How to become the leader of the guild of the thieves Skyrim. Quests Guild thieves in Skyrim: "Pursuit". What skills are needed for joining Skyrim's thieves guild

In the world of Skyrima, you can be both a defender of weak and poor and villain and thief. For playing the last role, the thieves guild is intended.

How to join the thieves guild?

The thieves guild is one of the few guilds in Skyrim, which you can simply come to the necessary NPC and join.

In order to join the thieves guild, you need to perform two "entrance" tasks. We go to Riften and find a brignolf there. I found it in the tavern, although he can be elsewhere.

As soon as you meet with him - he will start a dialogue itself, and will suggest to turn the "Delz".

Casual meeting

The essence of the task is to ride one merchant, and substitute the other. For remuneration of course.

Go to the square, and find a brignolf there (if night - then you need to wait until the morning). Tell him what you are ready. It will start advertising his new "product" so that everyone is distracted from his work and gathered around him. Your goal is the pocket key from the pockets of the lizard, and his counter (he first thought that his counter was a house, in fact it is a simple rack on the market.

Small instruction on pocket thefts:

  • to appear the option of theft, you need to enter a secretive rack (Ctrl);
  • the chance of theft is checked at each subject separately, for this take only the most necessary;
  • if the skill is small - saves before theft so that in case of failure to boot.

You can take anything, the main thing to take a ring. Now, you need to put this ring to another (I forgot your name, open the log - it will be written there to someone). Lined the subject as well as it is faced.

After a successful operation, wait until the brignolf finishes, and if he still won't be able to - enter and exit any building. After that, talk to him, tell me that everything is done, and get a reward.

Reliable roof

Talk to Brinolf again. He will say that he likes smelting and nimble guys like you. And will say what will take in you in your guild if you complete one more task.

Note: It can give you this task as immediately, it can and send you away, hinted thinly that you need to find a suitable place - such a place is from the headquarters of the apartment in the dungeons under the city, it is there, in my case, he gave Second task:

It is that you need to knock out the debt of 3 people. And most importantly, as it turns out, not money. It is necessary that people understand - that with the guilty thieves should be considered. The only rule - the victims must survive.

Money knocking instructions:

  • Kiryva. You can't lose money directly, you need to talk to the argonian Talen Jeme, and convince him to affect Kiryva. He won't want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is a favorite statue. Find a statue in her tavern and steal it. Then talk to Helgoy, threatening that if she won't give money, you break her;
  • Beri. To hurt bersi for living, you will need to break his favorite vase. He will shout for a long time, but then will return the debt.

We return to Brinolf, talking about the successful implementation of the order, and - Welcome to the thieves guild!

List of members of the thieves guild

Primary:

Mercer Frey - leader of the thieves guild

Brinolf - takes us to the guild, in essence - Deputy Mercer.

VEKS - Master-Place, gives minor contracts

Delwin Melori - gives small contracts, buys a variety of unique interest

Tonylla - stolen

Mochinger - guard

Vellar Warrior - Barman

Minor:

Clarity

Gives: Brignolf
Essence of the task: punish Aringolf

So. The first our task in the thieves guild. It is necessary to get into the estate of some Aryingolf, drove the safe and burn three hiles. It would seem vanish. In fact, as usual there is a catch. And he lies in the fact that Aringolf security consists of mercenaries. Not very joyful news. Maybe you can somehow get hidden? Yes, you can. We speak with the "Baby Insty". She will tell us that in the estate you can get through the sewer. Classics of the genre. Yes, do not forget to go to Tonilla for Armor, you will like it.



Well, on the road. The estate "Zlatocevet" is waiting for us.

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

There everything is simple - go along the corridor, kill Zokrysov, and reach the stairs. Climb, go to the house. And here it begins the most interesting. The house has guards. Most are sitting, two or three go. In general, it will not be difficult to get around them with due skills. But newcomers will have to sweat. To begin with, I advise you - go around the house and take everything that is not attached to the floor, and even then go to the safe.

We reach here this lattice.

Here you can turn back and go to the second floor - there will be the owner of the mansion, which has a key. And you can go further and open the safe to the launders. Choose. But it is hemorrhaway to get the key than to open with the launders. For those who still want to open the key.

We go to the second floor and see such a picture:

Get around very simple - go on the door. We pass through the room, we go out, go a little further and see this:

There will no longer go here. You just need to melt very slowly. But further surprise:

The owner occupies an inconvenient position for us. I do not advise you to talk to him - to kill him give the key will not work, besides, he will raise the alarm and fed up. Just try to pull the key from his pocket.

Regardless of the version of the action, we look at the right to the corridor if we see the back of the guard - we open the grille and make your way further, if we see his physiognomy - we wait until we see His back and only then we open the grid and make your way further. In the basement we will see this careless guard:

No, well, it was necessary to think about it - put a chair on a puddle with flammable oil. Well, well, the fool itself. It will scream past him will be extremely difficult - the space between it and the staircase, which we need is well lit. You can try to get back, and you can set fire to the fiery spell. But it will not die instantly - you have to finish. And there can still be part of two guards from the next room. But when you have luck, you can already run a staircase and hide there in the shade. In general, the choice is yours.

So, we found a safe.

We open or open the key, take everything that is and exit through the sewer or through the main entrance. As it is more convenient, because the next part of our insidious plan is vandalism. Namely, the ignition of the hives. Through the main entrance will be closer in my opinion. Carefully pass through the bridges, bypassing or overlooking the guards, and we set on three ultrasound with fiery spells. Beauty:

Everything can leave. We return to the refuge (a secret passage is now available) and we receive a well-deserved award - 200 coins. Plus, what you manage to honestly steal in the estate.

Wrong medical

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

We go to Maven (I found it in the tavern or on the street near the shopping trays)

She wants us to eliminate her competitor - Honning Mednogarn. She sends us to Waitran, in the tavern "Garzing Mare" to the measure name of Mallli:



Mally tells us that Sabjorn is like a tasting of his honey for captain of the Guardians. And it is not enough - Zokrysi appeared on his medical worn. It would be necessary to refuel, and Sabjorn is looking for someone who takes it. "And the rat poison and honey are poorly combined" But from rats everything will be needed to get rid of - Maven plans to take a medical worn to his hands when Sabjorn leaves her. As usual, all the blacks work falls on our shoulders. Well, where to go? We go to the medical worn:

We go to the building and speak with Saborno.

We propose to help him with his problem, we demand a deposit (if it turns out) and go to the basement. Kill Zokrysov, Psychic named Hayymin:

(Inspect it and read the diary - we again disappeared a plan to capture the peace of the Psycho. This is already becoming a routine), we have a rattling poison in the nest and go to the horsepower. We have a poison in Chan with honey. Well, I made a nasty - the heart is joy. Yes, and wallet:

Now we need to attend tastings. Waitran's Guardian commander will try honey, but he will not like it (and who will like honey with the taste of rat poison?) And he will take the Sabjorn in prison, and Malnia will prescribe the main one. Happy end. Almost. It remains only to explore the Sabjorn room for explaining how he could open his medical worn so quickly. We take the key to Malnia and throw in the Sabjorn room.

Open the chest of drawers, take coins and document. But do not rush to leave. Hack the second door and pick up a decanter with Honning honey. Delwein will give 200 coins for him and put on the shelf, where all interesting items that brought by you will put all the interesting items. We go to Maven, we give the document and get a reward ... Holy Orochy Dagger.

M-yes ... Well, at least you can sell it.

Go to the brignolf. He says that I urgently wants to see Mercer Frey.

Caprice Rotary

Gives: Brignolf
The essence of the task: to find out from the Lizard named Gulum-ah about the buyer of the estate "Zlatootsvet"

We go to Solitude, in the tavern "Laming rat" and speak with a lizard.

We are trying to bribe - and he tells us about the box of fiery wine in the blue palace, which one person really wants to get. And we, it became, should help him in this. It is difficult - there is nothing - there is no one in this box at all. They came, took and left. We give wine, and in return we get information about a kind of woman who came to Gulum-ay with the walle of gold and offered to represent her interests in one matter. Namely - attribute Aryngot fee for the estate. He, of course, did not remember the name and face. But something this lizard is dying. Do not rush to leave when we finish the dialogue. Let's follow him to the warehouse of the Eastern Imperial Company.

Let's go after him. Careful, the guards will come across the way. I advise you to take all torches from holders along the way - less lightSo, less chance that we will notice. Kill quietly guards or pass by - depends on your preferences. The main thing is not to raise noise. By the way, the guards also go with torches, which complicates our following for the lizard.

We reach the entrance to the grotto "salted water". Gulum-ah came there. We go to the trail, but the lizard is already unimaginable in its late, and we will have to be watched through the robbers. Act the same as custody earlier. Return to Gulum-Aya. Near two robbers. Nothing remains to us, except to kill them. We kill, threatening Gulum-ay - and he tells us about a certain Karlya - thief who killed the former chapter of Galla Guild, and now hunting Mercer. Where she gulum-ah knows, she said just "went to the beginning of the end." Do not forget to talk to him again, and say that for him the debtors - another stolenist will appear. Opening one of the levers of a secret door and go to the Mercer. We tell him about Charhood and about the "beginning of the end." What makes the conclusion that Carlia went to the ruins where Gaul had once killed. And that he will go there with us and help you kill her. Well, but first let's go to Tonylla for a reward - the exchange of one of the components of the armor for better.

Conversation with silence

Gives: Mercer Frey
The essence of the task: Go to the Ruins of the Snow Curtain and kill Carly.

We go to the ruins and we meet there Mercer. He declares that Carlia is still here, he is sure of that. And let us go ahead, and himself goes for us. Okay, you need to hurry until she disappeared again. We approach the door, we see how Mercer opens it, and go inside. Be careful - here are full of traps and draped. Most Mercer traps will warn you. In the sanctuary you can find one of the words of power:

We reach the door, to open which you need a claw. But since we have no claw, Mervesra has to be sick, and it opens the door without claws (here is not to say how to do it). We go and ... fall from the arrows to us. We lose consciousness, but almost immediately wake up, and we see that Mercer and Carlia speak.

From the conversation, it turns out that not Karlya, and Mercer killed Galla! Mercer wants to send and Carly after him, but she runs away. But we will not work, and therefore we get a sword in the stomach. But I will not die. And when we'll see, we will see Karlya in front of them.

She tells us all what we already guessed about. And he says that her happiness of her arrow was poisoned by a special paralytic poison, which slowed out our heartbeat and did not give us blood. Thank you for it. She also found the Diary of Galla in these ruins - not just the same she came here. But the diary is written in the language unknown to her, but she knows who will be able to translate it - the entry, a friend of Galla. We must go to it. In Winterhold.

We need a tavern "frozen hearth".

The entor says to us that Gall led the diary on Falmers. Original, considering that he knows the units in all Skyrim. He himself cannot decipher, but it knows who can. Colelmo, the dowred magician of the marcage. We go there:

And here is Colelmo himself:

He is really a specialist in the language of Falmers. But it is categorically refused to show his work. You can lure himself in trust by completing the quest, but you can steal the key from the pedesta behind it and get a guard past the museum. By the way. The guard for the first time in any case will speak with you, even if you are invisible. Consider this. So, regardless of the way, we sneak into the museum. There will be guards and a lot of light. Carefully take care of the entrance to the laboratory of Colelmo. But if you are confident in your abilities - you can suck on this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the rod of the spider equation. Instructions in the diary nearby. And here and spiders:

The laboratory also has guards. You can rush past them or kill. And you can run traps to have "accidents". After all, the bormer mechanisms are old, who knows what fails can happen there? In the room where the Akakar is sitting too, you can run the trap - kill faster. Do not forget to pick up the cube in that room - give it Delwin.

From this room we go to the balcony, and from there we get to the tower of Colelmo. The case is almost done. In his office, take the carbon and roll of paper. If you want to examine his office on the subject of utility - now it's time, then it will not be. Let's go through the door in the office to the stone and redraw it on paper. Ready. Op-pa And here is the cavalry:

You can wait and slip past them to the exit. And you can kill them. The captain will restore a little in the aisle - a good chance of imperceptibly cut his throat. Then one will rise at the stairs, and the other two will go upstairs. Kill him quickly. Then one comes to the top of the stairs and turn back, and the second will go further to the stone. Kill one, then the second. Everything can be returned to the enthir in Winterhold. We go to the basement and see Carly near the enthir:

We give him a copied text of Colelmo, and it begins to translate. It turns out that Galla has long been suspicious about Frey's devotion. Gall found out that Mercer leads too luxurious life. Looks like he robbed the guild. Rocked the thieves guild. Ironically In addition, Gall mentions Mercer desecrated a certain twilight tomb. Karlya says that you need to immediately deliver the translation to the guild to find out everything, what a bad mercerr Frey. But first let's talk with the enthir - he will suggest us to tear to him in the board, if we want to sell stolen things. Another buyer. Excellent. Now we are talking to Carly, and Mosaica is generily folded. Twilight tomb - the temple of the Nochturnal, the patroness of the night and thieves. Nightingle swore to protect the temple to the last drop of blood, because all her gifts are stored there. And even more - she interacts through it with our world. And Mercer desecrated the temple. From here and drop the guild of thieves - the Noktornal itself turned away from them. It is necessary to go to rifen as soon as possible and punish Mercer. Finally, Karlya will give us a nightingale blade - the sword of Galla:

The pursuit

Gives: Karlya.
The essence of the task: to expose Frey Mercer.

We go to Rift, in the "Brown Flag" and speak with Carlya. Together with her go to the guild, and we are welcomed by a warm welcome - Brignolf, Veks and Delwein. And all with naked blade. Perfectly.

But Carlia gives the brine Gaul's diary, he does not believe his eyes and offers to open a repository. Delwin argues that in order to open the repository you need two keys. Vex says that it is impossible to open this lock. But Brin insists on his own, and they open it with Delvin. It turns out that Gall was right - we see empty chests.

Wales in rage, she threatens to kill Frey with her own hands, but Brin calms her, and sends it with Delvin in the "Flagu" to notify them. If Mercer comes here. And we will also have to go to his estate "Rifteld" and search for a prompt where he could go. And we are allowed to kill everyone who gets on our way. Charming.

The easiest way to get into the estate from the courtyard, along the ladder, which Mercer made an emergency waste. But there is a small snag - Wald. Guard Mercer. Let's talk to Veks - she once knew Wald very well. Vex will tell us that it is impossible to make friends with him - he is friends only with money. But you can promise him that Maven will close his debt. Do how you want - you can close the debt, and you can simply kill it and take everything you need from his corpse. There is no difference.

It is actually the mechanism itself, where you need to shoot so that it goes away.

The house is empty, but there is one secret. One of the cabinets is the door to the narnia. Well, in the sense, in the refuge of Mercer. It is on the second floor. In the shelter, look in both - the traps do not drell. Yes, and rejuvenation will be what, as in the house. We reach his room, we take plans, a good sword in a shop window (glass, damage to cold) and a bust of gray fox - Give Delwin. Well, and also that would like. It is not necessary to return - there will be a passage in the rat hole. We go through it to Brinolf and give the map. It turns out that Mercer hurts the eyes of Falmers - huge precious stones that have a whole condition. If he finds them - we will never find it. I will have enough money to graduate from the old age, and still children will remain. It must be stopped by anything! You need to talk to Carlya. Time remains little.

Reed Triad.

Gives: Brignolf
The essence of the task: become a nightingale.

Yes Yes. We will become a nightingale. As usual, our Hero Uber-Super-Power-Many-Who. Well, okay, everything is in order. Carlia asks us to meet her from an ancient standing stone behind Ripten.

On the parish there we see and Carly and Brin. Carlia asks us to go after her, she will explain everything on the road. And we enter the Sliver's hall. Carlia really wants that we become nightingales. To do this, you need to put on their armor and pass the rite of initiation. We go to the stones and, taking armor, dress it.

Now the rite of initiation. We need to get up on the left round, stand and listen. And so, the dedication was accomplished, and we became nightingales. So, what is next? And then Carry will tell us about the true crime of Mercer. It lies in the fact that Frey stole ... Skeleton key. If you played in Oblivion, you must remember what it is. But this key opens not only physical constipation. After all, the possibilities of the human body are very high, and we only use them part. And when you understand that the key can open up such "constipation" - opportunities become almost limitless. It is impossible that such a thing gets to such a person like a mercerr.

Before moving forward, let's talk to Brin. He will suggest us to become the main guild of thieves. Naturally we agree. Where are we going? But now go for Mercer. The path lies in the ruins of Irktanda. The entrance will guard the gangsters - I counted six. We kill or prohibit, go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken dormant robots, 4-5 live robots and all. We go to the second level and immediately stumble upon Carlya and Brin. Karia claims that Mercer was here recently. It is necessary to find it. Next, just follow the scene of the murder of Mercer two Falmers. Go ahead. We find a huge room with grille at the end. To open it, you need to pull two levers - on the left and right room on the elevation. By the way, there is a nearby ballest - behind the door with the castle expert. Dreak behind the levers, shoot from the ballests on the Falumera and go on. And look under your feet - this is still the dormant ruins. Nobody canceled traps. In general, these are ordinary dormant ruins. Enemies - Mechanisms and Falmers. True trouble can deliver Centurion.

Healthy Mahina, alive and hurts. To go with her to hand-to-hand - not the smartest thought of course, but with good armor you can. And you can provide a brignolf this honor, and to join Carrya himself and shoot it from Luka. Or magic. Improvise, show fantasy.

And finally, we got to Mercer. We go into the sanctuary and see how he jumps the Falmer's eyes from the statue.

But suddenly the platform, which we stand, is rolled and falls. Carlia and Brin remain upstairs. You will have to fight Mercer alone. And he was also bringed so that he was forced to fight Carlya. Need to hurry. This fight is complicated by the fact that Mercer whims. And no more. Yes, he likes to go into invisibility, but at the same time see it is not difficult. After his murder of the cave in the best traditions of the genre, it begins to collapse, and the room itself is to sleep. The door does not open. What to do? Wait until the room floods. No, I'm serious. Wait. When the room is flooded, stones are cut over the head of the statue and open the passage leading to the Cave "Bronze Water"

Return of dusk

Gives: Karlya
The essence of the task: go through the pilgrim.

We speak with Carly, and she will tell us that it is necessary to return the key of the knockturny. But to get to her, you need to pass the path of the pilgrim. She can't go there, because because of her the tomb was defiled, the brinse need to return to the guild and maintain order there. Who remains? That's right - we. Before leaving, she will give us their bow - a useful thing.

By the way. After all, it is not necessary to give a key not necessarily, right? And the eternal lock is a very good thing. You can, for example, leave it until you have such perk. But at the end of this task you expect a very good award. But about this below.

Our path lies in the twilight tomb:

At the entrance will be a nightingale guard:

When talking with him it turns out that this is none other like Gall himself. But he himself can not return the key to the tomb - the closer it comes to the night's well, the weaker it becomes. And even now he feels that he dies. We will have to us. Do not forget to read the nistroma diary - it lies with the wall to the left of the nightingale, the skeleton.

Next, the quest marker disappears. But without him everything is transparent. In the first room we are waiting for three nightingale-guards. Two together and one a little further. In the next room you need to go on the shadow, without touching the light - very quickly die. Light with light, but also to look at the feet. Next will be a room with a statue of a knockturnal and a dead gangster nearby (I wonder how he got here?). It seems to be a dead end. Although ... and what is there for the right torch in the form of bird heads? Yeah! Chain! Durge and ... nothing happens, except that the torch goes out. Hmm ... And if you look at the left? Also chain. Drech for her, and the door behind the back of the knockturnal opens.

In the next room, banal pressure plates and pendulum blades. Behind the door will be a surprise. And for you, he is most likely unpleasant. I will only say that no one has died from caution and quixais. And here you are in front of this door:

And finally, we are in the sanctuary. But ... There is only a pit with a skeleton at the bottom and nothing else. Do not upset and jump. It will not be particularly painful. But after all, and from the pit there is no exit? Not scary. Sit a little or run along it - soon our hero will get the key, turns him and suddenly - about a miracle! - Paul will dissolve and we fall into the holy of the Holy Tombs.

It remains only to stick the key to the castle (logical, isn't it?) And ... listen. With us will say the nocturnal. Acknowledge, I thought that she would be prettier from her.

But might be just to blame my schedule. No matter. It is important that we will have mercented. What, they say, nor the honor nor the debt, nor loyalty here, and nearby lay - the main reward. Nuuu ... Well, she is right. And the reward is really worthy. Looking for a circle with a picture of the month, we will get talent, when using which the BAF is excellent for thieves - during subcutting, invisibility is automatically superimposed. Having rolled into the semicircle - rabies spell - all creatures in the zone of the spell attack everyone without disaster during 30 seconds. And putting on the full moon, we will get a spell of pulling health from the enemy - I do not know, level it is or not, but at level 18 it eats up the opponent 100 health. Agree not enough? But, unfortunately, it is not spells, but talent. I can use only once a day. Sorry, but nothing can be done. And take all three either will not work. Choose. After the selection, we will see Galla. He came to say goodbye to Carly.

Here you go. Adventure completed. You can perform generated endless quests from Vex and Delwin, and you can simply forget about the guild, and to go out only to sell stolen. Good luck to you. Watch both - go in shades.

The passage of the game Skyrim will give the opportunity to player in a wide variety of opposite roles: from the defender deprived and weak to the villain and thief. Feel the last role as it is impossible to help thieves Guild. But the problem is that to join the guild is simply so impossible: there are only after the successful passage of two tests.

Where to begin?

If you strive to be in the thieves guild, you must go to Rift And there find Brinolf. As a rule, this character is in the tavern. Having met you, he immediately heads the conversation, in the process of which will immediately begin to decline you to go on one "Delz". And the essence of "Deltsy" is to rob a certain merchant, but at the same time substitute the other. If you agree, head the day to the square to report this brignolf.

Satisfied Brignolf will distract from the work of others, advertising supposedly new wonderful goods. When everyone around him gather, pull the key from the pocket the key and go to the shops of the merchant, who should be rided. The shop is located on the market.

You can take anything, but do not forget pick the ring - it is important. The ring should throw the merchant to be substituted. The name of this bad luck is indicated in the journal. When you do everything, wait for the brignolf free. If he does not pay attention to you, just enter any house, and then leave it. Then you can talk to the brignolf and tell him that the case is done.

Know the debts

Taking the next task, do not forget about the important rule: money is not the main thing, and most importantly - to know that the guild of thieves must be respected. Three people - Helga, Bervi and Kiryva - did not show such respect, and therefore you need to beat debts in any way. But there is a condition: all three must remain alive.

How to knock the debt with Helga

Use the statue owned by Helge, start blackmailing the Helm by saying the statue if it does not give a debt, it will work.

How to knock out duty with bark

Regarding Berchi, it is advisable to take advantage of his beloved vase. Feel free to scatter it. Thus, you will raise the debtor, he will start yelling and give duty.

How to beat the debt with the core

But with Kivel, it will be more complicated, for you will not wait anything from it. And therefore will have to talk to the Argonian Talen Jeme. Be sure to influence the Kiryva. Since the Argonian is very valuable by the security of the due, he will definitely come up with how to convince her to give money.



The last two dozen years of the case of the guild of thieves are just awful. Almost every step of her members pursue failures, and their number is steadily reduced. They say that the highest strengths enjoy the curse on the guild ...


Look at each stone

The guild is based in Riften. There I was listed when during the plot task " Diplomatic inviolability I found an unusual gem. Exactly the same is in the shelter Dark BrotherhoodFor example, and this is not all. A task appeared in the section Miscellaneous. In Riphethen, I met a sledgehammer, who immediately smiled that the stone was stolen and suggested showing it the ventures, the buyer of the guild. But for this you need to become her full member. To do this, we need to talk to the brignolf, the task will begin Casual meeting.
When you finally take in the thieves guild, the Vesks will tell you that there are "Stones of Barenzia", \u200b\u200bwhich were stolen by one thief and distributed throughout Skyrim. Vex will buy only a complete set, 24 pieces. Description of the location of each pebble can be found. But the map:

Also appeared, adding a marker for each stone. It will be easier to look for!
After you find all 24 stones, the bulk will send you to Torvald's cave in search of the Crown of Barenzia. The number of oily trolls in the cave and the surrounding area is offshore. Falmers live in the depths of the cave. Go to Torvald's cave - emptiness. From there in Torvald Cave - Crossroads. Here you will immediately meet the ghost of Refugees from Morrowind, next to the skeleton of which lies a shabby diary. Such diaries and skeletons are three, and the third you will most likely find the second earlier. The crown lies with the remains of Danmer Caravan, under the protection of the ghost elf. Take the crown of the bill, it will appear on a bust, wherever all other your trophies are.

For completing the task you get an enlarged chance to find gems! They are very convenient to sell, not to mention the possibility of doing dear decorations.

Casual meeting
Actually the entry into the thieves guild.
In the afternoon, you will definitely find a brignolf on the market in the rift. Of course, just so he will not tell you anything. While the entrepreneur distracts attention, you must rob the Modezi, take his ring and put in the chest under the brand-neck. In the Russian version, by the way, everything is confused ... besides, I had a bug when the ring turned out to be Modezi himself, then the pointer showed that I stole it again from the Modezi box, and only then put a brand neck in the chest, and Then his copy him in his pocket! In short, full Abrakadabra. Perhaps it happened because I simultaneously performed the tasks of the "rat, drove into the angle" and the "random meeting".
P.S. You can watch the arrest of Brand Neck, which has already been promptly reported by guard.


Reliable roof

Brinolf will wait for you in the tavern of the "brown flask". He is impressed with your fighting, like strange, qualities. So that you finally accepted in the guild, you will have to beat the debt of three people, while not killing anyone.
Their names are:

  • Helga
  • Bercy honey hand
  • Kirva

You enter into a dialogue, choose the option that the fight says. We defeat, speak again and that's it.
How ridiculous looks like local fistboats look ...
Bring money to Brinolf.


Clarity

Follow the brignolf. Listen to his conversation with Mercer Freme. Now you are officially accepted. You will be sent to the estate Zlatocevet, you must burn three bees hives and clean the safe to remind you who is the owner here. You will also receive several tasks in the section Miscellaneous, to familiarize yourself with the guild bonuses. You will give corporate armor, save it! You can learn from the Waist about the secret passage in the estate through the collector. Safe is located in the basement at home, you can smoke the key if you want. In the host room you can find a statuette of the bee, which will be happy to buy Delwein Mellory, a task will appear in the section Miscellaneous.
Then go out onto the street and adjust exactly 3 hiles. They can also climb themselly via the collector.
You can return to the brignolf.

Wrong honey
You need to meet with the Yaval Maven's black heather, most likely she sticks out in the tavern "bee and sting." She will send you to Waitran, in the institution called "Garceing Maul". Talk there with Malya Makius. Now go to Honning's medical worn, which is near Waitran, and talk to her Sabornian owner. It will hire you to destroy rats. Go down to the basement, you need to break through the underground stroke. There will be not only Zlookrys, but also spiders, and also had an alchemist named Hayymlin. Place the poison in the straw nest and move on to enter the Honnign Varnice. Relieve upstairs and build poison in Chan. Take the key near the door and choose out. Report Sabjorn about successful grass etals. Enjoy the spectacle. Talk to Malliam. Close the stairs to the second floor and clean the Sabornna Dresser. Also there you can find a decanter with Honning honey, which will be happy to buy Delwin Mellory with you. Return to Mavent to pay documents and get a reward. Return to Brignolf in the thieves guild.

Caprice Rotary
Talk to Mercer Freme. He will send you to the coherent, and also suggests to talk to the Brignolf.
In Solitude, talk to Gulum-ah, which will most likely be in a "laughing rat". Be sure to bring it up. Then follow the Argonian to the warehouse of the Eastern Imperial Company on the Pier. Fake the guards. You can get up, on cabinets with shelves. If you look up to the ship near the ship, see the house on the ledge. Inside there Marine card Eastern Imperial Company, which can be sold Delwin Mellari. Gulum-ah will enter the grotto salty water. You can safely kill Marauders, except Glum-Aya himself. He will tell you about the employer and will give me on the estate "Zlatocevet". Return to the Mercer in the thieves guild. He will tell about Colly.
P.S. A task will appear in the section Miscellaneous. You have kept your thieves?

Conversation with silence
Mercer Frey will wait for you in a snowy curtain. After talking, go to the door. Mercer will open the castle. My bug happened to me - the castle did not open, and Mercer was beamed with the wall. Solution - fast movement to the same location from the card. The number of treasses and traps inside is rapid. At times, Mercer will give you tips. By closer to the end of the first level, you can find the ship model that can sell Delwin. In the sanctuary it will be approximately also, and at the end you will explore the word strength of the scream "Disarmament". You will see the unexpected simplicity of opening the castle, which for yourself without claws in life would not be opened. Enjoy the spectacle!

Difficult responses
After the conversation, go to Winterhold and find the entor. Alas, Gaul's diary can not translate, as he is written in the rarest language - Falmersky. You will need to go to the Podcast Fortress of Marcage to Colelmo. He will ask you to kill the pacheichu Nichid in the ruins of Ncunda-Gold. On the way will begin self-task Missing expedition. Then he will give you the key to the museum of the coulemen, right there, in the replacement fortress. From there get to the laboratory Colelmo. You can use traps in your favor. They are activated by valves and levers. In the room with the son of Maga Aincantar there is a dormant cube puzzle, which can be sold Delwin. Go to the balcony of the wizard of Marcard. Use the Kolselmo stone there.
To copy the inscriptions, you need a roll of paper and coal, which is provided in the room. Select outward and come back to the "frozen hearth" in Winterhold, Carlia and the entry are already waiting for you. The enthir will be able to translate the diary, talk to him and with Carly in turn. As a reward, get a nightingale blade.

The pursuit Go to Rift in the "Brown Flag". Carlia will wait at the entrance, follow her in the tank. Watch the scene, then talk to the brignolf. He will send you to be seized by Frey Mercer.
Also, he (additionally) can tell about a dog from the inside of the house. By the way, you can open it not only onions, but also magic.
(Additionally) you can ask Valde's bulk. She will talk about his debt Maven black heather. The Miscellaneous section will appear specifying it. It turns out that Wald lost the dual pen unique in its properties when sailed through the lake. You need to get it from there. Remember Morrowind Was the task to get a ring from the bottom of the big puddle? So, compared to the survey of Lake Honrik, it was mega simply. However, I also managed to find a pen if you are too lazy to do it yourself, here are screenshots:

Return to Maven, she will give you the documents about Wald's debt. Now he will be happy to miss you and give the key. And indeed, why kill people do absolutely? By the way, if he attacks you, the simplest spell of calm (illusion) will help

One way or another, you get into the estate "Rifttenweld". Inside you are waiting for marauders. For the "suspicious cabinet" hides the passage you need. Look under your feet. On the table you will find a Mercer Plan, as well as a bust of a gray fox who can be sold Delwin to the guild. And also on the shop window - hello from Oblivion! - Glass Sword of Unique blue color "Cooler"! Return to Brignolf.

Reed Triad.
Talk to Carlya. Go to the meeting place at the standing stone. After the conversation, go to the nightingale hall. There you will need to use the stone of nightingale armor. Jump the resulting kit and follow Carlya. It is impossible to refuse to bring an oath - you will be doomed after death to protect the twilight tomb ... That's the prospects. Become a circle marked. After the initiation, talk to Carlya. As you may have already guessed Mercer Frey, the skeletal key was stolen - the main artifact of the Nocturnal. Since you are now a nightingale, his guard falls on your shoulders.

Blindness
You need to go to Irknthant. By the way, the armor can already be removed. Outside, the bandits will be met, and there will be dwelling mechanisms inside. On the lift will get into a large hall, where you are already waiting for Karolia and Brignolf. They will go further to a meeting with Mercer. When you get into the hall with a brilliant ceiling, the lever will be left on the left. The second is on the opposite side. You need to pull them quickly, otherwise the gate will be closed. Here is full of Falmers. The tower will catch up and you will have to climb up to continue the chase. In the next hall there will be a dwell centurion. You can just pass by, if you can't win by force. In the next room there will already be a door to the heads of slaves.
Immediately you will fall into the torture chamber, from there in the corridor with fiery traps and on the parking lot of Falmers. From there get to the sanctuary. Here Mercer who flies his eyes from a gigantic statue, after which it will attack you. Take the skeleton key from his body and both Falmer's eyes, which can be sold Delwin. The hall will start quickly to fill with water. The stones are cut on top and open the passage to the cave bronze water. Talk to Carlya.

A small note regarding a skeletal key
According to the plot, you must give up this miracle and return the artifact to the place ... But is it worth it?
Skeletal key is essentially Perk "Eternal Mock" in the burglary branch. To open it, you need to pump up to 100 and spend a minimum of 6 glasses of perks! The bars stop breaking, and you throw care of their number from the head.
And now imagine this option: you quickly run the storyline of the thief guild before getting a skeletal key. Now you do not need to swing hacking, quite !!! You save 6 glasses of perks, a couple of hours of training and do not worry about the number of bars!
If you want, you can save before performing the task Reaching Summer, pass it, watch the final of the wonderful line of quests, to spit on funny spells, which are given at the end. And then download saving and continue to play with a skeletal key! This can be considered lightweight, but the solution is always yours.



Return Twumek To return the Luck Guild, you will have to participate in a special ritual test. Go to the twilight tomb. You will be met by the ghost nightinglery guard. In a conversation, you can learn about the diary of the nistrome, who failed to go through the path of the scenery, which you need to make.
First test: Battle with ghosts Solovyov. Second test: Do not step in the rays of the light, hold the shade. Test third: Derct for two rings on the sides of the statue. Fourth test: You need to overcome traps. For example, hacking the door lock on the left. Test fifth: Enter the internal sanctuary, jump down, find the Anders Skeleton with a note. Wander around until the scene starts. Remove the castle of the Black Lake. The skeletal key will disappear. The nocturnal itself will appear and will pronounce a penetrating speech. It is not clear where Carlia appears from. You will be offered three abilities (talents in the section Magic), becoming a certain circle on the floor:

  • Full moon: Nightingale discord. Effect: instantly absorbs 100 units. Health from the enemy.
  • Edge Moon: Cloak of shadows Nokturnal. Effect: Touching, you automatically become invisible within 120 s.
  • Half of the Moon: Nightingale deception. Effect: People and creatures in the zone of the spell attack all in a row in the course of 30 s.

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

However, for the official recognition of you by the head of the thief guild, you need to fulfill the tasks of Delwin Mellari and the bulbs that live in a "brown flask". It was possible to pass and significantly earlier, but they will be described here. Do not forget that you can take two tasks at the same time - from both employers.

Delwin Mellory:

Numbers

You will need to imperceptibly get to the office book of some store to make changes there. It is quite imperceptible to use it. Return to Delwin for a reward.

Fishing

Standard pocket theft: there is an object that needs from pocket to steal some object. Consider, you will need a high level of pocket theft. Bring the subject Delwin.

You are instructed to rob a whole city on the round sum! For example, scrolls are well appreciated, one can cover the whole amount. Return to Delwin.

Vex:

Theft

Pretty banal theft with hacking. Wear B. needed Home And take the necessary thing, drag her bill.

Scarrope

You need to get into the house, leave an evidence in some chest. Back to checks for money.

Cleaning

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

Robbery

Hacking safes in stores. Come to the store, unnoticed the safe, take the object of the task from there and carry it. Need high skill hacking.

There are also four tasks that can be obtained by performing 5 minor tasks in a specific city.
If the desired task has not fell - reboot and take anew, they are absolutely random.
Also, after each of the tasks, a new merchant will appear in the "violent flask".
And there is also one small task from the section.
Summertie shadow
After 5 minor tasks performed in WindhelmeDelwin will give a special order about newcomers. Go to Windhelm and find Torsten Cruel Sea. He will tell about the tragic death of his daughter from the hands of Altmers. Go to Niraenia, during the day it trades on the market. Having pleased that you will not kill her, she will give Linvi and his Altmer Mrauder's Shayka, who call themselves the Summer Summer Shadows dwelling in the cave talking hills. There you will meet Summer Summer Shadows and Linvi, from the body of which you can remove the desired silver pendant of fjobs and unique leather armor. Return to Torsten Cruel Sea and give an amulet. Now Nirany will buy stolen things from you.

"Peer Slot"

It is necessary to perform 5 minor tasks in Solitude. Delwin Mellory will send you to Solitude, talk to Ericer merchants. That will send you to the port to Sabine Nitt, which is taught on the ship Red Wave. For the "Balm Xin", the rarest smuggling drug, it will require 1500 gold. But you can also steal the key from the chest, dive under the marina and get the goods yourself. Or even without conducting the key, but just open the lock. Go to the "Peer Snoad" ship. Throw the "Balm Xin" in the chest of the captain. Also in the captain's cabin there is one of the stones of Barenzia! Return to the Ericer.

Amnesty manually
Perform 5 minor tasks in Weitran.
Delwin Mellari will send you to Waitran to talk to Alfried Son Battle. He wants to rescue his friend from prison. To do this, you have to paint one letter and correct documents. Go to Dragon Limit And we will sit in the chalk, nothing complicated. Return to Alfried for a reward.

Silver blank
After you run 5 random minor tasks in MarcageDelwin will send you to Jeweler Endon. That stole a silver workpiece, and he asks you ... steal her back. Go to pine stamping. In addition to unusual silver workpiece, there is also one of the barrage stones. Also lovers read the diaries will not be disappointed with the story of this small gang of robbers. Bring an unusual silver workpiece by Endon and it will begin to cooperate with the guild, buying a stolen. Also, the new merchant will appear in the "brown flask".

After performing all four tasks in cities as well scene line, including the return of twilight, the final task will begin:

Manual change
Return to the guild and talk to the brignolf. Then become in the center of the hall. After a short dialogue, talk to the brignolf again. It remains only to get the Armor of the Guild Chapter from Tonylla.




Yes, the shadows will take you!

\u003e How to join the guild thieves Skyrim.?

How to join the thieves of Skyrim?

Despite the fact that The Elder. Scrolls 5 The process of admission to various guilds is noticeably simplified, many players may have a question about joining the thieves guild. A similar desire may occur in the event that there is no desire to pass any other tasks of the game or the chalice of thieves the character chose as his first organization.

There are two ways to join the thieves guild The Elder Scrolls 5: one of them implies direct accession to the guild, the second includes a peculiar acquaintance with the methods of the organization. Let's start considering the paths in the thieves guild in the reverse order. The second version automatically becomes involved when passing the main task of Skyrim. So, when performing a task, drove into the corner of the rat (there is a passage to the site) on the detection of Esbard, we will get a press of the location of the elder from some Brinjolf (Brinzholf). We will meet a very snarful young man in the tavern of the city of Riften, and he will immediately offer us one slippery matter. Alas, but not to fulfill its capabilities - otherwise we will not know where to look for Esbra. There we will fulfill our first task of the thieves guild - we will need to steal the ring from the chest and put it in a pocket of one merchant. As a result, we will substitute an invincible person, more precisely, Danmer (Skyrim race), which will be imprisoned. You ourselves, we will receive the words of gratitude from Brinjolf, a new marker on the map for a task drove into the corner of the rat and the offer will continue in the same spirit from Brinzholf - to fulfill the instructions of its accomplice, getting a ring coin for it. Anyway, the next meeting with this comrade will take place a little later in the raw sewage rippety, in the underground tavern a holey jug (or leaning the flask). We also get from Brinjolf. The second task of the thieves guild for knocking debts from local merchants. I note that the crossing of the branches of the main quest and the thieves guild is not done too smoothly, not only in meaning, but also technically. However, there is no way to go anywhere, anyway, the main storyline introduces us with almost all the main elements of The Elder Scrolls 5, and the thieves guild is no exception.

Enter into the guild of thieves yourself

If the main task we do not pass, and the winged creatures flying around the sky that the names of the dragons do not cause horror waves in our soul, like the streams of righteous anger, the way to the guild of thieves is more difficult to whine. Rumors the land of Nords is full, so you know that the city of Riften (Riepten) is the center of the thieves guild, it will not be special. Going there on the cab or walk, the path, by the way, is not too close to the starting position (Helgen). Almost immediately we meet the corrupt protection, and the conversation is waiting for us directly behind the goal, which will eventually dispel all sorts of illusions about the honesty of the city of Riften. We go to the local tavern, the benefit of these institutions around the clock, looking for a person named Brinjolf. He will give us the first task of the guild - we will help him substitute one simple. The second meeting and the task of more seriously will be waiting for us in the thieves' tavern breathing the flask, which is located in the canalization of the city.

As you can detect, independent entry into the guild is not really different from the first option, when we are literally forced to force the law. The slightest conversation in the city about the guild of thieves will lead us to the goal. That riffhene is the base of the thief guild Skyrim know almost everything, so do not be lazy to talk to the inhabitants in The Elder Scrolls 5. That we got exactly where the guards of the city were already talking about . Almost immediately, we will meet a person in the darkness, which will freeze the light to the question of unusual stones (setting no Stone Unturned). We will talk with that, or rather with the one that the thieves and their classes do not even respect. So the developers practically give us exhaustive information to all issues, and all possible points of view are used.

What skills are needed for joining Skyrim's thieves guild?

Practically none. And not only for joining the guild, but also to fulfill the tasks of the organization. The fact is that Skyrim is very loyal to the players, so it's not worth waiting for any entrance exams. However, there will be one door with a complex castle on our way, but also it will not be great difficulties even for those heroes whose hacking skill barely exceeds 15 points. However, I already wrote an article on the site about the intricacies of hacking doors Skyrim. The essence comes down to the fact that you just need to carry a decent set of bars. By the way, similar openness for new members inherent in Skyrim's magicians and guilds, about joining the entry into which I also previously told. Read more about TES 5 skills is also written on the site, a considerable part of them relates to thievesky arts. Despite the fact that there are no requirements for skills, these directions of the character's abilities will steadily grow when the tasks of the thieves guild are passing. Although nothing supernatural quests Guild thieves will not require a player or from his character.

Do I need to join Skyrim's thieves?

The question is rhetorical - why not. Special fines for staying in the thief guild is not observed. In addition, it is The Elder Scrolls 5, so if the guild branch is getting tired, it can be interrupted on any task and go to free waters. Then you can return and continue the tasks. Despite the logical and ideological contradiction between different organizations in Skyrim, the player can simultaneously be in all guilds, for some exceptions.

Skyrim - Single Role computer gamewhose action takes place in the virtual fantasy world. The main character will be to stop the return of dragons led by Aldyin in the Kingdom of Skyrim, in which raging civil War. Player, can freely explore the expanses of Skyrima, pass additional questsStrictly not tied to the storyline and join the faction faction. One of the most hard-to-reach fractions, where the player will have to be pretty sweat, whatever the leader is a guild of thieves.

In Skyrim, how to become the head of the thieves guild and at the same time shed minimum blood? To begin with, you need to perform two tasks to become a member of this organization. It is necessary to go to Rift and find Brignolf and talk to him, after which he will offer the first task.

Before starting the character, it is worth raising the skill of theft. If the skill is pumped, the player can safely perform the first task. In this quest you will have to deal with the merchant Museni and put the stolen merchant brand, thereby substituting it.

After you inform Brinolf as ready, the first task will begin. While he will distract people in the market, you will need to paint the ring from the cheating of Modezi and throw it on the brand - neck, and then your character must return to the customer and report that the task is made. The next stage of the quest is to get a task in the guild lair a brown flask. You can get there through rat hole, destroying enemies along the path. In a brown flask the main character Receive from Brinolf Second task: he will collect debts of three people: Kiolev, Helga, Bershi honey hands.

Important: ask for a brignolf more about these people, then the task will significantly become easier. It will also help in fulfilling the quest a high skill of conviction.

After a successful collection of debts, you will need to return to Brinolf, who will present you to Mercer Freya. After conversation with him, you can become a full member of the thieves faction.

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

Food you want to become the leader of the thieves faction, then you need to remember that you need to restore the reputation of this organization. First of all, your player should get acquainted with all members of the Guild. After performing the first task, this can be done in the process of passing plot quests to get the title of leader.

First taskunder the name "Clarity" hero gets in the guild. His task to paint the documents in the estate and burn three hiles. To avoid bloodshed in the estate it is better to penetrate the sewer. You can learn about this secret course. In the manor itself, the player has a choice: use secrets or arrange a massacre. The main goal is to pick up the key to Aryingote, or hack a safe, and pick up documents. Then your hero should go into the courtyard and burn the hive. In the courtyard, you have to make a choice again: use the skill of the thief or take the battle.

The second task "Incorrect Honey". You need to talk to Maven Black Heather and fulfill her instructions. Maven sends a hero to Wetran to Mallia, which reveals the details of the task. The player has to destroy rats, spoil honey in Honing's medical worn and pick up the document and return to Brignnolf.

The next step is the task "Caprice Round". The hero must take the instructions from Mercer Freya and will go to Solitude in the "laughing rat", where he should talk to the lizard. Information can be obtained if you offer a bribe, but only if the skill of conviction is well developed. The necessary information will be not enough, so you have to trace the lizard to the grott "salted water". Having broken with the robbers there, it will be necessary to talk to the lizard again. Having received the long-awaited information, the character must talk again with Mercer, taped offense to the thieves guild.

The fourth task is "conversation with silence."In the ruins, the player meets Mercer, who is stuck in the travelers. During the trip, your hero is embarrassed by an arrow, after which he learns that the traitor is Mercer, and not Baria.

The following task is "difficult answers". Your player will have to decipher the Diary of Galla, but to do this is pretty run to run: first will go to Winterhol to the enthrace, then to the Museum in Markart. After completing the entruster, you must return to it for a reward.

The next list is tasked with the name "Pursuit". After returning the player in Rift, he needs to go to the "brown flask" and talk to the brignolf. He sends your hero in the estate. Initially, the character should talk to Maven and fulfill his order, find a feather belonging to the guards of the Waldian manor. Maven exchange feather to Wald documents.

After presenting the documents to the guard, he will miss you inwards at home, where you have to arrange a massacre, and kill a large number of guards. Having understood with everyone, the hero should penetrate the basement, through a suspicious cabinet, bypass traps and pick up a Mercer plan from the table. After all the manipulations done, you need to return to Broccolo.

To achieve the goal in Skyrim how to become the head of the thief guild remains quite a bit. After passing the "persecution", Carlia will suit your hero and asked to accompany her by tolding a lot of interesting things along the way. This will serve as the beginning of the new task "Revival of the Triad". Carlia leads you to the cave where you will have to get armor with the help of a nightingale stone and pass the rite to become a nightingale. Next, Karia will tell your hero that Mercer stole a skeletal key, and thus brought to curse on the thieves guild. Your task is simple - to kill Freya and return the relic to the place where it was kidnapped.

In order for the task to gain the status of "performed", at first the player should talk to the Brignolf, which will propose to become the head of the thieves guild.

The penultimate jerk to the end of the quest will be the task of "blinding". The player, together with Brigalf and Carly, is sent to the ruins of Irktanda. The first time the satellites will help in battles, but the battle with Mercer will have to behave. It is desirable that your character would have a good armor, because Frey is quite a strong opponent. When you win the victory over the villain, you will only need to pick up the key and return to talk with Carly.

Carlia gives the latest order. Your fearless hero needs to go to the Twilight Tomb and make a ritual. In the tomb you will meet Galla Ghost and find a diary, which describes in detail five tests that are needed to achieve a rite. After the last test, the character enters the room where he needs to open the castle of the Black Lake. When the key disappears, Barlya will appear and will suggest the ability to choose.

Maintenance scene Quests Made. Now you can only take the restoration of the reputation of the fraction of thieves. To do this, you will have to run a bit and perform simple tasks: "Summer shadows", "picky sluddy", "amnesty manually", "silver blank".

The final task is the "Changing Guide". After the ritual, the player receives the long-awaited title of the chapter of the thieves guild.