Daring robbery (continued). Daring robbery (continuation) Download mod for oblivion continuation of the thieves guild

14520
November 20, 2008 1:53

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

-1) (_uWnd.alert("You have already rated this article!","Error",(w:270,h:60,t:8000));$("#rating_os").css("cursor", "help").attr("title","You have already rated this content");$("#rating_os").attr("id","rating_dis");) else (_uWnd.alert("Thank you for rating !","You did your job",(w:270,h:60,t:8000));var rating = parseInt($("#rating_p").html());rating = rating + 1;$ ("#rating_p").html(rating);$("#rating_os").css("cursor","help").attr("title","You have already rated this post");$("# rating_os").attr("id","rating_dis");)));"> I like 11

New faction with unique gameplay!
1) The ability to join the bandits + introductory task + quests.
2) New friends - bandits, and enemies - guards and marauders
3) Ambushes of marauders, who from now on will incite and attack you at the most inopportune moment.
4) Promotion in rank.
5) The possibility of hiring bandit companions (up to 5 people) and put together a gang.
6) A fully functioning bandit lair with its own people and services
7) The siege of the bandit fortress by marauders. And now, if you fight it off, you will get the heart you need to increase.
8) The new kind imperial troops - Imperial assassins, special troops created in order to kill bandits like you. Their main features: they attack from the dark in groups of 4 people, so you will not meet them during the day.
9) The ability to impersonate a guard when wearing guard armor (if you are a bandit), you will not be attacked, but they can reveal you if you speak with the guard. Fix: now, if a penalty for the head is assigned when putting on the armor, it will be reset to zero before the armor is removed. The task "Hunt and Kill" is also associated with the armor, it is easier for you to complete it in it.
10) You now have the ability to attack the Marauder's base in the same way that the Marauders attack the Bandit's base.
You can use this opportunity once every 5 days. You will be informed about the beginning of the hike (yes, there will be a short hike). The task will be available upon reaching the rank of Bandit.
11) New task "Hunt and kill". Now the bandits give you a task in which you need to kill the guard secretly.
In this case, you will need to track down the target yourself in a given area, of which there are 4 so far - see point 12. Like all quests in the mod, it can be completed n times. This task will be available immediately after joining the guild.
12) Statistics of the passage of the guild. You can see it by opening the characteristics menu.
13) New Opportunity: forgery of documents. Allows you to forge documents, thereby removing the bounty from you (if you are in guard armor and have a penalty, the main penalty will be removed, and not the penalty that you accumulated in the guard armor). Available from Bandit rank.
14) Also, you now receive a daily salary, which depends on the number of tasks that you have completed for the guild. You can pick it up in the chest, which is located at the entrance to Vilverin
15) New feature - Robbery. Now you can rob any inhabitant of Tamriel (except guards and bandits). You just need to talk to the NPC and select the topic "Life or wallet". The NPC will either get scared and pay you or attack you.
16) New task "Liberation". Now, starting with the Killer rank, you will be able to complete one more task. You will need to get into one of the prisons and free the captured bandit. To do this, you will be helped by a new special tool of the guild
17) New special equipment Baton. Allows you to stun NPCs if they can't see you.
The club stuns the NPC until you leave the location and enter it again. (Except for the quest "Liberation", in which the baton stuns until you complete the quest.)

CONFLICTS: incompatible with OOO and FCOM!!!

Other interesting mods can be seen on the author's website at the link to the original.

Requirements: Oblivion Gold Edition, OBSE 20+

Thieves Guild

Thieves Guild is an organization dedicated to both stealing and teaching the art. Although, by definition, all thieves are criminals. Official authorities try not to offend the interests of the Guild. The reason for this behavior is simple - it is better to deal with one organization than to think about how to deal with thousands of thieves who do not obey anyone. Like any other guild, The Thieves Guild is an organization professionals, among which there are thieves, robbers, pickpockets, smugglers and representatives of other professions. Guild does not have official representations, preferring to gather in large city taverns.

The head of the Guild is the mysterious Gray Fox (gray fox). The authorities of the Imperial City have run amok trying to catch him, but he remains elusive. Some believe that the Gray Fox is a supernatural and immortal being, since the first information about the Gray Fox appeared 500 years ago. But in fact they are different people. The first High Thief kidnapped Fox gray mask but she was cursed Nocturnal. Anyone who put on a mask became a Gray Fox. In doing so, he lost his individuality. After his death, another thief stole the mask, but no one realized that it was another person. Since then, many Gray Foxes have changed. This continued until the Count of Anvil became Fox. Corvus Umbranox (Corvus Umbranox). He (with a "little" help) managed to remove the curse from the mask and regain his individuality.

Subordinate to the head of the guild are several doyens (elders). They manage the activities of the Guild in the cities, accept new members to the Guild and monitor the implementation of the Guild Rules. Also, the elders can "dismiss" a thief who is "interested" in the guard or who has escaped from prison. This will cost half the fine (bounty) that had to be paid to the guard.

For members of the Guild, there are Three Rules that are strict for execution:

  • You cannot steal anything from members of the Guild and from beggars, since they are under the auspices of the Guild.
  • You cannot raise your hand and kill a member of the Guild or a beggar.
  • You can not kill people during theft (only animals and monsters).

In case of violation of any rule, the violator is expelled from the Guild. To restore in the guild you need to pay fine one of the elders. About the rules of the guild is written in the game book "Followers of the Gray Fox".

Guild members live in all cities of Cyrodiil. But most of the thieves, including almost the entire leadership of the Guild, live in Imperial City, near coastline (Waterfront District). Main Guild Residence - House of Dayrloth- becomes available only after completing all the Guild quests.

Work in the Guild is fraught with difficulties. The slightest misfire is enough - and all the surrounding guards will come running. In addition, the Imperial Legion is actively fighting against the Guild.

Thieves Guild Ranks

Entry and expulsion from the Guild

Joining a Guild

To join the Thieves Guild, you must complete quests

  • Find the Thieves Guild And
  • The best thief will win.

Advantages

  • First, and this is the most important advantage that you get when joining a guild, is the ability to sell stolen things. Even if you do not play like a real thief, over time you will have things that honest merchants have never won't buy. After joining the Guild, only one buyer becomes available - Ongar (Ongar), but after completing the quests, new buyers gradually appear. In addition, to receive each next quest, you need to get a certain amount of gold for the stolen goods sold to the buyer.
Note: However, in Cyrodiil there is still one irresponsible merchant who will buy stolen goods - the owner of the inn " Bad Omen" (Inn of Ill Omen) Manheim Heavyarm(Manheim Maulhand) in which poor Rufio sleeps forever. But Manheim has 50 rubles for everything, so he will only become useful if you invest a certain amount in his store.
  • Secondly, there is another equally important advantage, which is that your crimes canceled behind half official fine provided for them by the authorities. The elders of the guild negotiate this with corrupt officials through their own channels. Not only that, you no longer have to worry about stolen items that are automatically taken from you when you pay a fine directly to the authorities. And, of course, you don't have to go through all the formal procedures, like having to visit the castle dungeon to pay a fine and identify all the belongings of your inventory for their legal acquisition.
Note. If you are in the field of view of the guard who convicted you of a crime, then such a scheme for evading punishment will not work. First you need to hide from the eyes of the guard, and then turn to the elder.
  • Thirdly, you can buy stolen goods from all buyers master keys, and in almost unlimited quantity. Deliveries of master keys occur regularly. But this is not a super advantage, because. in such a case, there is one merchant - Dark Sam (Shady Sam). He stands behind the walls of the Elven Gardens area of ​​the Imperial City, behind the stables. Sam Trades smuggling, drugs And master keys.
  • Fourth, upon completion of the last quest, you will receive a cool artifact Gray Hood Nocturnal (Gray Cowl of Nocturnal) allows you to use the Gray Fox alter ego.
Note. If you wear the mask of the Gray Fox, then all earned glory will be attributed to him. So the mask can be used to complete quests dark brotherhood if you don't want to increase your Infamy anymore. To do this, you just need to "give" the quest to the quest giver with the Gray Fox mask on. However, in order to receive bonuses from completing quests, you still must not be caught during the crimes associated with the quest.

Restrictions

  • First, this general rules for a guild member: do not steal from guild members And beggars (! ), do not attack the guild member and the beggar, do not kill them. Also you can't kill people while doing guild tasks. If you were kicked out, then you can only recover in the guild for money. The number of restorations is unlimited, i.e. you can constantly break the rules of the guild and get off only with fines. Penalties are paid to Guild Elder Armand Christophe. For stealing from a guild member or a beggar you will need to pay - 200 rubles, for an attack - 1500 rubles, for murder - 2000 rubles. However, if you kill a guild member or a beggar, then you will have to pay for both the attack and the kill: in total 3500 rubles.
  • Secondly, do not attack your horse, which, together with the hero, also becomes a member of the guild. Such an attack will be considered stealing from a guild member, which, of course, is a bug in the game. The hero will be fined 1 gold and kicked out of the guild. You can kill your horse with impunity only if friendly NPCs (not enemies) do not see it. This bug is random, or rather, the reasons for its appearance are not exactly clear, so sometimes nothing can happen when attacking a horse.
  • After finishing side quest in Corolla Sins of the Father (Sins of the Father), the best buyer of stolen goods Fatis Ules (Fathis Ules) won't talk to you. Naturally, this is a bug. To fix it, you need official patch from Besedka.
  • Joining a guild and advancing in guild rank increases your notoriety (Infame). Thus, the gods and some citizens begin to treat you noticeably worse.
  • Guild quests are given upon reaching a certain "thieves' minimum" - the minimum amount from the sold stolen items. Therefore, in parallel with the main guild quest line, you need to complete the quests of the so-called "Independent theft". Their essence is that you need to steal things and sell stolen goods to buyers.
Notes:
  • There are serious bugs with the quests of "Independent Thievery". Try to sell as much as is required for the current quest and no more than is required for the next one. If you immediately sell the full program (more than required to receive the following quests), then after the quest Taking Care of Lex (Taking care of Lex) The Gray Fox will never show up. Then you should go to the Imperial City and ask around the beggars or find Methredel or Amuseus. If they are not there, then using the console you can make a clone of Metredel - player.placeatme 34E99.
  • There is another minor bug with the Independent Thievery quests. In the unpatched version, you can sell a non-stolen item to a fence, but it will be considered that you sold a stolen item. In the patched version, this bug remains in the official plugin "Thieves' Raspberry" (about pirates).

Exile from the Guild

General rules for a guild member:

  • Do not steal from guild members and beggars (!), do not attack or kill a guild member or beggar. Also, you can not kill people during the execution of guild tasks.

If you were kicked out, then you can only recover in the guild for money. The number of restorations is unlimited, i.e., you can constantly violate the rules of the guild and get off only with fines. Penalties are paid to Guild Elder Armand Christophe. For stealing from a guild member or a beggar, you will need to pay - 200 rubles, for an attack - 1500 rubles, for murder -1000 rubles (nonsense). However, if you kill a guild member or a beggar not on the first hit, then you will have to pay for both the attack and the kill: a total of 2500 rubles. You can exchange rubles for sevenths in local savings banks.

Note. Attacking your own horse is considered stealing from a guild member, which, of course, is a bug in the game. The hero will be fined 1 rub. and kicked out of the guild. You can kill your horse with impunity only if friendly NPCs (not enemies) do not see it. This bug is random, or rather, the reasons for its appearance are not exactly clear.

Links

Thieves Guild Quests

Finding the Thieves Guild

Target:

  • Find the Elder of the Thieves Guild.

Reward:

  • Getting a chance to join the Thieves Guild.

How to get a:

  • In order to find the Guild, you need to somehow attract the attention of the Guild representatives.

Quest locations:

  1. Imperial City - Waterfront District
  2. Bravil

Quest NPC:

  1. Armand Christophe,
  2. Methredel,
  3. Amusei,
  4. beggars,
  5. City-Swimmer (City swimmer).

Passage of the quest:

  • In order to attract the attention of the Guild, there are three ways:
  1. Commit a robbery or theft and serve time in prison, after which you will be contacted.
  2. In Bravil, talk to the local City Swimmer about the city. Then choose the second answer. After that, the hero will have a topic for conversation "Grey Fox". Next, you need to turn to the beggars and develop this topic, after raising their attitude.
  3. There are posters of the Gray Fox all over the Imperial City. You need to read one of the ads, after which you can talk about it with any beggar, after raising your reputation with him (from that moment on, they will have a corresponding topic). I chose the third way - I talked with the beggars, especially since they have my reputation was quite high. He told me to come to Dayrloth Garden in the Waterfront District of the Imperial City around midnight. Finding this place is quite easy - there is a shack nearby, which was sold to me for 2000. There is a small nook there near the wall. Around midnight, two more personalities appeared there - the elf Methredel (Methredel) and the Argonian Amusei (Amusei). Metredel said that we need to wait for Armand Christophe, who, however, appeared closer to midnight. He turned out to be an elder of the Thieves Guild who gave him a chance to join them.

Notes:

  • In principle, it is not necessary to talk to beggars. It is enough to read a flyer about the Gray Fox or talk to a swimmer and wait for midnight in the Garden of Deirloth, when Armand Cristov appears there.

Sent:

  • Volodimer

May the Best Thief Win (The best thief will win)

Target:

  • Prove your thieves professional suitability.

Reward:

  • Joining the Thieves Guild, the buyer of stolen goods in Bruma becomes available - Ongar the Jaded (Ongar the World weary).

How to get a:

  • You need to find Armand Christophe (see the quest In search of the Thieves Guild).

Quest locations:

  • Imperial City: Waterfront District, Market District, Temple District.

Quest NPC:

  1. Armand Christophe (Elder - Quest Giver)
  2. Methredel, Amusei (pretenders)
  3. Amantius Allectus (robber victim)

Passage of the quest:

  • So, Armand Christophe can accept new members to the Guild. But the number of places is limited, so he needs to choose the best thief who will prove his professional suitability. To do this, the "Three Thieves Tournament" is announced (since there are three applicants), and only one can be accepted into the Guild. To do this, you need to steal the diary of Amantius Allectus, who lives in the Temple area. Whoever brings the magazine first will be selected to the Guild. In addition, opponents cannot be killed. Lockpicks can be bought from Armand Christoph himself for 5 gold each. In this quest, other options for passing are possible:
  1. You can get ahead of Methredel. While she is sneaking to the table, you can run up to it and pull out the magazine first (fortunately, the owner of the house is obviously hard of hearing and does not hear anything). Then you can go and turn in the quest.
  2. If Metredel nevertheless turned out to be the first, then the magazine can be stolen from her (fortunately, this is not prohibited). Since Armand Christophe will not appear until midnight, there is time for this. You should ask any beggar in the coastal area where she lives. Methredel's house is located near the quest turn-in, and during the day she sleeps. But if you turn the quest in this way, Methredel will be a little unhappy. But later she would still be accepted into the Guild.
  3. If, nevertheless, Metredel gives the first diary, then you need to turn to Armand again and he will give you another chance. The new task will be to steal the cleaver Rohssan of the owner of the store "Luck in battle" from the Market area. Now you need to compete only with Amuseum.
  • Loose keys are very much needed.

Notes:

  • It's hard to keep up with a girl. To win the race, you need to know exactly where the house you are looking for and where the magazine is.

Sent:

  • Volodimer

Untaxing the Poor (Taxing the Poor)

Target:

  • Steal taxes and tax report from Hieronimus Lex

Reward:

  • 100 gold

How to get a:

  • The first quest given by Armand Christophe. To receive the quest, you need to sell stolen goods worth 50+ gold. After that the quest becomes available. Armand Christoph "works" after midnight at his usual place in the Imperial City's Coastline area.

Quest locations:

  • Imperial City Temple District

Quest NPC:

  1. Hieronymus Lex (guild enemy)

Passage of the quest:

  • So, I joined the Thieves Guild. But in order to get the first quest, I needed to sell more than 50 gold worth of stolen goods. Having done this, I finally got the job. In the Imperial City, there is a ideological fighter with the Thieves Guild, an officer Imperial Legion Hieronymus Lex. He tries his best to chase down thieves. And as part of this struggle, he taxed the poor, too. It was necessary to sneak into the South Watchtower in the Temple District (Temple District), where Hieronymus Lex's office is located, and steal the collected taxes and the tax report from there. The main problem is that you need to penetrate so that you are not noticed. The best time to do this is between 7 and 9 am, when most of the guards leave for work. You can try to do this at night, when everyone is sleeping, but problems are sometimes possible here (sometimes Hieronymus Lex clearly suffers from insomnia). In general, after waiting until all the guards left the tower, I climbed inside and climbed up. Climbing several floors, I got to the office and broke into a locked desk, from where I pulled out the required money and tax report. Then he went to take the quest.

Sent:

  • Volodimer

The Elven Maiden (Elven Maiden)

Target:

  • Steal statuette - bust of Lady Llathasa Indarys of Cheydinhal. And substitute the traitor of the guild - Mirvina.

Reward:

  • 100 gold, promotion to Footpad rank, another buyer becomes known - Dar Jee in Leyawiin.

How to get a:

  • The second and last quest given by Armand Christophe. To receive the quest, you need to sell stolen goods worth 50+ gold. After that the quest becomes available. Armand Christoph "works" after midnight at his usual place in the Imperial City's Coastline area.

Quest locations:

  1. Imperial City, Waterfront District
  2. Cheydinhal - Cheydinhal.

Quest NPC:

  1. Armand Christophe (Elder - Quest Giver)
  2. Methredel (thief)
  3. Myvryna Arano (traitor)
  4. Hieronymus Lex (the main enemy of the guild).

Passage of the quest:

  • The passage of the quest can be divided into two parts. The first part is to get the figurine. I went to Cheydinhal (Cheydinhal) and learned from the first beggar I came across that the statuette I was looking for was located near the crypt of the deceased lady in the dungeons of the city Temple of Arkay. Getting into the dungeon was a matter of technique. But inside I met a guard patrolling the crypt with a torch. I needed an invisibility spell to get past her. The crypt is located to the left of the main hall, the figurine lay on top of the tombstone. The second part (handing over the figurine) unexpectedly turned into a continuation of the quest. When I got back to the Imperial City's Coastline area, I immediately noticed that a bunch of guards were wandering around the shore, asking about Armand Christophe. So it was obviously stupid to wait for Arman in the usual place. Fortunately, I met an old acquaintance - the elf Methredel, from whom I found out all the details. It turned out that this task was a test of loyalty, since a traitor infiltrated the Guild. But it was not me who turned out to be the traitor (who would doubt it), but Myvryna Arano. So after the theft of the figurine, the officer of the Imperial Legion, Hieronymus Lex, accused Armand of stealing the figurine, so he was forced to "lay low" and wait out the raid. In order to divert the accusation from Arman, Methredel suggested that I throw the figurine into the house of Mivrina, and then "snitch" on it to the annoying officer. Well, if it's necessary, then it's necessary. At night, I climbed into Mivrina's house and tossed the figurine into the cupboard, and then fulfilled my civic duty by pawning Lex Mivrina. Previously, I had to beat myself on the chest and put the incorruptible Septima officer in the pockets, increasing his confidence in him. Convinced that I was right, and that the figurine was indeed in Mivrina's sideboard, Lex, not listening to excuses, arrested her and took her away. The next midnight, Arman returned to his workplace and, thanking me for my help, accepted the quest, giving out the promised 100 gold, and also promoting me to the next rank. In addition, he spoke about another buyer, Dar Jee, who "works" in Leyawiin, and also sent for other quests to Skvirra (S "krivva), who lives in Bravil (Bravil).

Notes:

  1. The statue stands near the coffin of this same lady "L", so if something is stolen from the coffin, then the ghost of this very lady appears and leads the nix in the tomb (including killing the guard). Therefore, if you do not have silver, Daedric or magic weapons with you, it is better to leave the coffin alone, there is nothing of value there anyway. (added by Prophet)
  2. This quest conflicts with An Unexpected Voyage.

Sent:

  • Volodimer

Ahdarji's Heirloom (Ahdarji's Legacy)

Target:

  • Return the ring to the thief Ahdarji

Reward:

  • 200 gold, Promoted to the rank of Bandit.

How to get a:

  • Armand Christophe no longer gives quests. For new quests, he sends to the Argonian S "krivva (S" krivva), who lives in Bravil. To receive the quest, you need to sell stolen goods worth 200+ gold. After that the quest becomes available.

Quest locations:

  1. Bravil
  2. Leyawiin

Quest NPC:

  1. S "krivva (elder - quest giver)
  2. Ahdarji
  3. Amusei
  4. Hlidara Mothril
  5. Alessia Caro (Countess)

Passage of the quest:

  • This time, you need to return the ring that belongs to Ahdarji. He lives in Leyawiin. The one with the ring had a little trouble - it was stolen by Amusei (Amusei). Remember the unlucky thief who lost in the tournament of three thieves? He never joined the Guild and traded at his own peril and risk. So the thief stole from the thief. The questioning of the local beggars revealed that this time Amusei played out - he loosened his tongue too much about his acquisition and thundered into the local prison. Having achieved a meeting with him (I had to bribe the guard), I made a small barter: I gave him a master key, he would tell me about the ring. It turned out that the ring belonged to the Countess of Leyawiin, Alessia Caro (as evidenced by her name on the rim of the ring), and the unfortunate thief decided to sell it to her. But the countess simply took the ring away, and Amusei himself was thrown into prison for stealing the ring. After advising Amusei to try again to join the Guild (this time successfully), I began to think about how to get the ring. After questioning the beggars again, I learned that I could try asking the Countess' maid, Hlidara Mothril. In addition, I learned that a secret passage leads from the cellar to the Countess's chambers. And somewhere there is a secret room where many Argonians have already disappeared without a trace. The maid managed to get information that the countess takes off the ring only at night, going to bed. She puts it in a box next to the bed. Finding the passage was not very difficult. The main thing is to find a lever that opens a secret door (it is hidden in a broken barrel). Then I made my way to the torture room. (That's why the Argonians disappeared! Apparently she doesn't like them.) And then, sneaking past the guards (the invisibility spell was very useful), I got to the room where the countess was sleeping. The rest was a matter of technique - to break open the lock of the box, pull out the ring, and then exit the Castle in the same way. Having returned the Akhdarja ring, I received 200 gold (although at first the conversation was about 100). Krivva thanked me for the successful operation and raised me in rank

Notes:

  • A buggy quest, especially if you started the Statue of Sanguine quest or have already completed it. Not only is the behavior of all participants in the quest complete nonsense, besides, the necessary NPCs can be accidentally killed during the quest, and the countess can put her to sleep for the rest of her life. And the worst thing is that there may not be a ring in the box. Or maybe two rings at the same time.
  1. If there is no ring, then it is better to simply enter the command player.additem 00035E95 1. This will add the quest ring to your inventory. And don't bother anymore. The game has a lot of interesting and buggy.
  2. If both rings are taken, the quest will lag again. Then first remove them completely from the inventory by entering player.removeitem 00035E95 1 twice. And then add player.additem 00035E95 1 again.

Sent:

  • Volodimer

Misdirection (Wrong Path)

Target:

  • Get Hieronymus Lex to get his people out of the area

Reward:

  • 300 gold, promotion to the rank of Burglar (Prowler)

How to get a:

  • The second quest given by S "krivva from Bravil. To receive the quest, you need to sell stolen goods worth 300+ gold.

Quest locations:

  1. Bravil
  2. Imperial City - Waterfront District, Talos Plaza and Arcane University

Quest NPC:

  1. Methredrel
  2. Ontus Vanin
  3. Hieronymus Lex
  4. Dynari Amnis

Passage of the quest:

  • It seems that Hieronymus Lex, an officer from the Imperial Legion, has decided to finally put a stop to the Thieves Guild. To do this, he so flooded with guards (the Coastline area) of the Imperial City that honest thieves did not live at all. All thieves either became afraid to stick their nose out of the house, or moved to other areas of the Imperial City. Therefore, I was given the task to stop this ugly violation of the rights of the thieves' people. Help in this I had to provide an old friend Methredrel (Methredrel). The first step was to find where she was currently hiding. A rapid survey of local beggars gave a tip to the house of Dynari Amnis in the Talos Plaza area. Metredel actually happened to be in this house and she suggested to me the very following plan. Several daring robberies were to be carried out, as a result of which the higher leadership would force Lex to abandon his people for other needs. It was up to me to steal the Staff of Hrormir from the Archmage's room at the University of the Arcane Arts. After that, a message from the Guild should have been left on the table (so that no one would confuse who did this deed). The irony of fate was that at that moment I was already an Archmage. So it turned out that I was stealing from myself. So there were no problems - he just went to his house, drank some tea, and then left, taking his staff and leaving a message on the table. (Interestingly, what kind of bastard then rummaged through my desk?). If you are not an Archmage, then everything is a little more complicated. You need to sneak in at night and, while the Archmage sleeps soundly, snatch the staff. After I took the staff to Methredel, I had to see how the city's leadership would react to previous actions. To do this, it was necessary to follow Lex, who was, as you might guess, in (the Coastline area). Creeping up to him, I waited for the moment when the order was brought to poor Lex, which he read, threw it on the ground and, spewing curses, rushed out. I picked up the order and read it - in it Lex was ordered to stop messing around and do more useful things. Everything, now the thieves could sleep peacefully for some time. Finally, Methredel instructed me to throw the staff into the house of Ontus Vanin, who works at the University, and he will definitely take the staff there. This turned out to be easy to do. (True, much later, I met Ontus in some store - so he attacked me. Why would it? He definitely couldn’t detect me, I passed with invisibility.) After all this, I could return to S "krivva and receive a well-deserved reward - gold and an increase in rank.

Sent:

  • Volodimer

Lost Histories (Lost Stories)

Target:

  • Return the book "Legends of Tamriel"

Reward:

  • 400 gold

How to get a:

  • The third quest given by S "krivva. To receive the quest, you need to sell stolen goods worth 400+ gold.

Quest locations:

  1. Bravil
  2. skingrad

Quest NPC:

  1. S "krivva (elder - quest giver)
  2. Amusei (loser thief, source of information)
  3. Theranis (stupid talkative thief)
  4. Pale Lady (Pale Lady)
  5. Shum gro-Yarug (Butler at Skingrad Castle)
  6. Larthjar the Laggard (prisoner, source)

Passage of the quest:

  • So, you need to find the book that was in Skingrad Castle. Before me, a certain thief named Theranis had already searched for it, but neither he nor the book have been seen since. So the first thing to do is learn all about Teranis. The best source of information is again beggars. I learned from one of them that Teranis had been arrested. He drunkenly blabbed that he was pulling something from the Castle, for which he was arrested. From which we can conclude that Teranis nevertheless pulled off the book. It would take some work to get to the prisoner, as the guard flatly refused to let me in. Since, as I found out, the butler Shum gro-Yarug (Shum gro-Yarug) is recruiting staff, I asked him to work. He took me as a peddler of food for the prisoners. Now the stupid guard (and he could have earned as much as 50 coins!) let me in. But Teranis was not inside. The lone prisoner, Larthjar the Laggard, told me a creepy story about a Pale Lady who was addicted to taking prisoners. And twice she returns them, but on the third - no. For poor Teranis, this trip was the third, and he strongly resisted (to the point of blood). Having carefully examined the floor (not Latyar, of course, but what was under my feet), I found bloody footprints that led straight to the wall. Near the wall was a swinging column that opened a secret door. It wasn't difficult to follow the bloody trails, and as a result I came straight to the target - the Pale Lady vampire, who had to be appeased. Nearby lay the corpse of Teranis, and behind the bars stood an old acquaintance left for a snack - the miracle thief Amusei (he was caught again - that's what it means not to be a member of the Guild). Since, naturally, there was no book in Teranis' corpse, Amusei turned out to be the only source of information about the book, with whom Teranis confessed before his death. I had to make a deal with him - I take him out, and he will tell me everything he knows about the book. I gave Amusei the opportunity to get out into the courtyard of the Castle on their own. I myself went the same way. Having met him in the yard, we made our way further together. Moving away from the Castle at a safe distance, I found out what happened to the book. It turned out that the book was hidden in the city under the bushes behind Nerastarel's house. After that it was all a matter of technique. After groaning about the untimely death of Teranis, S "krivva gave me a reward.

Notes:

  • The orc often falls off the bridge, and to revive him, enter the code player.placeatme 00028FB6 or, if you found his corpse, then resurrect and point to his body with LMB.

Sent:

  • Volodimer

Taking Care of Lex

Target:

  • Obtain the appointment of Hieronymus Lex to serve in Anvil.

Reward:

  • 1000 gold, promotion to the rank of Cat burglar, a new fence becomes available - Orrin from Envil.

How to get a:

  • The last quest given by S "krivva. To receive the quest, you need to sell stolen goods worth 500+ gold.

Quest locations:

  1. Bravil
  2. Anvil
  3. Imperial City - Prison District and Waterfront District

Quest NPC:

  1. S "krivva (elder - quest giver)
  2. Hieronymus Lex (promotion candidate)
  3. Millona Umbranox (Countess)
  4. Orrin (the blacksmith in Anvil Castle knows all the secret passages)
  5. Dairihill (butler in Anvil Castle, you need to get into her office)
  6. The Stranger (stranger)

Passage of the quest:

  • It looks like the Guild has finally decided to get rid of Hieronymus Lex. But, unlike the Dark Brotherhood (where such a problem would be solved simply - a dagger in the ribs and ends in the water), the Guild decided to act more humanely - simply to achieve the transfer of an overly zealous campaigner to Anvil, in the service of Countess Millona Umbaranoks (Millona Umbranox). To do this, it was necessary to do two things - to steal a list of recommended officers from the office of the butler of Deiringhill, and then, after tweaking them a little, personally hand them over to the countess. In order to get into the office, it was necessary not to break into the forehead, but to find a workaround. To do this, I interviewed the beggars, who advised me to contact the blacksmith working in the castle. A blacksmith named Orrin (Orrin) turned out to be a member of the Guild (later it turned out that he was one of the buyers of stolen goods). He showed me a secret passage. Using it, I quickly sneaked to Dairihill's office (this is best done at night, then there will be few guards) and pulled out the required recommendations from his desk. Hmm, Lex is highly valued - he was in an honorable fourth place (out of five). In order to correct the recommendations, an appropriate craftsman was needed. The beggar pointed me to a certain Stranger who lives in a small abandoned shack in the same Envil. For a small fee (only 500 gold) and 24 hours, he made new recommendations to me - Lex was already in first place. Now the imperial seal was needed. I had to drag myself to the Imperial City, to the Legion Office (I had already been there during one of the Dark Brotherhood quests). I climbed into it at night (and deep - the boss was clearly an owl). The seal lay on the table. A slight movement of the hand - and the recommendations are sealed. S"krivva was pleased by paying 1000 gold and raising me. In addition, a new buyer became available - the old acquaintance of the blacksmith Orrin (Orrin) from Envil. Finally, S"krivva said that now the Gray Fox himself will give me quests (Gray Fox) , head of the Guild. He will come to me.
  • A spell of invisibility or a chameleon is very useful.

Sent:

  • Volodimer

Turning a Blind Eye

Target:

  • Steal the Savilla's Stone.

Reward:

  • 500 gold, promotion to Shadowfoot rank

How to get a:

  • The first quest given by the Gray Fox. To receive the quest, you need to sell stolen goods worth 600+ gold. Some time after reaching the required amount, Methredel will appear, who will convey an invitation from the Gray Fox to meet in Bruma, in the house of Helvius Caesius.

Quest locations:

  1. Bruma
  2. Temple of The Ancestor Moth ("Temple of the Ancestor Silkworm")

Quest NPC:

  1. Gray Fox (quest giver)
  2. Methredel (thief)
  3. Helvius Cecias (safe house owner)
  4. Holger (brother)

Passage of the quest:

  • The most interesting thing is that Methredel found me in the top-secret Dark Brotherhood residence (just at the moment when I was conducting the Purge of the Sanctuary). So, I finally met the mysterious head of the Guild. The owner of the house was waiting outside. Gray Fox's face was covered with a gray mask (just like the posters in the Imperial City). He gave the following task - it was necessary to steal the Savilla Stone, which was located in the "Temple of The Ancestor Moth". Naturally, the monks of the temple will prevent me in every possible way. Bloodshed must be avoided, but the keeper of the Stone can be killed (there will be no penalty for this). Having found the Temple, I decided to find out in more detail where to look for the stone. In this I was helped by one of the monks - Brother Holger (Holger) - after I won him over, he kindly escorted me to the entrance to the secret catacombs, in which the stone was located. After that everything was simple. On the way, sometimes I came across all kinds of evil spirits (skeletons, ghosts) and monks, whom I bypassed, using invisibility. There were also a lot of locked doors that had to be cracked (an endless master key came in handy). In the end, I got to the altar, on which lay the Stone, and its keeper stuck nearby. I decided to spare the guardian, I pulled off the stone, using invisibility. And back. I handed over the quest again in the house of the house of Helvius Cecias (Helvius Cecias), receiving a reward of 500 gold.
  • If Methredel does not find you for a long time, then go to the Imperial City in the Coastline region yourself and look for her yourself.

Notes:

  • From prophet:
  1. The Gray Fox means by "protecting the stone" everyone who will be after entering the catacombs (I killed them all, even those who ran away and hid. Muhahahaha).
  2. After the stone is received, you can go to the right (standing with your back to the corridor from which you crawled out) and there will be a chest, and in the chest there is a note proving the origin of the Gray Fox hood from Nocturnal. And when I came to turn in the quest, the Fox had a dialogue item about the hood and he was worried that he really wants to remove the curse. In the same place, by the way, there is a staircase leading immediately upward.

Sent:

  • Volodimer

Arrow of Extrication (Arrow of Extrication)

Target:

  • Steal the Arrow of Extrication.

Reward:

  • 500 gold, promotion to Master Thief

How to get a:

  • The second quest given by the Gray Fox. To receive the quest, you need to sell stolen goods worth 700+ gold. Some time after reaching the required amount, Amusei will appear, who will convey an invitation from the Gray Fox to meet in Corolla, in the house of Malinthus Ancrus.

Quest locations:

  1. Coroll
  2. Bravil
  3. Fort Aren

Quest NPC:

  1. Gray Fox is a quest giver.
  2. Amusei is the Gray Fox's courier.
  3. Malintus Ancrus (Malintus Ancrus) - the owner of the house in which the meeting with the Gray Fox is scheduled.
  4. Fatis Aren - the magician from whom you need to pull the arrow.

Passage of the quest:

  • This time, the messenger was none other than Amusei, who was nevertheless accepted into the Guild (and at the same time he immediately became the messenger of the Gray Fox - apparently this is the only thing that he cannot screw up). So, in Bravil lives a wizard named Fatis Aren (Fathis Aren). He needs to pull off the Arrow of Extrication. If he dies, then the Fox will not be particularly upset, but in this case, they will be expelled from the Mages Guild. So those who are in the Mages Guild better not touch it. First you need to ask the beggars. As a result, you can find out that Fatis Aren lives in Fort Aren, but only he can get there (the door is locked). But there are rumors that there is a secret passage from the Castle to the Fort, which the wizard uses. Upon entering the castle, I sneaked into the castle's living quarters (through the central door on the second floor) and found the wizard's room fairly easily. A cursory examination (I looked into both chests) showed that it was stupid to look for the Arrow here. It was necessary to look for a secret passage. It was found quickly, it was opened by pressing the column. The passage led to a cave. Along the way came across various Dremora and magicians. In the end, I got to the door, which was locked (the wizard clearly used it). There had to be a workaround. Having returned a little, I found a small pond in which toothy fish swam. On the map, I saw that a passage leads from it to a closed part. Oh, and I suffered, looking for this move. I felt that my gills were growing. First, diving too deep, I discovered an underwater passage to the outside. Finally, I saw the passage and swam through it. It was easy to move on. In the end, I made my way inside the Fort. There, two magicians and a couple of Dremora had to be destroyed. At the top of the Fort, the owner himself appeared along with a Dremora. I decided not to touch the wizard, I crept past him with invisibility. Having examined the chest right under the nose of the Arena, I found the tip of the Arrow I was looking for and the key to the Fort. I used the key to get out.
  • You really need either a spell with the Breath Under Water effect, or the appropriate potion ("Potion of the Sea" can be found in the dungeon). In addition, it is best to use a spell with the effect of Night Vision underwater.

Notes:

  • The mage may not be in the fort. Then it's easier to get through. But at what time he is absent, I do not know. If you kill a magician or rob, they will be kicked out of the Mages Guild (if they notice).

Sent:

  • Volodimer

Boots of Springheel Jak

Target:

  • Acquire Boots of Springheel Jak.

Reward:

  • 500 gold

How to get a:

  • The third quest given by the Gray Fox. To receive the quest, you need to sell stolen goods worth 800+ gold. Some time after reaching the required amount, the Amuseum will appear, which will convey an invitation from the Gray Fox to meet in Cheydinhal, in the house of Ganredhels (Ganredhels).

Quest locations:

  1. Cheydinhal.
  2. Imperial City - Talos Plaza District

Quest NPC:

  1. Gray Fox (quest giver)
  2. Amusei (Grey Fox's courier),
  3. Ganredhels (owner of the house where the meeting with the Gray Fox is scheduled)
  4. Jakben Imbel ("descendant" of Swift Jack who knows the whereabouts of the boots)

Passage of the quest:

  • This time, Amusei got me at the moment when I was in invisibility (the spell, however, did not really interfere, but it was completely inopportune for me). This time you need to get Boots of Springheel Jak. The Gray Fox will tell about the famous thief Fleet Jack, who died 300 years ago. But he had magic boots, which may have been buried with him. So you need to find his grave. Know about her may be his descendant, Count Jakben Imbel (Jakben Imbel), who has a house somewhere in the Imperial City. I learned from the beggars that the count's house was in the area of ​​Talos Square. At the same time, an interesting detail became known about the count - he leaves the house only at night. Immediately the thought crept in - but is he a vampire? I've met one vampire count before, though the sunlight didn't hurt him too much. You need to climb into the house during the day - at night you can only find a frightened servant, who will be of no use. After doing some preliminary research on the house, I found a locked door in the basement. And on the second floor, in the table, a very interesting book about the family of the Imbels, from which it became clear that the grave of Quick-footed Jack was clearly behind her. I had to ask the count, who, in fright, even gave me the key. Behind the door was a dungeon inhabited by vampires (which reinforced my suspicions). Finally, the grave itself was found, but there were no boots there. But a very curious diary was discovered, which confirmed my suspicions, and also testified that Count Jakben is Fleet Jack! In addition, the Gray Fox is mentioned in the diary (300 years ago!). Immediately upon leaving the crypt, he attacked me himself. I removed the boots from the corpse (+50 Acrobatics skill!). Much was clarified by the story of the Gray Fox himself. He took the boots, gave me a reward and told me that it was all about the attire of Nocturnal, the first Gray Fox. After his death, it passed to his successor.

Notes:

  • From prophet:

I have this quest terribly buggy. As soon as I found the diary, the map marker was set to the house where the Gray Fox should have been, but he was not there. The marker should be placed after you get the boots, but since the graph theoretically attacks immediately at the exit, then, apparently, the developers decided that this is not important. In fact, the count did not attack me, I had to spend two days in the "crypt", killing vampires (they quickly replenished their ranks, and I had my bag at their expense). Then the count finally came, interrupting my "waiting", and I was able to get his sneakers. But when I came with them to the Gray Fox, a surprise awaited me - I asked him if he knew Jack personally and again (for the first time from a note in the Silkworm Temple) found out about the Nocturnal curse. But that was the last thing Fox told me. He did not want to say more, sending me away with the words "go away, I need to think." As a result, I had to load up and just give him the sneakers without asking about Jack. Sent:

  • Volodimer

The Ultimate Heist (Super Heist)

Target:

  • Steal one of the legendary Elder Scrolls from the Imperial Palace.

Reward:

  • Nocturnal Robe (Grey Fox Mask), Gray Fox Promotion, Home (Dairloth Manor)

How to get a:

  • The last quest given by the Gray Fox. To receive the quest, you need to sell stolen goods worth 1000+ gold. Some time after reaching the required amount, Amusei will appear, who will convey an invitation from the Gray Fox to meet in the Imperial City, at the house of Otrelos in the Elven Gardens District.

Quest locations:

  1. Imperial City - Elven Gardens District, Arboretum and Waterfront District
  2. Anvil

Quest NPC:

  1. Gray Fox (quest giver)
  2. Amusei (Grey Fox's courier),
  3. Millona Umbranox (Countess - she needs to deliver a message from the Gray Fox)
  4. Othrelos (owner of the house where the meeting with the Gray Fox is scheduled)

Passage of the quest:

  • The most difficult and most interesting quest Guild of Thieves. The task that stands this time is to penetrate into the closed part of the imperial palace and steal one of the ancient scrolls " ancient scroll". In this case, in no case should you touch the monks.
  • To complete the quest, Gray Fox gave out Boots of Swift Jack (+50 athletics) and a whole Arrow of Liberation (that's what they were for). And he also gives out a plan - how you can get there unnoticed.
  • First you need to get into the closed basement of the palace and "activate time" - click on the huge hourglass. The only problem is the guard walking around, but he is very easy to avoid.
  • The next step is to infiltrate the sewers. The path must begin in the Arboretum area. The main population of the sewers is rats and crabs, but I also came across one vampire and one lich. As a result of the journey, you can go to the closed door, which opens the key given by the Gray Fox.
  • Behind the door is a very unpleasant dungeon (Ancient Way), inhabited by all sorts of evil spirits - liches, ghosts, zombies and skeletons. The main thing is to try to kill them one by one. Or sneak past them.
  • As a result, I reached the hall, in which there was a large statue and two smaller ones. It was necessary to find a way to move this statue. To do this, you need to go to the opposite side of the hall, where the moving columns are located. To move them away, you need to press two blue buttons. One is in a room north of the columns. After pressing it, a passage to the dungeon will open, at the end of which there is another button. When I returned, I found that the columns had retracted into the floor. As a result, a passage was opened to a small platform, on which there was a pressure plate - when I stood on it, a keyhole appeared on the statue.
  • Now this keyhole had to be hit with the Arrow of Liberation. For me, it turned out to be not so easy - my archery skill was not pumped enough. I hit only on the third attempt, after which the column moved away, opening a passage further.
  • As a result, I went to the bedroom. Then I went through everything with invisibility. I ended up sneaking into the Imperial Library.
  • Next, it was necessary to sneak to the lever, located near the one sitting near the grate. As a result, the door to the Library opened on the other side of the lattice. In order to get to it, you need to go around the Library.
  • Entering the library, I sat down in an armchair and silently waited. After that, a blind monk appeared and, mistaking me for Celia Camoran, brought me the scroll I needed.
  • In order to leave the Library, it was necessary to go the other way (the door through which I entered was closed). I crept up the stairs, past the monk, and eventually reached Chancellor Okato's bedroom.
  • From where he jumped out through the chimney (previously putting on the Boots of Swift Jack - they disappeared after use) and ended up next to the exit into the sewers.
  • Having got out, I went to meet with the Gray Fox.
  • The Gray Fox behaved very strangely. Taking and reading the scroll, he gave me a ring and said that in order to receive the reward, I need to show this ring to the Countess of Anvil, Millona Umbranox (Millona Umbranox). I had to go to Anvil.
  • The countess was quite surprised when she saw the ring - it turned out to be wedding ring her long-lost husband, Corvus Umbranox. It began to dawn on me who the Gray Fox was, and then he himself appeared.
  • After a long dialogue, from which it was clear that he really was the missing count, the countess did not recognize him. Then the Fox took off his mask and said that he renounces his rank and position in the Guild, and proclaimed me his successor, giving the mask - Nocturnal attire.
  • Now it was free from the curse, and its owner could safely take it off and put it on. And the former Gray Fox became Count Corvus Umbranox (to the delight of his wife).
  • Finally, I received another gift - a small house in the Coastline area - the Deirloth estate. True, good for him! The entrance is near where Armand Christophe likes to stand.
  • Now, in order to give orders as the head of the Guild, you need to wear a Fox mask. No one can identify me with her.
  • As soon as I take it off, the Gray Fox will disappear. But it is better not to show the guards in it.
  • You really need invisibility or a chameleon.

Notes:

  • Bugs:
  1. If the last scene of Fox's conversation with his wife is frozen, and you are paralyzed, then enter the following codes sequentially from the console:
setstage tg11heist 140 setstage tg11heist 145
  1. If the Amuseum cannot find you for a long time due to slowness. Look for him in Talos Plaza at the western gate. When he is looking for you, he appears at the western gate of the Imperial City (between Talos Plaza and the large bridge). Then he goes counterclockwise along the path of Talos Plaza, Temple District, Waterfront.
  2. Do not take the scroll while sitting on a chair. You can stick to it if the monks spot you.
  3. If the blue button in the dungeon does not open the iron gate, then reboot and press again.

Sent: Volodimer