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

How do I join the Thieves Guild?

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

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

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

Chance meeting

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

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

A small guide to pickpocketing:

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

You can take anything, the main thing is to take the ring. Now, you need to put this ring on another (I forgot the name, open the magazine - there it will be written to whom). The object is placed in the same way as it is sneaked.

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

Reliable roof

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

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

It consists in the fact that you need to beat the debt out of 3 people. And the most important thing, as it turns out, is not money. It is necessary for people to understand that the guild of thieves must be reckoned with. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. It will not work to knock out the money directly, you need to talk to the Argonian Talen-Jay, and convince him to influence Kirav. He will not want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is her favorite statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money, you will break her;
  • Bercy. To hit Bercy for a living, you will need to break his favorite vase. He will scream for a long time, but then he will return the debt.

We return to Brinjolf, talk about the successful completion of the assignment, and - welcome to the Thieves Guild!

List of members of the Thieves Guild

Primary:

Mercer Frey - Leader of the Thieves Guild

Brinjolf - accepts us into the guild, in fact - Mercer's deputy.

Vex is a master locker, gives small contracts

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

Tonilla - the buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brignolf
Quest Content: Punish Aringolf

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



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

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

Everything is simple there - you go along the corridor, kill the rascals, and reach the stairs. Go up, go into the house. And this is where the fun begins. There are guards in the house. Most sit, two or three walk. In general, getting around them with the proper stealth skill will not be difficult. But beginners will have to sweat. To begin with, I advise you - walk around the house and take away everything that is not nailed to the floor, and only then go to the safe.

We reach this lattice here.

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

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

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

There is no way around it. You just have to sneak very slowly. And here's another surprise:

The owner is in an uncomfortable position for us. I do not advise you to talk to him - you will not be able to kill him and hand over the key, besides, he will raise the alarm and the guards will run away. Just try to steal the key from his pocket.

Regardless of the option of action, we look to the right into the corridor, if we see the guard's back, we open the grate and make our way further, if we see his face, we wait until we see his back and only then we open the grating and make our way further. In the basement we will see such a careless guard:

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

So we found the safe.

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

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

Wrong Honey

Gives: Brignolf
The essence of the task: Talk to Maven Black Heather and fulfill her request.

We go to Maven (I found her in a tavern or on the street near the stalls)

She wants us to eliminate her competitor, the Honning Mead. She sends us to Whiterun, to the Prancing Mare tavern, to a mayor named Mallius Macy:



Mallius tells us that Sabjorn is arranging a tasting of his honey for the Captain of the Guard the other day. And here's the bad luck - malicious rats appeared in his mead brewery. It would be necessary to poison, and Sabjorn is looking for someone who will take it. "And rat poison and honey do not mix well." As usual, all the rough work falls on our shoulders. Well, where to go? We go to the honey brewery:

We go into the building and speak with Sabjorn.

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

(examine it and read the diary - we again thwarted the plan to take over the world by a psycho. This is already becoming a routine), pour rat poison into the nest and go to the mead brewery itself. Pour poison into a vat of honey. Well, I did something nasty - joy to my heart. And the wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he will not like it (and who will like the honey with the taste of rat poison?) And he will take Sabjorn to prison, and Mallia will appoint him in charge. Happy end. Almost. All that remains is to look around Sabjorn's room for an explanation of how he was able to open his mead brew so quickly. We take the key from Mallia and go up to Sabjorn's room.

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

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

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

Scoundrel's whim

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

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

We are trying to bribe - and he tells us about a box of fiery wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him in this. There is nothing difficult - there is no one near this box at all. They came, took and left. We give the wine, and in return we receive information about a certain woman who came to Gulum-Ayu with a purse of gold and offered to represent her interests in one case. Namely, to take the payment for the estate to Aringot. He, of course, did not remember the name and face. But something this lizard darkens. We are not in a hurry to leave when we finish the dialogue. Let's track him to the East Empire Company Warehouse.

We go after him. Careful, guards will come across on the way. I advise you to pick up all torches from the holders along the way - less light, which means there is less chance of being noticed. Kill the guards quietly or walk by - it depends on your preference. The main thing is not to make a fuss. By the way, the guards also walk with torches, which complicates our pursuit of the lizard.

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

Conversation with Silence

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

We go to the ruins and meet there Mercer. He states that Karliah is still here, he is sure of it. And he lets us go forward, and he follows us. Okay, we need to hurry before she disappears again. We approach the door, observe how Mercer opens it, and go inside. Be careful - there are a lot of traps and draugr here. Mercer will warn you about most of the traps. One of the words of power can be found in the Sanctuary:

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

From the conversation it turns out that it was not Karliah, but Mercer who killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we will not succeed, and therefore we get a sword in the stomach. But we will not die. And when we wake up, we will see Karlia in front of us.

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

We need the Frozen Hearth tavern.

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

And here is Colselmo himself:

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

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

From this room we go out onto the balcony, and from there we find ourselves in the Colselmo Tower. It's almost done. Take charcoal and a roll of paper in his office. If you want to inspect his office for usefulness - now is the time, then he will be gone. We leave through the door in the office to the stone and redraw it on paper. Ready. Oops. And here is the cavalry:

You can wait and slip past them to the exit. Or you can kill them. The captain will be a little late in the passage - a good chance to discreetly slit his throat. Then one will stand at the stairs, and the other two will go upstairs. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further, to the stone. We kill one, then the second. That's it, you can return to Entyr in Winterhold. We go into the basement and see Karlia next to Entyr:

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

The pursuit

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

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

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

Vex is furious, she threatens to kill Frey with her own hands, but Bryn calms her down and sends her to the Flask with Delvin to alert them. If Mercer sticks in here. And we have to go to his estate "Riftveld" and look for clues where he could go. And we are allowed to kill anyone who gets in our way. Delightful.

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

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

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

Reborn Triad

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

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

Upon arrival there we see both Karliah and Brin. Karliah asks us to follow her, she will explain everything on the way. And we enter the Slovenia Hall. Karliah really wants us to become Nightingales. To do this, you need to put on their armor and go through the rite of passage. We go to the Stones and, taking the armor, we put it on.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the dedication was completed, and we became Nightingales. So, what is next? And then Karliah will tell us about the true crime of Mercer. It is that Frey stole ... the Skeleton Key. If you've played Oblivion, you must remember what it is. But this key isn't just about physical constipation. After all, the capabilities of the human body are very great, and we use only a part of them. And when you understand that the key can also open such "locks" - the possibilities become almost limitless. You can't let such a thing get to a man like Mercer.

Before we move out, let's talk to Brin. He will offer us to become the main Thieves Guild. Naturally we will agree. Where are we going? Now let's go after Mercer. The path lies in the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, we go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that's it. We go to the second level and immediately stumble upon Karlia and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we will observe the scene of the murder of two Falmer by Mercer. Go ahead. We find a huge room with a grate at the end. To open it, you need to pull two levers - to the left and right of the room on the dais. By the way, there is a ballista next to it - behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And look under your feet - these are Dwemer ruins after all. Nobody canceled the traps. In general, these are ordinary Dwemer ruins. Enemies are Mechs and Falmer. The truth is, the Centurion can get in trouble.

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

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

But suddenly the platform on which we are standing breaks off and falls. Karliah and Brin stay upstairs. We'll have to fight Mercer alone. And he also bewitched Brin so that he was forced to fight Karlia. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he loves to go into invisibility, but at the same time it is not difficult to see him. After his murder, the cave, in the best traditions of the genre, begins to collapse, and the room itself begins to flood. The door won't open. What to do? Wait until the room is flooded. No, I'm serious. Wait. When the room is flooded, stones will fall over the head of the statue and open the passage leading to the Bronze Water Cave.

Return of the Twilight

Gives: Karliah
The essence of the task: To complete the Path of the Pilgrim.

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

By the way. After all, it is not necessary to give the key instantly, right? And the Eternal Lock Pick is a very good thing. You can, for example, keep it with you until you have such a perk. But at the end of this quest, a very good reward awaits you. But more on that later.

Our path leads to the Twilight Sepulcher:

At the entrance there will be a Nightingale-Guardian:

When talking with him, it turns out that this is none other than Gallus himself. But he himself cannot return the key to the Tomb - the closer he gets to the Well of Night, the weaker it becomes. And even now he feels that he is dying. We'll have to. Do not forget to read Nystrom's diary - it lies against the wall to the left of the Guardian Nightingale, by the skeleton.

Further, the quest marker disappears. But even without him, everything is transparent here. In the first room, three Nightingales-guards are waiting for us. Two together and one a little further. In the next room, you need to follow the shadows without touching the light - you will die very quickly. Light is light, but you should not forget to look under your feet. Further there will be a room with a statue of Nocturnal and a dead bandit nearby (I wonder how he got here?). It seems to be a dead end. Although ... What is there behind the right torch in the form of a bird's head? Aha! Chain! We pull and ... Nothing happens, except that the torch goes out. Hmm ... And if you look behind the left? Also the Chain. We pull for it, and the door opens behind Nocturnal.

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

And now, finally, we are at the Sanctuary. But ... there is only a pit with a skeleton at the bottom and nothing else. We do not get upset and jump. It won't hurt too much. But there is no way out of the hole, is there? Not scary. Sit a little or run along it - soon our hero will get the key, turn it and suddenly - lo and behold! - the floor will dissolve and we fall into the holy of holies of the tomb.

All that remains is to stick the key into the lock (logical, isn't it?) And ... listen. Nocturnal herself will speak with us. Frankly, I thought her face would be prettier.

But my graphics may just be to blame. Does not matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor loyalty lay here and there - the main reward. Well ... well, she's right. And the reward is really worthy. Standing on the circle with the drawing of the month, we will receive a talent, when applied, an excellent buff for thieves falls - invisibility is automatically imposed upon sneaking up. Standing on a semicircle - a frenzy spell - all creatures in the spell's area of ​​effect attack everyone indiscriminately for 30 seconds. And standing on the full moon, we will get the spell of draining health from the enemy - I do not know if it is leveled or not, but at level 18 it consumes 100 health from the enemy. Agree a lot? But, unfortunately, these are not spells, but talent. That is, you can only use it once a day. It's a pity, but it can't be helped. And you won't be able to take all three either. Take your pick. After choosing we will see Gallus. He came to say goodbye to Carlia.

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

The reborn triad(orig. Trinity restore) - quest of the Thieves Guild faction in the game The Elder Scrolls V: Skyrim.

Short walkthrough

  1. Listen to Karliah in the Ragged Flask;
  2. Proceed to the Standing Stone to meet Karlia;
  3. Follow Karliah to the cave;
  4. Activate the Nightingale Armor Stone;
  5. Put on the Nightingale Armor;
  6. (optional) Agree to take the oath;
  7. (depending on item 6) Follow Karlia;
  8. (depending on item 6) Take a free symbol on the floor;
  9. (depending on clause 6) Wait until the end of the initiation ritual into the Nightingales;
  10. Discuss what happened with Carlia;
  11. Discuss what happened with Brignolf.

Description

After the conversation completing the previous quest, Brinjolf tells him to talk to Karliah. She will tell about the murder of Mercer and about the Nightingales and ask him to come to the Standing Stone, located not far from the Shadow Stone, where she will await the Dragonborn along with Brynjolf. Danmerka will show her companions the Nightingale Hall and guide them through it, telling about the Nightingales. After that, you will need to put on the Nightingale armor, for which you will need to go to a special pedestal and activate it. Having changed into armor, the hero learns that he and Brynjolf have been given a great honor - to become members of the Soloviev triad. For initiation, Karliah must perform a special ritual invoking Nocturnal herself. In order for the ritual to begin, you need to stand on one of the three symbols (the one on the left) on the floor of the ritual hall. Karliah and Brynjolf must take their places, after which the ritual will begin.

After the end of the ritual, you need to talk to the rest of the triad. Karliah will thank Dovahkiin, and Brinjolf will appoint him as the head of the guild, however, saying: "... before your coronation, it is necessary to return the Guild to its former greatness"(even if it has already been done). Now is the time to visit Mercer.

Bugs

  1. After receiving the armor, Karliya says to go into the hall and stand on the stone, but she leaves herself. It is fixed like this: during a conversation, click on (by default) before answering a question, listen to the dialogue again, and answer.
  2. Karliah can get stuck at the stage of taking the oath. Instead of opening the gate, she again and again starts a dialogue about Dovahkiin's readiness to take an oath. A variant of the bug: after the conversation, Karliya leaves and purposefully walks to the exit from the Nightingale Hall. Solution: after the dialogue about the oath, type setstage TG08A 52 in the console. This should direct Karliah to the gate, but it will not open the gate. The easiest way out is to click on the gate with the console open and write disable. After that, the quest should continue.
  3. When Karliah comes to the chain, she pulls on it twice, and the grate is closed. Solution: after the first time, make a power attack on her, pushing her away from the chain. She will persistently approach, and more even the number of times the chain will be pulled. As a result, the grate will become open.
  4. There is another option: when Karliah approaches the chain, you need to stand next to it. And as soon as she activates the circuit once, immediately speak to her. Then the second time it will not touch the chain, and the passage will be open.
  5. At each stage of the passage to initiation, Brinjolf begins to leave - his transformation with the help of a cry into an ice form helps - while he is frozen, we quickly run with Karliah to the next point and wait for Brinjolf to come.

Quest stages

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

Setstage TG08A stage

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

Reborn Triad (ID: TG08A)
StageDiary entry
10 Before intercepting Mercer Frey, Karliah wants to talk to Brinjolf and me.
(Quest updated): Listen to Karliah
15 (Karliah will start a dialogue)
20 Karliah said that Brinyolf and I should meet her at the old stone standing outside the southwest gate of Riften. Why this is her, I do not understand, but I suspect that the case has something to do with the Nightingales.
(Quest updated): Meet Karliah at the standing stone
30 (Quest updated): Follow Karliah
40 Karliah informed Brinjolf and me that we would join the ranks of the Nightingales and help rebuild the triad that fell apart twenty-five years ago when Mercer Frey killed Gallus.
(Quest updated): Activate Stone of Armor
45 (Quest updated): Follow Karliah
50 (Quest updated): Stand up on a free symbol on the floor
57 Now I am bound by an oath, and I am the Nightingale, guardian of the Twilight Sepulcher and devoted servant of the goddess Nocturnal.
60 (Quest updated): Talk to Karliah
50 (Quest updated): Talk to Brignolf
200 Karliah finally discovered the main task of Soloviev ... it is to guard the Nocturnal Skeleton Key. This powerful artifact, usually kept in the Twilight Sepulcher, was stolen by Mercer Frey. Now the sacred duty of returning the Skeleton Key falls on my shoulders.
Unknown (Quest updated): Put on the Nightingale Armor
The stage marked in green corresponds to the successful completion of the quest, and in red to its failure.
The following stages have been omitted, since they have no description and meaning: 0, 25, 35, 42, 47, 52, 55.

Notes (edit)

  • Not all quest stages may appear in the quest log. Which of them will appear, and which will not, depends on the ways of completing the quest.
  • The stages are not always displayed sequentially. As a rule, this happens if the quest has several possible endings, and also if some of the stages of the quest can be completed in any order.
  • If the stage is marked in green, that is, as the final quest, then this means that the quest disappears from the list of active tasks in the journal, but new entries related to the quest may still be displayed in the task journal.

passing

TG-L Thieves Guild Quests TG-R
Main plot A chance meeting. Reliable roof. Clarity. Wrong honey. Scoundrel's whim
Conversation with silence. Difficult answers. The pursuit. The reborn triad
Blindness. Return of the twilight
Vex quests Theft. Toss. Cleaning. Robbery
Delvin's Quests Chess. Fishing. Numbers
City assignments Amnesty by hand. Silver blank. Summerset Shadows. Finicky sload
Other tasks Look under every stone. Thieves' adventures. Tonilla's Request

You will receive the task from Mercer Frey. You must head to the ruins of the Snow Veil, and then destroy Karlia. On the way to the ruins, you will meet with Mercer, who is sure that Karliah will stay there. He will let you pass ahead of him and follow you. Do not hesitate, otherwise she will disappear again. Approach the door and let Mercer open it. Now go inside. Be extremely careful - there are many draugrs and traps awaiting you. But it should be added that Mercer will most often warn you. Find one word of power inside the Sanctuary.

Get to the door, which can only be opened with a claw. And you just do not have it. But Mercer will manage and open it in an incomprehensible way. Go through the door. However, here you will faint from an arrow fired at you. When you wake up, you will see Carlia and Mercer talking. According to them, you will understand that it is Mercer who is the killer of Gallus! And now he is attempting to assassinate Karlia, but she manages to escape. You will not have time to do this and you will be pierced with a sword (the blow will have to be in the stomach). Don't worry, you will survive. Upon regaining consciousness, you will see Karliah beside you.

She will tell you a story, which, however, you yourself probably already know. It was she who shot an arrow soaked in paralytic poison at you. Which saved you, as the poison slowed down your heartbeat and prevented you from bleeding. Even in the ruins, she found a diary belonging to Gallus. However, it is covered with words in an unfamiliar language, but she guesses who can become your translator in this matter. This is Gall's friend Entyr. So, head over to him in Winterhall. The passage of the game Skyrim sends you to a tavern called "Frozen Hearth".

From Entyr you learn that Gallus had a diary that he kept in the Falmer language. And it is owned by only a few people in all Skyrim. Entyr cannot decode this text, but it has information about who is capable of doing it. He is in Makarta, this is the jarl's court magician. Go there and find him. Although he really knows the Flamer language, he does not want to show his skills in practice. You can complete his quest and thus enter into his trust. There is also the option of stealing the key from the pedestal behind him. Then sneak into the museum past the guards.

Note: even if you are invisible, the guard will start talking to you at the first meeting. In the museum, you will see many guards and well-lit rooms. To complete the Skyrim game, you need to sneak to the Conselmo laboratory. By the way, if you feel quite confident, you have the opportunity to walk around the museum and collect expensive and necessary things. At the entrance to the laboratory itself, pick up the wand that controls the spider. Read how to use it in the diary near the wand. Then you will see the spider itself.

You can either kill the guards in the laboratory, or just walk by. You also have the opportunity to set several traps. Then "accidents" will happen to them. And the blame for them can be attributed to outdated Dwemer mechanisms. By the way, it is better to do this in the room with Aykantar. Hurry up to deal with him. Don't miss the cube right there, take it and give it to Delvin. From there, go to the balcony, and then proceed to the Tower of Conselmo. You are almost done. Go to the office and find there a roll of paper and charcoal. If you have a desire to look for valuable items, do it now, after you will have no time. Then leave this room and go to the stone. Draw it on paper. Then you will see the cavalry arriving in time.

Again, you can kill them all or just sneak past. By the way, the captain will linger in the passage, it will be an excellent chance to kill him. One guard will be located near the stairs, a couple more will climb up. To complete the Skyrim game, deal quickly with the first one and go upstairs too. There one will go back down the stairs, and the other will follow forward towards the stone. Kill both and head back to Winterhall to Entyr. Go down to the basement where you will see Entyr and Karliah. Give him the rewritten text of Conselmo. Then he will start translating. You learn that Gallus suspected Frey of betrayal. It turns out that Gallu learned that Mercer was living too luxuriously and it became clear that he was embezzling the Guild's money. He also writes about the desecration of some Twilight Tomb. Karliah will insist to urgently transfer this transfer to the guild, that is, tell everyone about Mercer Frey. However, you first talk to Entyr and receive an offer from him to come to his College and sell the loot. Then you can talk to Karliah. Then you will begin to see a more holistic picture. It turns out that the Twilight Tomb is the temple of Nocturnal, which is recognized as the Patroness of the Night and Thieves. The temple, where all the gifts of the tomb are hidden, is protected by the Nightingales, who have vowed to give their lives for it. In addition, with the help of the temple, this Tomb is connected with our world. The problem is that Mercer desecrated this temple, which caused the decline in the Thieves Guild (Nocturnal abandoned them). Therefore, you immediately need to get to Riften so that Mercer receives the appropriate punishment. And Karliah will give you Gall's sword called the Nightingale Blade.

The pursuit

The passage of the Skyrim game will continue with a task from Karliya. You will need to crank up Mercer Frey's exposure. Head to the Ragged Flask Tavern in Riften and talk to Karliah. Follow the two to the Guild. A "warm welcome" awaits you there - you will be greeted by Delvin, Vex and Brinjolf. And they will all be with swords at the ready. However, Karliah will have time to give Brin Gall's diary, which at first he will not believe, but offer to look at the vault. According to Delvin, two keys are required to open it, and Vex claims that no one can pick the lock. However, Bryn convinces everyone and they sneak into the vault. As a result, Gall is right, because all the chests are completely empty.

Vex will get very angry and will be ready to finish off Mercer on his own. Bryn will put out her anger a little and ask her and Delvin to go to the Flask tavern and tell everyone about what happened. Suddenly the villain will come there. Passage of the game Skyrim gives you the task to go to his estate "Riftveld", where you need to find possible clues about its location. Plus you were allowed to kill everyone in your path.

At the Mercer estate, he made a special gangway in the courtyard for emergencies. This is your chance to sneak into the estate. However, one difficulty awaits you here - this is the guard Freya Wald. It turns out that Vex had a close acquaintance with Wald not so long ago, so talk to her. From the conversation, you will understand that it will not work to get close to him just like that, since this person only loves money. So give him your word that Maven will pay off his debts. Here you will again have a choice - either keep your word, or just kill him and then rob him.

In order to lower the ladder, you will need to shoot at its mechanism. Make your way into the house, it will be empty, but with a secret. After all, one closet leads to Narnia, which is a hideout for Mercer. You will find him on the second floor. Be very careful in the shelter, it is full of traps, but there you will find many worthwhile things (in fact, like the house itself). To complete the Skyrim game, you need to get to Mercer's room and steal the plans, the Bust of the Gray Fox (you need to give it to Delvin) and a wonderful sword from the display case (made of glass, deals damage with the help of cold). The rest can be taken at your discretion. You will not have to go back, because from here there is a direct passage to the Rat Hole. Walk along it and meet with Brynjolf. Give him the map and you will receive information that Frey is hunting for giant jewels (they are called the Eyes of the Falmer). They are very expensive and valuable. In addition, they will give Mercer the opportunity to hide from you forever. After all, that kind of money is enough for his next generation. Time is running out, hurry up to talk to Carlia and stop him.

Reborn Triad

Brynjolf's Skyrim playthrough in this quest will surprise you. You will become a Nightingale. Go to the meeting with Karliah near the old standing stone. It is located behind Riften. When you get there, you will see Brin and Karliah together. She will ask you to follow her and promise to provide any explanations along the way. Enter the Nightingale Hall and begin the transformation process. To do this, put on their armor. Then you will need to go through the rite of passage. You will find the armor behind the Stones. And for the initiation ceremony, go to the left circle, then just stand and listen. Everything, now you are the Nightingale. And now Karliah will tell you about the real villainy of Mercer - after all, he stole the Skeleton Key (similar to Oblivion). It makes it possible to overcome not only physical obstacles, but also human ones. That is, with the help of this key, he will be able to use all the capabilities of the human body to the fullest. It is unacceptable for such a power to come to such a person.

Talk to Brin and receive an offer from him to take the post of the head of the Thieves Guild. Of course you will agree. To play Skyrim, then head to find Mercer in the ruins of Irktand. Six bandits will stand at the entrance. Sneak by or kill and go there. On the first floor, you will see only a couple of working robots, several broken Dwemer mechanisms and the corpses of bandits. On the second floor, you will meet Brin and Karliah, who is sure that Mercer was there recently. You need to find it. Then you watch the scene in which two Falmers are killed by Mercer. Ahead you will see a room with a grate instead of an exit. Click on the two levers (they are hidden at the top on both sides of the room) and the grate will open. And behind the door, on which the Expert lock hangs, there is a ballista. Shoot it at Falmer and follow forward. Be careful not to fall into the trap. From opponents you will meet Falmer and mechanisms. The only difficulty might be the Centurion. He is very large, hard to kill and attacks quite hard. Only with powerful armor can you start a hand-to-hand fight with him. There is also an option to let Brin fight the enemy, and in the meantime you and Karlia will shoot at him with a bow or with the help of magic. In general, here the passage of the Skyrim game gives you the opportunity to dream up and show your ingenuity.

Head inside the Sanctuary where you will see Mercer. He will just get Falmer's eyes from the statue. Suddenly, the platform will collapse under you and you will fall. Brin and Karliah will still be on top. Thus, you will have to go into battle with Frey alone. By the way, he managed to enchant Brin and he now attacks Karlia. Don't hesitate, start the fight. This battle will not be an easy one, because Mercer is very difficult to kill. But this is perhaps the only difficulty. But he knows how to become invisible, but you can still see him. As soon as you kill him, everything around you will begin to crumble (where without it), and the room will fill with water. Plus, you won't be able to open the door. There is only one way out - wait until the room is completely flooded. Then the stones on top of the statues will break off and open an exit for you. Through it you will get to the Bronze Water Cave.

Return of the Twilight

Karliah will continue your Skyrim playthrough with the next mission. It consists in overcoming the Path of the Pilgrim. You also need to return the Nocturnal key. But first, the first task. Karliah herself cannot do this, because it was she who caused the desecration of the tomb, and Bryn is needed in the Guild to restore order there. Therefore, you will have to deal with everything. Take the bow from Karliah, it will be useful to you.
By the way, you don't have to immediately return the key when you find it. And the Eternal Lock Pick can be very useful to you. You can keep this item with you until you need it. But at the same time, for completing this task you will be given a generous reward.

Make your way to the Twilight Sepulcher. She is guarded by the guard Nightingale. After talking with him, you will understand that this is Gallus! It turns out that on his own he simply does not have the ability to take the key back to the Tomb. Gallus weakens as he approaches the well of Night. And he may even die. Therefore, the matter is up to you. First, examine the diary belonging to Nystrom (you will find it to the left of the guard near the wall and skeleton).

Then the quest indicator will disappear, but you will not get lost anyway. In the first room you will meet three Nightingale guards. Further in the room, stay in the shade, do not go out into the light, otherwise you will perish. And be careful, there may be traps on the floor. Then you will see the room in which the corpse of the bandit is located near the statue of Nocturnal. At first glance, it may seem to you that there is no way out of there. Just look around carefully and notice the chain behind the torch on the right (it will look like a bird's head). Pull the chain. Nothing will happen. So look for the same one behind the left torch. And then, by pulling the chain, you will open the door behind the statue. Further passage of the Skyrim game will be blocked by pendulum blades and pressure plates. A surprise awaits behind the door. Unfortunately, not very pleasant. It will not hurt to save once again. Then you will find yourself in front of the door, through which you can simply go forward or make a turn to the right and examine the next room with the Nightingales and buns guards.

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Skyrim Walkthrough # 35 - The Reborn Triad

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Thirty-fifth series - We are accepted as nightingales! We are given an awesome thieves' set of armor with which I will now constantly go around. After which I will follow Mercer to some temple. On the way, I will meet some strange dragon and kill him, of course) I will learn a new shout and all that ... And in the new set of thieves it's really cool)) just because the light armor is not pumped I get quite a lot of damage (=== ================= The Elder scrolls skyrim - Probably the best and largest RPG game that a nerd can only dream of playing! There are levels, skills, magic, and brute physical strength, even dragons are here! one of the most atmospheric and addictive! It's full of non-linear plots, open world and all that! This game can be played for years! I probably will play it ... ====================================================== ==== Letsplay will be filming purely for my own pleasure! Everything will be very long, and quite stretched out) I play through Steam. I will shoot only when I'm bored or want skyrim) And of course I have a Steam version of Legendary. Playlist with letsplay - http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g If you liked it or you just want to help in the development of the channel - Subscribe https://www.youtube.com/user/CompleteNonentity - Like it - Add to Favorites ==================== My VK contacts - http://vk.com/sinas Skype / Steam / Origin / Uplay / Desura / Twitch - sinas66 VK group - http://vk.com/public71636813 =================== Donations for a childhood dream;) R277245952162 U214949374924 Z796463952266 Tags ... I don't have enough imagination insert all keywords into the text = / so these words have to be written with tags separated by commas ... In general, do not pay attention;) The Elder Scrolls V: Skyrim (Video Game), Walkthrough, Lettersplay, Skyrim, Elder skrols, Elder scrolls skyrim , Skyrim, Games, Steam, Steam, Games, Letsplay, Skyrim letsplay, First steps, Play on YouTube, Gameplay, Gameplay

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"Thirty-fifth series - We are accepted as nightingales! We are given an awesome thieves' set of armor with which I will now constantly go around. After that I will follow Mercer to some temple. On the way, I will meet some strange dragon and kill him of course) I will learn a new shout and all that ... And in the new set of thieves it's really cool)) just because the light armor is not pumped, I get quite a lot of damage (
====================
The Elder scrolls skyrim - Probably the best and largest RPG game that you can only dream of playing! There are levels, and skills, and magic, and brute physical strength, even dragons here are HD! I will play Skyrim Legendary, which means there will be pets in the game, and you can build a house, and you can get married! Although I just started playing, I know and generally understand that this game is one of the most atmospheric and exciting! It's full of non-linear plots, an open world and all that! This game can be played for years! I will probably play like that ...
====================
Letsplay will be filming purely for my own pleasure! Everything will be very long, and quite stretched out) I play through Steam. I will shoot only when I'm bored or want skyrim) And of course I have a Steam version of Legendary.
Playlist with letsplay -
http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g
If you liked it or you just want to help develop the channel
- Subscribe
https://www.youtube.com/user/CompleteNonentity
- Like
- Add to Favorites
====================
My contacts



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


Look under every stone

The guild is based in Riften. I got there when, during the story mission " Diplomatic immunity " I found an unusual gem. Exactly the same is in the shelter of the Dark Brotherhood, for example, and that's not all. A task appeared with him in the Miscellaneous section. In Riften, I met Sledgehammer, who immediately realized that the stone was stolen and offered to show it to Vex, the Guild's buyer. But for this you need to become a full-fledged member of it. To do this, you need to talk to Brinjolf, the task will begin Chance meeting.
When you are finally accepted into the Thieves Guild, Vex will tell you that there are "Barenziah Stones" that were stolen by one thief and spread throughout Skyrim. Vex will only buy a complete set, 24 pieces. The description of the location of each pebble can be found. And here is the map:

Also appeared adding a marker for each stone. Searching will become much easier!
After finding all 24 stones, Vex will send you to Torvald's Cave in search of Barenziah's Crown. The number of fat trolls in and around the cave is off the charts. Falmer live in the depths of the cave. Go to Torvald's Cave - Void. From there to Torvald's Cave - Crossroads. Here you will immediately meet the ghost of a refugee from Morrowind, next to whose skeleton lies a shabby diary. There are three such diaries and skeletons, and the third you will most likely find earlier than the second. The crown lies with the remains of a Dunmer caravan, guarded by a ghostly elf. Take the crown to Vex, it will appear on the bust, in the same place as all your other trophies.

For completing the quest, you will receive an increased chance of finding gems! It is very convenient to sell them, not to mention the possibility of making expensive jewelry.

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


Reliable roof

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

  • Helga
  • Bercy Honey Hand
  • Kirva

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


Clarity

Follow Brignolf. Hear his conversation with Mercer Frey. You are now officially accepted. You will be sent to the estate of Goldflower, you must burn three bee hives and clean out the safe to remind who is the boss here. You will also receive several tasks in the MISCELLANEOUS section to familiarize yourself with the guild bonuses. You will be given branded armor, save it! You can ask Vex about the secret passage to the estate through the sewer. The safe is in the basement of the house, you can steal the key if you want. In the owner's room, you can find a Figurine of a Bee, which Delvin Mallory will gladly buy, a task will appear in the Miscellaneous section.
Then go outside and set fire to exactly 3 hives. You can also sneak through the manifold to them.
You can go back to Brynjolf.

Wrong honey
You need to meet with Jarl Maven Black Heather, most likely she is stuck in the "Bee and Sting" tavern. She will send you to Whiterun, to an establishment called The Prancing Mare. Talk to Mallius Mackie there. Now head to Honning's Meadworks near Whiterun and speak with its owner, Sabjorn. He will hire you to destroy the rats. Get down to the basement, you need to make your way through the underground passage. There will be not only malevolent rats, but also spiders, and also a demented alchemist named Heimlin. Put poison in the straw nest and move on to enter Honning's Varnitsa. Climb up and put poison in the vat. Take the key near the door and get out. Report to Sabjorn about your successful rat-baiting. Enjoy the spectacle. Talk to Mallius. Climb the stairs to the second floor and loot Sabjorn's dresser. There you can also find Honning's Honey Decanter, which Delvin Mallory will gladly buy from you. Return to Maven to return the documents and receive your reward. Return to Brynjolf at the Thieves Guild.

Scoundrel's whim
Talk to Mercer Frey. He will direct you to a contact, and also offer to talk to Brynjolf.
In Solitude, talk to Gulum-Ei, who will most likely be in Laughing Rat. Convince or bribe him. Then, follow the Argonian to the East Empire Company warehouse at the dock. Beware of the guards. You can climb up to the cabinets with shelves. If you look up near the ship on the rafters, you will see a house on a ledge. Inside is the East Empire Company Nautical Chart that can be sold to Delvin Mallory. Gulum-Ai will enter the Salt Water Grotto. You can safely kill marauders, except for Gulum-Ai himself. He will tell you about the tenant and give you a bill of sale for the estate "Goldflower". Return to Mercer at the Thieves Guild. He will tell you about Karliah.
P.S. the task will appear in the Miscellaneous section. You kept your thieves' armor, right?

Conversation with silence
Mercer Frey will be waiting for you at the Snow Veil. After the conversation, go to the door. Mercer will open the lock. I had a bug - the castle did not open, and Mercer was butting with the wall. The solution is to quickly move to the same location from the map. The number of draugrs and traps inside is overwhelming. At times, Mercer will give you hints. Towards the end of the first level, you can find a model ship on the pedestal that can be sold to Delvin. In the Sanctuary it will be about the same, and at the end you will learn the word of the power of the shout "Disarmament". You will see the unexpected simplicity of opening the lock, which you yourself would not have opened without a claw in your life. Enjoy the show!

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

The pursuit Travel to Riften in the Ragged Flask. Karliah will be waiting at the entrance, follow her to the Cistern. Watch the scene, then talk to Brinjolf. He will send you to search Mercer Frey's estate.
Also, he (additionally) can talk about the ladder from the inside of the house. By the way, you can open it not only with a bow, but also with magic.
(Optional) You can ask Vex about Wald. She will talk about his debt to Maven Black Heather. In the Miscellaneous section, a task will appear pointing to it. It turns out that Wald lost his unique Dual Feather when he swam across the lake. You need to get it from there. Remember in Morrowind the task was to get the ring from the bottom of the big puddle? So, compared to the survey of Lake Honrik, it was mega simple. However, I also managed to find a pen, if you are too lazy to do it yourself, then here are the screenshots:

Return to Maven, she will give you documents about Wald's debt. Now he will gladly let you pass and give you the key. And really, why kill people in vain? By the way, if he attacks you, the simplest calming spell (illusion) will help

One way or another, you find yourself in the Riftenveld estate. Marauders are waiting for you inside. The passage you need is hidden behind the "suspicious cabinet". Watch your step. On the table you will find Mercer's plan, as well as a bust of the Gray Fox, which can be sold to Delvin at the guild. And also on the window - hello from Oblivion! - glass sword of unique blue color "Cooler"! Return to Brynjolf.

Reborn triad
Talk to Karliah. Go to the meeting point by the standing stone. After the conversation, go to the Nightingale Hall. There you will need to use the Nightingale Armor Stone. Put on the set you received and follow Karliah. It is impossible to refuse to take the oath - you will be doomed after death to guard the twilight tomb ... this is the perspective. Stand in the marked circle. After the dedication, talk to Karliah. As you might have guessed, Mercer Frey stole the Skeleton Key - the main artifact of Nocturnal. Since you are now a Nightingale, his guard falls on your shoulders.

Blindness
You need to go to Irkntand. By the way, the armor can already be removed. Outside you will meet bandits, and inside there will be Dwemer mechanisms. Take the lift to the Great Hall, where Karliah and Brignolf are already waiting for you. They will follow you further to a meeting with Mercer. When you enter the hall with a shiny ceiling, there will be a lever on the top left. The second is on the opposite side. You need to pull them quickly, otherwise the gate will close. It's full of Falmer. The tower will collapse and you will have to climb up to continue the chase. There will be a Dwemer Centurion in the next room. You can just walk by if you cannot win by force. In the next room there will already be doors to the Slave Pens.
Immediately you will find yourself in the torture chamber, from there to the corridor with fire traps and to the Falmer parking lot. From there you will go to the Sanctuary. Here Mercer picks out the eyes of a giant statue and then attacks you. Take the skeletal key and both falmer eyes from his body, which can be sold to Delvin. The hall will begin to quickly fill with water. Stones will fall from above and open a passage to the Bronze Water Cave. Talk to Karliah.

A quick note on the Skeleton Key
In the story, you have to give up this miracle and return the artifact to its place ... but is it worth it?
The Skeleton Key is essentially the "Eternal Lockpick" perk in the Hacking branch. To open it, you need to upgrade the hack to 100 and spend at least 6 perk points! Lockpicks stop breaking, and you put the worry about their quantity out of your head.
Now imagine this option: you quickly run through the storyline of the Thieves Guild before receiving the Skeleton Key. Now you don't need to download Hacking, at all !!! You save 6 perk points, a couple of hours of training and don't worry about the number of picks!
If you want, you can save before completing the task. Return of Twilight, go through it, watch the finale of a wonderful line of quests, spit on funny spells that are given at the end. Then load the save and continue playing with the Skeleton Key! This can be considered easy cheating, but the decision is always yours.



Return of the twilight To return the guild's luck, you will have to participate in a special ritual test. Travel to the Twilight Sepulcher. You will be greeted by a ghostly nightingale guardian. In a conversation, he can learn about the diary of Nystrom, who failed to pass the Path of the pilgrim, which you need to complete.
First test: battle with the ghosts of nightingales. Second test: do not step into the rays of light, keep to the shadows. Test third: Pull the two rings on the sides of the statue. Test four: traps to overcome. For example, breaking open the door lock on the left. Fifth test: Enter the Inner Sanctuary, jump down, find Anders' skeleton with a note. Walk around until the scene begins. Unlock the Black Lake lock. The skeleton key will disappear. Nocturnal herself will appear and make a heartfelt speech. It is not clear where Karliah will appear from. You will be offered three abilities (Talents in the magic section) by standing on a certain circle on the floor:

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

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

However, to be officially recognized as the head of the thieves' guild, you need to complete the tasks of Delvin Mallory and Vex, who live in the Ragged Flask. It was possible to pass them much earlier, but they will be described here. Do not forget that you can take two tasks at the same time - from both employers.

Delvin Mallory:

Numbers

You will need to sneak up to a store's office book to make changes. It is enough to use it discreetly. Return to Delvin for your reward.

Fishing

Standard pickpocketing: there is an object from which you need to steal an item from your pocket. Note that you will need a high pickpocketing rate. Bring the item to Delvin.

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

Vex:

Theft

Quite commonplace burglary. You burst into the right house and take the right thing, drag it to Vex.

Toss

You need to get into the house, leave the evidence in some chest. Return to Vex for money.

Cleaning

There is a house, and there are several valuable items in the house. You need to steal them all and bring back the Vex.

Robbery

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

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

"Finicky Sload"

You need to complete 5 small tasks in Solitude... Delvin Mallory will send you to Solitude to talk to the merchants Erikur. He will send you to the port to Sabina Nitt, who hangs out on the Red Wave ship. For "Balmor Blue", a rare smuggled drug, she will demand 1,500 gold. But you can also steal the key to the chest from her, dive under the pier and get the goods yourself. Or even without stealing the key, but simply opening the lock. Travel to the Finicky Sload. Place the "Balmor Blue" in the captain's chest. There is also one of Barenziah's stones in the captain's cabin! Return to Erikuru.

Manual amnesty
Complete 5 Minor Quests in Whiterun.
Delvin Mallory will send you to Whiterun to speak with Alfrid Son of Battle. He wants to get his friend out of jail. To do this, you will have to steal one letter and correct the documents. Go to Dragon's Reach and make your way to the Jarl's chambers, no big deal. Return to Alfrid for your reward.

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

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

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




Let the shadows cover you!