, it's full of mages. You can kill them all without negative consequences for your reputation, or you can leave them alone and just slip through unnoticed. This dungeon is very simple, follow the quest arrow and you will enter the expanse of Fatis Tower. The chest with the arrow is located on one of the upper floors, and Fatis himself usually stands nearby. (Keep in mind that if you are a member of the Mages Guild and kill Fatis, then you will be expelled from the Guild. But it is not necessary to kill him. If you are a member of the Mages Guild, you can simply walk up and take the Arrow Head (this, alas, is all that from It doesn't even count as stealing and Fatis won't 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.

Boots of Jack the Leaper

This quest will become available only after you sell stolen goods worth at least 800 gold to the buyers. After that, Amusei will bring you an invitation to another date with the Gray Fox, this time in Cheydinhal in Ganrendel's house. 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 the Imperial City Jakben, Baronet Imbel. 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 - to the dungeon (very small). You will find vampires in it, as well as Jack the Jumper's coffin and his diary. The boot, alas, will not be there. Go 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 have to go down into the dungeon. If you hesitate a bit to enter 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 stolen goods worth at least 1000 gold. Amuseus will bring you a note with an invitation - this time to Otrello's house in the Elven Gardens of the Imperial City. Gray Fox's last assignment is to steal the Scroll of the Ancients from the Imperial Palace. This is without a doubt the most difficult - and longest - task you will ever receive in the Thieves Guild. For its implementation, you will receive two items stolen by you earlier - the Arrow of Liberation and Jack the Jumper's boots. In the interest of the cause, you will also be allowed to kill anyone who gets in your way. (But you can just as well do without them, it's quite possible.) The first step to fulfill your plans is to infiltrate the palace to turn on the Glass of Time - a magical hourglass. They are in the basement. The corridor is patrolled by guards, but nevertheless it is unlikely to be too difficult to slip through the door you need at this stage. Activate the watch. After that, the mysterious Old Way should open to you. True, it still needs to be reached. Exit the palace and head towards the entrance to the city sewer. Inside, you need to find the entrance to the palace sewers (it's not hard at all, the sewer system is quite simple there, and the locked grates are usually opened by a nearby lever or wheel). The Old Way is behind the wooden door. Once you get to it and go through the door, you'll have a new journal entry reminding you that you'll somehow have to use the Arrow and Boots to advance further. How - it will become clear after a while, when you reach the locked gate. They open with a button located in the same room, on the top row, but alas, the steps to this row crumbled, and it is almost impossible to jump to it. (Almost - because if you have excellent acrobatics, you can do it very well.) Put on Jack the Jumper 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 gates, traps in the form of red stones that have not been active so far will also work. So, you have overcome the first major hurdle. (Undead roaming the dungeon doesn't count - you can kill all the enemies, or you can just sneak past them if you don't want to waste time on such trifles.) Follow the quest arrow, which will lead you to the statue. Here you will receive a new journal entry suggesting that this is the statue you are to test the Arrow of Liberation on. 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, that's where you need to get up so that the lock opens, into which you have to hit with an arrow. But to do this, you must first unlock the doors. From the statue go east. Near one of the walls you will receive a new message in the journal. Not far from the wall is a door, and behind it is a button that will open a room that has not been accessible to you so far. In this room you will find another button, press it and the gate on the bridge will open. (And there will be some new enemies near them, so be on the lookout.) Now you just have to stand on the slab in the middle of the two gates (you will receive a new message in the journal when you get in the right position). Save the game, put in your quiver (you captured with a bow, right?) Arrow of Liberation and shoot the opened hole in the statue. (Take aim a little higher than the castle, the distance is very long even for a good archer and the arrow usually hits lower than you aim.) After your arrow hits the target, a path to the palace will open under the statue. Now you just have to follow the quest arrow, which will take you straight to the Library after a few rooms. (Guardians patrol the corridor, but you can easily walk past them undetected if you want. Sneak right behind them or use invisibility.) The monks will bring you a scroll. Once you take it, you will have a new journal message saying that you must find another way out of the palace. Follow the quest arrow and go up the stairs. The arrow will lead you to a room with a fireplace (and a mage, but you can go unnoticed if you try). Jump into the hatch in the fireplace. Be aware that if you are still wearing Jack the Jumper's boots, you will lose them when you land. If you want to keep them for yourself, take them off before jumping (I hope you have enough health to take the hit). So, you are back in the sewers and out of 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 is an engagement ring, by the way, so if you had no idea who the mysterious thief really was, this might give you a hint.) The Countess immediately recognizes the ring, and in the next scene, the Gray Fox takes off his mask. , will announce his retirement from criminal affairs and name you as his successor. The Nocturnal Cape (already without the curse that was finally lifted) will be given to you along with the title of Guild Master. Congratulations, you just became the Gray Fox! You can have fun walking the streets of cities with a mask on and take it off as soon as you envy the guards running towards you. (Just keep in mind that if you take it off after talking to the guards, they will continue the pursuit.) In any case, your quests in the Thieves Guild are over.

Introductory quest and assignments by Armand Christoph

Quest TG00FindThievesGuild - Finding the Thieves Guild

Wanted...

Is there really a king of thieves, the Gray Fox, who commands all the thieves of Cyrodiil, at the mention of whose name any respectable citizen begins to seethe with indignation? Many believe that it is not, and the hype raised around him is nothing more than the excessive service zeal of Captain Hieronymus Lex...

While in the Imperial City, pay attention to the Wanted Poster pasted on the walls of buildings. Wanted Gray Fox - for theft, embezzlement, forgery, pickpocketing, counterfeiting, robbery, conspiracy to commit a crime, grand larceny, tax evasion, slander, fraud, perfidy and impudence, just something ... If you want to get to know this undoubtedly talented person, then ask the townspeople or guards about him and you will find out that he prefers to steal from the rich, so the nobility hates him, and the poor adore him. Then it remains only to talk to the first beggar who comes across, although this is not easy. The sly one will pretend that he does not understand what you are talking about, but after persuasion, charm or bribe, he will tell you that you can learn more about the Thieves Guild at midnight in the Garden of Dareloth, located in the Waterfront of the Imperial City.

The path to the Thieves Guild described above is not the only possible one. You can try to enter illegally (breaking locks) into the houses of citizens or steal something from their pockets. It is enough just to get caught at the same time, or after the theft, find a certain fine on your head and surrender to the guards. Upon leaving the prison, the GV messenger Myvryna Arano will find you and hand you a mysterious note (Mysterious Note) with an invitation to come to Dareloth's garden at midnight.

You can also talk to the Argonian City-Swimmer in Bravil about the city. According to her, only honest and law-abiding citizens live here, but in the next remark, when you choose the question of what the Thieves Guild is, you will hear about Dareloth's garden. In general, it is not necessary to talk to anyone, it is enough just to be in this garden at midnight and you will see all the characters there. Depending on the development of events, this quest may or may not be logged.

Quest TG01BestThief - May the Best Thief Win

Infamy +1 or +2

In the midnight garden of Dareloth you will find three - Armand Christophe (Armand Christophe), Argonian Amusei (Amusei) and wood elf Methredhel (Methredhel). Most likely, you will have to raise Armand's attitude so that he believes you and starts talking. So, Armand Christophe, a follower of the Gray Fox and his doyen (doyen), has the right to choose the best of the three who wish to join the Thieves Guild gathered here, and is now arranging something like an entrance exam.

According to the conditions of the test, the one who brings the diary of Amantius Allectus (Amantius Allectus) will be accepted. You get scant information that he lives somewhere in the Imperial City, beggars can help you in your search, but for a fee. You will have to break into the Allectus house, so the lockpicks will be very useful, and if you don’t have them, then Armand will sell them right here. Remember that you are not allowed to kill the owner of valuable records and your pretenders. The diary appears in Amantius's desk after starting this quest, so it can't be stolen beforehand.

And what's so special about the diary...

If the diary of Mr. Allectus is in your hands, then it is quite understandable that you will want to read it. The notes are a description of an attempt to grow unusual plants - bloodsuckers. As the name suggests, they need blood to feed. The ruthless experimenter at first caught animals, but there came a moment when the plants demanded human blood... After that, he decided to destroy all the notes on breeding bloodsuckers, and take the plants themselves to the roof, under the hot rays of the sun, and an hour after sunrise they all withered. You can see the remains of plants in pots in the basement of Amantius's house, but for some reason the diary survived, and someone unknown wanted to get it...

After the words of Christophe, Amuzai loudly announces that Allectus lives in the Elven Gardens, while Methredel is quickly carried away to the city. You should not listen to the Argonian, this is not true, but you can follow the nimble Bosmer and she will lead you to the door of the desired house (if you do not fall behind her on the way). Or you can ask some beggar, for five coins you will find out that the house of Allectus is located in the eastern part of the Temple District, and with a high location, the tramp will say it just like that. The nearest tramp sleeps right next to the garden - Puny Ancus.

When you enter Amantius' house, you will almost certainly see Methredel there. She sneaks very quickly to the table and pulls out the diary. By the way, after the successful theft of the diary, Methredel chooses an amazing route - through the basement of Allectus, and then, apparently, through the sewer system, he enters the city streets. But if you furnished it, then bring the diary to Armand (he waits in the garden until three in the morning) and accept his congratulations - you have become a pickpocket (Pickpocket). This will complete the quest and add one unit of notoriety.

Nice doggy...

If you are late, then the game gives a hint that the diary can be stolen from Methredel, the easiest way is from her house during the day, it will be in a locked chest, and she herself sleeps during the day (since neither you nor Methredel are yet members of Guild, then theft is not prohibited from it). After that, wait until midnight and hand over the diary to Armand, on this the quest will close with an increase in notoriety by one unit.

If Methredel failed to steal the diary, then you just have to look at how the Bosmer will give it to Armand and ask for a second attempt. This time, you will be asked to steal the ancient Rohssan Cutlass from A Fighting Chance in the Imperial City Market District. But this is the last chance. Although in this case everything is simple, because Amuzai is a bungler and will not compete with you.

The saber lies in a chest in the private quarters on the second floor of the Soldier's Fortune. During the day, the hostess trades downstairs and may notice your attempts to break in, so it's best to break into the house at night, while she sleeps. And everything would be fine, but there is a dog upstairs ... You will either have to calm her down using knowledge in the school of illusion, or rely on a pumped stealth skill, or kill her (the rules do not apply to animals). From the noise of the fight, Rossan seems to wake up, but he does not try to come up to see what is there. Return to Armand with a saber, he will accept you into the Thieves Guild, the quest is completed, notoriety increases by two units.

Subsequently, wild rumors begin to circulate among the townspeople that Amantius Allectus was killed during a robbery of his house, even if he remains alive.

Quest TG02taxes - Untaxing the Poor

Infamy +2

From now on, you need to sell stolen goods to a buyer for a certain amount in order to get a job from Armand. This time it will be enough to turn in stolen goods for at least 50 coins to Ongar the World Weary in Bruma. Then you can safely apply for assignments to Armand.

Armand reveals that recently Captain Hieronymus Lex of the Imperial Guard, the very embodiment of law and order, collected taxes from the inhabitants of the Waterfront. It is customary for the city not to tax them, despite its legal right, since the amounts that can be squeezed out of these people do not cover the cost of the fees themselves. Lex clearly did this in retaliation for their help to the Gray Fox, who, out of principle, simply cannot allow such an injustice to be done. Your task is to find out where Lex keeps the collected taxes, seize them and bring them to Armand, along with tax records, in order to return the citizens paid.

You need to get to Lex when he is sleeping or absent on business, a table with money and statements locked on the middle lock is located immediately to the right of the entrance. Grab both (money is not necessary to complete the quest) and leave just as quickly and unnoticed. Then, for the sake of interest, read the papers, there is a certain Raven Camoran on the list, from whom 2 coins were taken, a very remarkable surname ... And Mivrina Arano was generally released ... At midnight, hand over everything that was obtained to Armand. He will say that such a miserable amount as 53 gold you can keep for yourself, the Gray Fox will surely find so much to distribute to the poor, and will promote you to a robber (Footpad).

After completing this quest, a special issue of the Raven Courier will be released - "The poor have been taxed!". It says that recently some scoundrels broke into the southern watchtower and stole from the office of Hieronymus Lex a small amount of money, oddly enough, but exactly equal to that previously collected from the inhabitants of the Port District...

Quest TG03Elven - The Elven Maiden

Infamy +2

To receive the next task, you need to hand over stolen goods to Ongar in the amount of at least 100 Septims. Further, you will learn from Armand that the Guild has received an "order" for a unique figurine - a bust of Llathasa Indarys, the recently murdered Countess of Cheydinhal.

In Cheydinhal, any beggar for 15 coins will tell you that Count Indaris recently ordered a bust of Llathasa and installed it on her grave in the crypt of the chapel. He also set guards there so that no one disturbed the grave, and earlier everyone could visit it.

Something About Countess Llathas

The death of Countess Llathasa is shrouded in mystery - her body was found at the foot of the stairs in the throne room of Cheydinhal Castle with traces of severe beatings. This incident caused a terrible scandal. Count Andel Indarus is suspected of her death, but it is unlikely that it will ever become known for certain whether he killed his wife or not, whether it was an accident or not ...

The crypt of the chapel is guarded all the time by the guard of the chapel. The elf is constantly patrolling the room, so you have to wait until she enters the right half of the crypt, and quietly sneak to the left, to the grave of Llatasa, and then pick up the bust. If the guard sees you, he will attack. Of course, you can rob the coffin of Llatasa, but here the unnecessarily greedy will be disappointed - the prey is so-so, but the leveled ghost of Llatasa appears (her dark ghost with a beard looks especially interesting!) And attacks you, and this can attract the attention of the guard. Her murder is forbidden, as well as all other NPCs living in this chapel. If the task seems difficult, then use potions or spells with chameleon and invisibility effects, there is another option - to calm the guard down for a while.

Returning to the Waterfront, you see that it is filled with Imperial guards looking for Armand Christophe. It turns out that Count Indaris accused him of stealing the bust of Countess Llatasa. There is no doubt that Armand will not come to the garden tonight. By the way, he is hiding in the basement of the warehouse of the Imperial Trading Company, but he will only say that you will receive instructions from Methredel.

Metredel will find you herself, and then it turns out that the client who ordered the theft of Llatasa's bust from the Guild was not there. Armand used you to track down an informant who had infiltrated the Guild. This is Mivrina Arano, oh, how careless Lex, because he did not tax her ... Now you have to blame the theft of the bust on Mivrina by placing this bust in the closet next to her bed, and then convincing Hieronymus Lex that she is a thief. Lex's location must be over 70 (at your service is a mini-game of persuasion, charms or an increase in charm), in order for him to believe you and go to see if there really is a bust in the closet. Amazed, Lex finds a bust in the closet, then you will listen to his conversation with Mivrina, as a result of which he arrests her. Subsequently, she can be seen at her new permanent residence in the cell of the Imperial Prison.

After all the events, the siege of the port of the guards is removed and Armand can appear on the street. He will give you a reward - 100 coins, will produce a bandit (Bandit), and will name another buyer of stolen goods - Dar-ji (Dar Jee) from Leyawiin. This was Armand's last assignment, now you should contact S "Krivva (S" krivva) in Bravil for work.


Have you seen the Wanted Notice for the Gray Fox in the Imperial City? Did you hear about the Gray Fox from beggars? Do you want to join the thieves guild, but you don't know how to do it? Then this article will tell you everything from A to Z about the Thieves Guild!

1. Joining the Thieves Guild.

To start the quest "Search for the Thieves Guild" you need to talk to any beggar. Note that the beggar will "dodge" the answer. This means that he is not well disposed towards you and does not trust you. To improve our relations with the poor stratum of society, it is enough to have at least a hundred or even two gold coins with us. We achieve relations> 70 and we see that the poor man's tongue is untied. However, there is also a trick here. The poor man will ask you "Are you looking for him?" to which you should reply "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 it doesn't matter, because you can still talk to the poor man one more time. In general, something I left the topic! So, having learned all the information from the poor man, he sends us to the Imperial City Port District. We teleport and by the flag we find the meeting place of the Guild of Thieves. What a misfortune you came, but no one is there? Hehe it's because you're not standing there at midnight! Therefore, you need to wait until 0:00 and boldly go to the guys at work. If you did everything right, then you should have a picture like this:

Aha! Here they are vagabonds! Well! We calmly approach the one in the center and say: “I want to join the thieves guild!”. And here you will find a bit of an 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 brats! Well, it doesn't really matter! The developers did it in such a way that it was more interesting right ?! Probably, the reader will say: “Okay, that's enough! More business author! And he will probably be right! I just don't want to write simple "dead" text. You have to embellish somehow. In general, do not pay attention to me, I will not do this again!
P.S. Do not forget that you can buy master keys from NPCs for 5 coins each. You will need approximately 20. Depends on your hacking skill!

2. Trial of the Thieves Guild.

As mentioned earlier, we take the quest from Armand Christoph, which 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.

Advice from the author:
To be honest, I do not advise you to rush ahead of Methredel with great zeal, because believe me, she runs faster to 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 I will give you the most reasonable and fastest.
1. If you really want to, you can follow Methredel. At the same time, you will find out where this house with a diary is. For the sake of interest. If Methredel takes the diary before you, then a quest message will appear that Methredel is ahead of you. Don't be upset! We will show her how to steal prey from under our noses!
2. I write further for those who, as they said, did not have time. To great luck, Methredel will not have time to return with the diary before the end of the Thieves Guild gathering. So you only have one day left! We quickly run to the beggar. Find out where Metredel is located. (naturally, a beggar should be in a good position) The Tramp tells us that she sleeps at her house until noon. A flag appears on the map. Oddly enough, her house is in the waterfront. Quietly we climb into her house. We are presented with the following picture:

In no case do not touch the girl herself. She will wake up! What you are looking for is in the chest, which is located to the left of my character. After a little sweat, opening the lock of the average difficulty level, you will find a lot of rubbish 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 must not: kill brother thieves and not shed blood during the task, steal from your own, steal from the poor, as the Gray Fox is watching them. Let's move on to the next step.

3. Independent Theft. (recurring)

After asking everything that could be asked, we will find out from the NPC that you need to sell the 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 a buyer. Naturally, you first need to steal something. If you have items that you stole before joining the guild, then you can also sell them. When you have sold everything and the counter has exceeded 50, you receive a quest message that Armand Christophe is waiting for you at the meeting point of the Thieves Guild.

4. Exemption of the poor from taxes.

Having met with your doyen, he informs you that Hieronymus Lex is such a stupid guard who will forever put "sticks under the wheels" for you, but you still have time to teach him a lesson. So Hieronymus Lex collected a tax from the population of the Port Area! But it is inhabited only by the poor. Basically, your doyen asks you to go and steal a bill of lading so he knows who to give what to. (Don't forget to buy lockpicks if you don't have many). We head to the destination point. This will be the tower. Quietly we go into it. Then we go upstairs, again, again, there will be a lock on the stairs, open it and enter the chambers of the captain of the guards. We find a 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 saw no signs of the guards' anxiety, you can calmly exhale, because 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 to you and promotes you in rank from "pickpocket" to "robber"! Congratulations!

5. Independent theft. (recurring)

Armand Christoph, forgive me again to steal something, and now the counter of stolen goods should exceed 100 gold. After you have the necessary goods, 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 girl.

We receive an order from our doyen to steal the figurine. It used to belong to the late Countess of Cheydinhal. For the figurine, the doyenne gives 100 gold. Let's go to Cheydinhal. We find a wandering poor man there and find out from him the information you need. The poor man directs us to the chapel. We go in, go down, break open the door (the lock is difficult, so as I tirelessly say, buy master keys in advance). Now we have such a task before us. Since the bust is guarded, you need to slip in unnoticed!

Advice from the author:
In case you haven't forgotten, the second rule in the Thieves Guild is "don't kill anyone during a quest, except for animals and monsters." Therefore, if you are still noticed, do not rush to draw your sword. It will be easier to snatch the bust and run as fast as you can to the exit!
Here is where the bust is located:

We go to the Port Area. And the quest message appears. It notifies us that the Imperials are patrolling the area and are looking for Armand. Do not panic. Head to the place where you usually meet, no one will be there directly. Look for some of your comrades, maybe they will tell you something, but in general, Methredel should find you. When she tells you that this was supposed to be a "set-up" task to find out who denounced the guild, you, slightly upset, or maybe not, will have to arrange your own "set-up"! To do this, wait for a convenient moment so that no one sees you, open the lock on the door of the scammer and quietly put the bust in her cupboard. We leave the room and go to our "beloved" Jerome Lex. Raise your relationship to >70 before informing him about 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 fair captain of the guard, he is obliged to check your accusations. He takes you with him. Then we have a very funny picture, in the truest sense of the word. Here is a screen shot of how these two "burned out" in front of the entire Thieves Guild:

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

7. Independent theft. (recurring)

As we do everything before, only now the counter should exceed 200 gold. After selling the next stolen "junk" we head to S'Krivva. She gets to know us and gives us a task.

8. Jewels of Adarji.

So, after meeting our new doyen, we get the task. We need to travel 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 Amuzai, the same Argonian with whom you competed in the very first task of the Thieves Guild. We ask the guards where Amuzai is. They say he was put in jail for blackmailing the Countess. All this looks a little strange. We head to the prison, which is located in Leyawiin Castle. We give the local guard some gold, and he lets us through, as if nothing had happened. We speak with Amuzay. He answers us rather rudely, demanding to help him, 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 he screwed up. He was arrested. Now comes the most difficult moment. We go to the assistant to the Countess Hlidara Montrel. We bribe her and find out all the information we need. Countess Alessia Caro sleeps from 11 a.m. to 8 a.m. The rest of the time she has the ring, and while she sleeps, she puts it in a box.

Author's note:
This is the hardest part! I myself passed it somewhere from the 20th attempt. Of course, you can say that I'm a loser, but I'm not. When I went through the Thieves Guild, (1-2 years ago) I completed this mission 1-2 times. And this time it was all just in any!


Author's tip:
Naturally, it makes no sense to steal the ring on the countess. 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 bribe gold. This is how I am having fun! In general, we are waiting for 11 o'clock at night. 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 bit, we enter the chambers. We immediately switch to the "sneak" mode and calmly go to the door of the chambers. By the way. Why did I complete this mission? I was helped by the elixir of invisibility. I had one, and very 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 invisibility magic and it will help you out a lot from big problems. But I will not talk about it, I will 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 quickly to the door leading to the room where our countess sleeps. We quickly break open the door and close it behind us. We go with a calm step, do not rush to the box and open it. Here is our ring. Now, with the same calm step, we head to the door. If you don't have a second potion, you're going to have a "really" fun time. Well, it certainly applies to me. Sighing, with regret, I realized that I would not pass unnoticed past the bodyguard in the large room. And I decided to use the old "Morrowind" method. Run through. Naturally, a bunch of guards ran after me, but as a result of a 10-minute chase, I broke away ... Even the imperial guard was chasing me, you know, who always patrols the roads of Cyrodiil with a torch. Luckily, he got off his horse, which gave me a chance for a clever maneuver. I made a strong blow, which staggered him back a little and jerked sharply towards the horse. Sitting on a horse, I rushed somewhere far away from him. A minute later, the guard, left without a horse, surrendered. Then I teleported to Bravil to buy off the law from S'Krivva. After successfully removing the fines, with a calm mind, we head to Leyawiin and receive our reward of two hundred gold.


After the successful completion of the task, we go to S'Krivva. She promotes us to the rank of "burglar" and thanks us for our loyalty to the guild.

9. Independent theft. (recurring)

We sell stolen goods worth 300 gold to the buyer of stolen goods, after which we go to S'Krivva.


10. Misdirection.

S'Krivva brings us bad news, Hieronymus Lex has begun the siege of the Waterfront. We need to go to the Imperial City immediately. We find Methredel in Talos Plaza. After we talk with Methredel, we get a task in which we are told about the "theft of the century." You need to steal the Staff of Hrormir from Archmage Traven. We are heading to the University of Magic. Naturally, we penetrate 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, go to the bedside table.

We put a note and leave. After the successful completion of the task, we go to Methredel. The girl is delighted with your success and asks you to go to the Port District in order to reconnoiter the situation. We head to the Waterfront and look for Hieronymus Lex. After we find it, the following picture appears before us:

It was the Dremora who brought the note from the Mages Guild. After that, Lex removes his people to their former posts, and you calmly return to Methredel to tell about the successful completion of the task. The girl thanks you again, 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'Krivva and get a reward of 300 gold and an increase in the guild to the title of "burglar".

11. Independent theft. (recurring)

We sell stolen goods worth 400 gold to the buyer of stolen goods. We go to S'krivva.

12. Lost stories.

S'Krivva gives us the task to find some book. First we go to Skingrad. There we find a prison and ask the guard to enter the dungeon to the prisoners, to which we are refused. However, we learn that a certain Orc is looking for a laborer to distribute food to the prisoners. Having settled down, we go back to the dungeon, and they successfully let us in. Then we speak with the only prisoner there and ask about our Tanaris. Nord tells us that a certain Pale Lady took him. Then we follow the traces of blood leading to the wall. Click on the candle, which 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 survivor. 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, Amuzai will tell you everything.

We pick up the book and return to S'Krivva. The Khajiit regrets the death of Tanaris, but thanks you for the successful completion of the task and gives you 400 gold.

13. Independent theft. (recurring)

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

14. Getting rid of Lex.

S'Krivva gives us a new task. This time, Hieronymus Lex must be done away with forever! To do this, you need to steal a letter from Dairihil. Let's go to Anvil. There we speak 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 a Fox man and therefore happily shows us a secret passage. Quietly we pass into private quarters. First, we open one door, and then we meet the same passage that the blacksmith opened. Open it and tiptoe to the left. Oh, by the way, I almost forgot, you need to do all this, preferably after 8 pm, because Dairikhil is having dinner with the countess. We break open the door, go in, break open the table and pick up the letter.

We give him a 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 we received the letter, we head to the Imperial City. There, on 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 the seal directly stands.

We seal the letter and bring it to Countess Anvila Umbranox. The Countess will thank us for delivering the letter and tell us to collect the tip from her assistant Daerikhil. Angry Daerihil gives us 20 gold. After that, with great contentment, we head to the Imperial City, where we find Hieronymus Lex and tell him very "joyful" news. After you've had a good laugh at the pitiful guardian, head to S'Krivva and collect your reward. Our doyen promotes us to "Shadowmaker" and gives us 1000 gold. Oh, by the way, you can now use the services of a fence for stolen goods from Anvil Castle. Now comes the important point. S'Krivva reports that you are now too experienced to need a doyen. Now you will be given tasks by the Gray Fox himself.

15. Independent theft. (recurring)

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 Imperial City's Waterfront District. There, the minions of the Gray Fox will find you the fastest. After receiving the necessary information from Methredel, we head to Bruma.

16. Deceive blind eyes.

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

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


Well, let's get back to our task. After you shed a lot of blood and finally get to the crystal, then do not hesitate to pick it up, because you will be fired at by a fiery crystal, which I personally can not 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. (recurring)

18. Arrow of release.

After you have a friendly talk with your new friend Amuzai, who has successfully joined the Thieves Guild and is now transmitting messages from the Gray Fox, we head to Coroll to the Gray Fox. After we speak with him, we head to Bravil. There we must find a certain Arrow of Release, which was recently acquired by Fatis Aren, the court wizard. We learn from the beggar that the magician pocketed some ruined tower in the southeast of the city, and even all this cannot be entered through the main passage. There is a secret tunnel linking the castle and the tower. We head to the castle, there we find the room of Fatis. After searching 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 a wall slab moves apart in front of us. This is our secret entrance.

Advice from the author:
When you stumble on water, in no case swim to the very bottom, and even more so do not go out there, into the open sea. This can lead to not very fun results if you don't 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 something of the above, it definitely won’t get worse. So, as I said earlier, you don’t need to swim to the very depths. Look closely, if you look closely, you will see a small opening leading under water 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 Fatis in this ruined tower and pick up his arrow at his "workplace".


Note from the author:
If you kill a mage, you won't be charged a blood price, but as a member of the Mage's Guild, you'll have problems. You will be kicked out of the guild. So weigh everything in advance. Remember that if you have fast feet, then you can always take everything you need and run away.

After not entirely successful extraction of an arrow (it turned out that it was without a shaft), we head to 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 promotion to "master thief".

19. Independent theft. (recurring)

We sell stolen for 800 gold, after which we expect in the Imperial City's Waterfront.

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 in the house of Ganredel. The Gray Fox informs us that he needs some Boots of Swift Jack. He says that they are buried with him, but we need to find out where Jack himself is buried. 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. 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 count 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. Turns out he's in his basement. We go down to the basement.

We go into the catacombs. Be careful, there is one vampire there, don't get infected! As soon as we kill the vampire, we move on, and we see the coffin of Quick-footed 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 the same Quick-footed Jack. We go back, but we see Jack rushing towards us. We kill him and take away his boots. After that, we return to the Gray Fox in the house of Ganredel in Cheydinhal. He thanks us for our work and gives us 500 gold pieces.

21. Independent theft. (recurring)

We sell stolen goods worth 1000 gold to the buyer. After that, we wait in the Imperial City's Waterfront District.

22. Daring robbery.

Amuzai 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's about to commit the greatest heist of the century - stealing one of the ancient scrolls from the Library of the Imperial City. The 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 the Boots of Swift Jack and the Arrow of Release. He says we'll need them as we find our way 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 begins the most incredible robbery in Tamriel. 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 from there.

3) Now, once in the Old Way, we go further along the sewers. We will come across all sorts of levers and moving wheels, so do not forget to activate them. If you do everything right and open all the necessary doors and passages, then you will face this thing:

We go further along the sewers of the palace. There you will meet a hall with raised walls on the sides. There are pressure blocks on these walls. This is where we need the Boots of Swift Jack. We jump in and click on the 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. On the sides of this statue are two smaller statues. Now we go to the right side of the statue. There will be a grid. Open it and click on the block.


Advice from the author:
I strongly recommend that you do not go ahead of this monster, which is in the distance. This hazy ghost can cast a bunch of bad spells, one that will cause you to become overwhelmed and therefore unable to move. Trust me, I've been through this myself. Only the save saved me. The second time I was much more cunning and prudent, and I decided to sneak up. I approached the ghost unnoticed and hit it 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 raised and the dead have come out of them. We kill them. After that, you must stand on the button, which is located between two walls. By pressing it, you will see how the statue will turn and a well will open in it. Now you need to hit her with the Release Arrow.
Advice from the author:
Take your time to shoot the Release Arrow right away. Use simple arrows to aim accurately. When you are sure that you have chosen the right point of the shot, then boldly take out the Arrow of Release and let it fly for a happy and final flight.
After hitting, a secret passage will open and at the same time two island statues will come to life. We kill the "ancients" without pity and penetrate 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 come across the closed door of the Library, you just need to go behind the temple guard and pull 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 too hasty. Now we understand what force majeure the Gray Fox was talking about. The monks closed the door from which you entered the Library. Stealthily climb up the stairs and quietly head towards the door. We open the most difficult lock and go further through the premises of the palace.

We find the room of Chancellor Okato and run away from the palace through his fireplace. Yes Yes!!! It really is.

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, the cast woke up”, then it’s better to put on Boots of Quick-footed Jack. Once again, sorry for the inconvenience caused!

7) Now that you've successfully escaped the Imperial Palace and pulled off a fantastic heist, let's get out of this filthy sewer as soon as possible. How I hate places like this. Ugh! Constantly there are 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 " The best defense».
Note from the author:
By the way, my favorite shop in the Imperial City Trade District! There is a very kind seller of light armor. The prices are good, I don’t complain, and I’m always glad to talk with nice people.
As if nothing had happened, we leave the store and go to the Gray Fox. Having met 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 the ring to Countess Millone Umbranox. We head to Anvil and find the Countess in her castle. We give her this ring. Millona wonders where we got this ring from, since it belongs to his husband, who disappeared ten years ago. Not having time to really be surprised, as the Gray Fox himself appears. He shows his face to the countess, who recognizes him as the long-lost count. Corvus (that's the name of the former Gray Fox) gives you the Gray Hood Nocturnal. Now you become the Gray Fox. By the way, an office of the Thieves Guild has opened in the Imperial City's Waterfront District. You can look at her if you like.

Well, it's time to congratulate you on your graduation from the Thieves Guild. Be an honest and fair thief and never forget the thieves' laws. As they say, "the law is written for all." Good luck on your travels and may the Shadow cover you!

If you really want to go illegal, there are two ways:

1. In Cyrodiil, it is known that the Gray Fox helps the poor. So you can try to talk to them. During the conversation, they will deny that the Gray Fox is a myth, it does not exist. But if you give them money, their tongues will untie, and they will speak completely to another. Reply that you want to work with the Gray Fox, and they will indicate the direction.

2. If you are a professional Jew and a miser, then there is method number two. Try to steal something in the Imperial City, so much so that the guards notice you. Naturally, you have three options: deathmatch, fine or prison. Choose prison. After you rewind the term, Mivrina Arano will come up to you and give the news.

So, midnight, Garden of Dareloth, Coastal District of the Imperial City. A small company of an elf, a human, and an agronian had gathered here. You are the fourth. Talk to Armand Christoph, this is a man with a lantern. You can prepare money for bribery - he is not inclined to trust everyone.

The best thief wins.

Armand Christoph is a foreman. And the rest are recruits. There will be a competition - whoever brings the diary of Amantius Alectis will be accepted into the Guild. The elf knows where he lives, you can follow her. Or you can ask the beggars - they are the eyes and ears of the Gray Fox. But here, too, you have to fork out.

The beggar will provide you with information - where Alectis lives, where he goes, what time he goes to bed and what time he wakes up. It's in the Temple area - hands to feet, and there. killing is against the precepts of the guild.

The book is in the desk. Grab it and run back to Armand. Well, now you are a thief! But the elf Methredel may be faster than you, and steal the book first. In this case, you have the opportunity to steal the book from her. Contact the beggars - they will tell you the location of Methredel's house for a small reward. Coastal area - head there, steal the book from the chest and go to Christoph at night.???.Profit!

But if you could not, or did not have time to steal it, then do not despair - you have a second chance. Armand will give it to you and the Agronian Amusei. You need to steal Rossan's sword. True, the Amuseum will not try at all, but you'd better. Go to the Imperial City Market District. We need the "Battle Happiness" store. you are not a member of the WSPA, subdue her with your blade.

The sword is in the mistress's private quarters. You take it from the chest and report it to Armand.

Independent theft.

Well, you're in the Guild!Now you can take whatever your heart desires.But ordinary merchants won't buy stolen goods, they track it down, and stolen goods don't even show up in the list of items for sale.Only your colleagues will buy them.

Armand says that you should go to Ongar, the first of whose buyers you will meet. Oh yes, until you sell him goods for 50 septims, you will not be given special tasks.

Steal what you want, and go to Bruma, sell the things you stole. Buyers open a special account for how much you sold goods, and to access tasks you will need to do this up to a thousand. Better save up money now so as not to run in the future .