Skyrim Getting the Thevis Guild Rich Again

A "gamer" since way earlier the term was coined, I accept been playing video games in one form or another since the 1980s.

As yous travel through Skyrim, y'all may hear rumors about a grouping of thieves who cause mischief and mayhem past stealing things from ordinary and rich akin.

These people make up the Thieves Guild, a group of pickpockets that reside in Riften (for now).

Follow along equally we try to bring together their group.

Riften's Bee & Barb Inn

Riften's Bee & Barb Inn

A Chance Arrangement Walkthrough

Objectives:

  • Meet Brynjoff During Daytime
  • Steal Madesi'due south Ring
  • Constitute Madesi's Band
  • Speak to Brynjoff

Your Journey Begins at the Bee and Barb Inn

Visit the Bee and the Barb in Riften, the local pub. Wait for a burly man named Brynjolf, equally he is your showtime contact within the Thieves Society. After a bit of small-talk, Brynjolf tells you that he will permit y'all into the group if you do something to prove your stealthy worth. Head to the marketplace between 8 am and 8 pm and speak with him to begin.

Your goal is to steal a ring and plant it on someone in the center of boondocks. Make-Shei the Argonian has done something to insult the Thieves Guild, and now y'all must assist Brynjolf in framing him for theft.

Talk to Brynjolf to have him occupy the townspeople and endeavor to open up the Novice Lock on the breast hidden in Madesi's merchant stall. (Make certain that you lot are crouching and no guards can come across you, indicated by a closed centre on your main receptacle.)

Take Madesi's Silverish Ring and sneak behind Brand-Shei, probably even so watching Brynjolf talk about the magical potion he has made upward. Attempt to pickpocket Brand-Shei while completely hidden, then enter your inventory and place Madesi'south Argent Ring into Brand-Shei's inventory. This reverse pickpocket now stashes the ring in Brand-Shei's inventory, in which the Argonian is hauled away to the dungeons of Riften for a week.

Speak again with Brynjolf, and he will express some satisfaction and give you a small advantage. He then tells you to meet him in the Ragged Flagon below the city.

Taking Care of Business Walkthrough

Objectives:

  • Locate Byrnjoff at the Ragged Flagon
  • Collect Keerava's Debt
  • Collect Bersi Dearest-Hand's Debt
  • Collect Haelga's Debt
  • (Optional) Use Talen-Jei to Get to Keerava
  • (Optional) Nail Bersi'south prized Dwarven Urn
  • (Optional) Steal Haelga'south Statue of Dibella
  • Return to Brynjoff

The entrance of the Ratway is marked on your map, but you must caput below the main area of the town, on a lower riverway encircling the expanse. Head into the front archway of the Ratway, but be prepared to meet 2 enemies almost equally soon as you enter.

You lot can kill the people hither all the style up to the entrance to the Ragged Flagon, but in the honor of the Thieves Guild, you may cull to sneak through. You volition pass through this expanse once more, and so make certain to driblet the gate nearby for an like shooting fish in a barrel go out. Brand your way to the front entrance and head inside.

Find Brynjolf and he will enquire you lot to help with a few Riften citizens that haven't paid upwardly. Go along to enquire Brynjolf about the marks, and he will requite you lot useful data about things that are of import to the people involved.

Head out of the Ragged Flagon the way you lot came in, and head to whatsoever of the three locations available: The Bee and the Affront, the Pawned Prawn, and Haelga'due south Bunkhouse. Later on you collect the debts from two of these marks, the tertiary will simply give you his or her money out of fear.

For Keerava, speak with her directly at the Bee and the Barb and she will refuse to pay up. Simply beat her up in a brawl or tell her to movement and speak with her lover Talen-Jei to run into if he has anything to say. He will merely open up up if you speak with Keerava kickoff, but he gives some information on her family. Use that against her and she will pay the 100 gilded pieces she owes.

For Bersi Dear-Hand, find him in the Pawned Prawn and he volition refuse to pay. Beat him upward in a brawl for fun or walk away and await for his honey Dwarven pottery across from his merchant tabular array. Hit the urn with anything beefy and information technology will break subsequently a few hits; even though Bersi and his wife volition protestation, they volition non set on you. After the urn is shattered, head back to Bersi and threaten to break something else. He will pay you the gold he owes.

For Haelga, speak to her in Haelga's Bunkhouse and beat her upwardly or ignore her stubborn refusal to pay. Find the Statue of Dibella and steal it for ransom. Become the gold from her in merchandise for the statue.

Return to Brynjolf in the Ragged Flagon and he will expect the total payment of 300 gold, so don't have any for your ain apply. He will and then requite yous some gold and your pick of a few potions for a reward.

Coil to Continue

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You're at present an initiate into the Thieves Social club, so exist prepared for some major loot!

Loud and Clear Walkthrough

Objectives:

  • Follow Brynjoff
  • Listen to Mercer Frey
  • Talk to Brynjoff
  • Burn down Three Beehives
  • Clear out Aringoth's Prophylactic
  • (Optional) Speak to Vex about Goldenglow Manor
  • Learn More about the Thieves Lodge from Vex
  • Learn More nearly the Thieves Guild from Delvan
  • Recollect the Thieves Gild Armor from Tonilla
  • (Optional) Enter Goldenglow Using the Sewer
  • (Optional) Obtain the Key to Aringoth's Prophylactic
  • Return to Brynjoff

Follow Brynjolf to begin the introductions to the members of the guild.

Your first experience with Mercer Frey is a stressful one: he tells you to penetrate the Goldenglow Estate, fire three (and Merely three) beehives, and clear out Aringoth's safe within the main business firm. Earlier you lot head out, however, speak with Vex, Delvan, and Tonilla to get more information on Goldenglow Estates and the Thieves Guild.

Make sure to option up the Thieves Social club Armor from Tonilla before you lot leave. DO Not sell all the pieces of this armor, you will need information technology later in the questline.

The Estate is highly guarded, but you are not docked for killing the lookouts. If yous desire to, head in through the front end door with swords blazing, impale the guard at the gate and take his cardinal to proceeds access. At that place are many ways of getting to the beehives and inside the dwelling house, but pure offensive is quicker than stealth.

The easy way to get to the beehives unnoticed is to head to the backside of the island, where no guards can run across you, and climb the rocks. Head around the fence to the back of the beehives and set them on fire with one of your destruction spells or a flame weapon, but make sure you lot Simply burn down 3. Whatsoever more and y'all will forfeit your reward.

After you fix burn down to the beehives, be prepared to concenter some attention from the guards of the area. Take this occasion to either sneak into the dwelling house unseen or have them all out. When yous head into the mansion and have a wait downstairs, you may realize that y'all are unable to pick the lock on the door and/or the condom inside. If you cannot, find Aringoth on the second floor and threaten, beat, or steal the keys from him.

While you are upstairs, make certain to option upwardly the Queen Bee Statue on the bedside tabular array of Aringoth'due south room; you can sell this to Delvan for a decent cost back at the Ragged Flagon.

Head into the Cellar and open the prophylactic with the primal or a successful lock-option. Take the Bill of Sale within and help yourself to the gold. Take this dorsum to Brynjolf and he will reward you lot with aureate if you followed directions correctly.

Now that yous are officially a member, you can use the back archway to the Thieves Society. Find the ladder in the Cistern surface area to get out past a hidden sarcophagus in the cemetery, so pull a hanging chain to the right to open the passage.

You can enter the clandestine door past activating the diamond symbol on the bottom of the bury. You tin can fast travel directly to this location every bit well, giving you an easy mode to access the group without trekking through Riften and into the Ratways.

Also, you can pay off bounties in the Rift for one-half cost with city Guards. This is very helpful when you want to get a compensation off your caput but don't want to report to the dungeon and lose any stolen items in your inventory.

Finally, you can begin doing additional jobs for Vex and Delvin. These quests are known as Radiant Quests and are randomly determined (please refer to The Elderberry Scrolls 5: Skyrim: The Thieves Society Radiant Quests Walkthrough for info on how to become through all the Radiant Quests).

However, after completing v quests each in Markarth, Solitude, Whiterun, and Windhelm, you are given a final quest to unlock fences in those cities.

As you unlock the fences in each urban center, the available gilt for bartering rises to a maximum of 4000 gold for all five cities (quest are available in Riften, but you unlock the fence in that location in the Thieves Guild questline automatically).

Dampened Spirits Walkthrough

Objectives:

  • Speak to Maven Black-Briar
  • Speak to Mallus Maccius
  • Speak to Sabjorn
  • Poison the Nest
  • Poison the Honningbrew Vat
  • Return to Sabjorn
  • Nourish the Tasting Anniversary
  • Speak to Mallus Maccius
  • Identify Sabjorn's Silent Partner
  • Render to Maven Black-Briar
  • Render to Brynjoff

Exit the Ragged Flagon and speak with Maven Black-Briar in boondocks. She asks that yous sabotage the Honningbrew Meadery in society to save her own mead product at the Goldenglow Farms.

Head to the Bannered Mare in Whiterun and seek out Mallus Maccius to be informed on how to accept downwardly the Meadery in a big mode. You lot're going to poison the Captain of the Baby-sit so Sabjorn is arrested, but y'all're going to pretend to be an banana in order to infiltrate the wine cellars.

Head to Honningbrew Meadery close to Whiterun. The keeper of the Meadery, Sabjorn, will inquire you lot to aid with his Skeever problem, and he will requite you some poison and the Honningbrew Meadery Key likewise every bit some gold if you convince him that you demand partial payment upfront. This is the merely payment you will receive from Sabjorn, then practise what y'all can to get money from him now. Caput into the Honningbrew Basement backside Sabjorn and watch out for traps littering the floor inside.

Accept out the Skeever equally you lot progress down into an secret expanse towards the Skeever nest in the south. Poison the nest, but exist careful of a mad mage named Hamelyn. He's the one making the large amounts of Skeever and tin pose a problem if he gets the edge on y'all.

Loot the expanse and read his periodical if yous wish, then head farther into the surface area. Find the door to the east and enter the Honningbrew Boilery. Use the steps around the vats to poison one of the wine containers, then find the door nearby and head back to Honningbrew Meadery.

Sabjorn insists that you attend the tasting ceremony with him and the Captain of the Guard. Sentry as the soldier takes a huge swig of the newly poisoned wine and accept Sabjorn away for attempted murder.

Speak with Mallus Maccius and he will ask you to wait for whatsoever information you can find in Sabjorn'southward individual quarters. Open the dresser and take the Promissory Note within. Pick up the Honningbrew Decanter from the locked door in Sabjorn'south bedroom for another piece of boodle you can sell to Delvin. Leave the Meadery and detect Melvan Black-Briar in Riften, and she will inquire you to bring the Promissory Note to the Thieves Lodge and give you a weapon as payment.


Brynjolf already knows about the antics at the Honningbrew Meadery only after looking at the Promissory Annotation begins to believe at that place is someone attempting to drive a wedge between the Thieves Guild and its near assisting acquaintance.

Mercer Frey has an idea and asks to speak with y'all about the electric current happenings within the group.

If yous return to Honningbrew Meadery, Mallus Maccius is now a fence outside Whiterun.

Scoundrel's Folly Walkthrough

Objectives:

  • Speak to Mercer Frey
  • (Optional) Speak to Brynjoff
  • Speak to Gulum-Ei
  • Steal Case of Firebrand Wine
  • Get Information from Gulum-Ei
  • Shadow Gulum-Ei
  • Return to Mercer Frey
  • Speak to Tonilla about Exchanging a Slice of Armor
  • Find an Alternative Source of Data

After speaking with Mercer Frey, yous are told that the emblem on the Promissory Annotation is linked with an Argonian named Gulum-Ei inside the East Empire Company. Speak with Brynjolf once again then head to Solitude. Brynjolf reminds you Not to kill Gulum-Ei, and this is of import advice regarding afterward dealings with the Thieves Guild.

In Solitude, Gulum-Ei is often constitute in the Winking Skeever. Bribe, persuade or intimidate Gulum-Ei for information virtually a mysterious adult female who has a vendetta confronting Mercer Frey. If you lot cannot get any information from him and he requires a bribe, you must steal a instance of Firebrand Vino from the Blue Palace in Solitude. The objective is in Elisif'south room on the 2nd floor of the Blue Palace. It is simple to steal and only takes a few minutes to find.

Gulum-Ei will but give you lot some vague pieces of data. In order to truly get to the bottom of the story, follow him to the E Empire Visitor located outside the walls of Confinement. Up until you lot achieve the door to the cave, Gulum-Ei will non attack y'all if he catches you following him. However, as presently as y'all enter the large area, whatsoever contact with him or his guards volition sound an alarm and you volition be attacked.

Stealth is possible in this expanse, only you lot are immune to kill the guards along the way if yous choose without any impact on bounty or reward amounts. Follow the path in shadow and on ledges to follow Gulum-Ei closely, or but swim across the water to the concluding destination of the Argonian. He enters the door to the Brinewater Grotto, but make certain to grab the East Empire Shipping Map that he changes to sell to Delvan when you get back to the Thieves Gild quarters.

Watch out for traps in the Brinewater Grotto and continue to follow Gulum-Ei until he arrives at a campsite with a burn down in the heart. Accept out any guards nearby and speak with him; he volition tell yous more information about the mysterious woman, now named Karliah, and what her plans are.

As a friendly reminder, Exercise NOT kill Gulum-Ei since he will act as a debate based out of the Winking Skeever in Solitude.

(If y'all do impale him, by selection or accident, you can continue the quest by finding a notation to Gulum-Ei's blood brother in Brinewater Grotto to progress the quest. Withal, you forfeit respect and the power to amend your armor with Karliah. You lot also lose the argue in Confinement.)

Caput dorsum to Riften and speak with Mercer Frey. He knows who Karliah is and seems shaken. He believes she is to be plant at Snow Veil Sanctum, and he wants you to observe and kill her earlier she starts whatsoever more problems.

Before you leave, bring your favorite piece of Thieves Lodge Armor with you to have Tonilla improve it.

Speaking with Silence Walkthrough

Objectives:

  • Meet Mercer Frey outside Snow Veil Sanctum
  • Enter Snow Veil Sanctum
  • Find Karliah
  • Speak to Karliah

Mercer has already left for Snow Veil Sanctum, then travel there by any means you choose. Detect Mercer and speak with him for more information and wait for him to open the door to the Snow Veil Catacombs.

One time inside, follow Mercer and assist him in killing the Draugr within. He cannot die, so don't worry nigh him beingness bombarded by enemies. Equally usual, keep an eye out for traps and hanging chimes that will alert any nearby Draugr to your location.

Accept a moment to search for a large open chamber before the hallway to the caged bridges that sit above you. In that location is a Ship Model to the south and up around the n on a balcony that y'all can sell to Delvan.

Return to the corridor to the second floor caged bridges and follow them to the crypts. The area is plagued with trip-wire and traps as yous make your way to the double Atomic number 26 Doors deep in the catacombs. Here you will be attacked by a higher level Draugr that may take a little more fourth dimension to defeat before progressing. As a reward, yous will discover a wall with a Word of Power for the Shout- Disarm. Head downwardly the last corridor ahead to a puzzle door and let Mercer open it for you lot since you are missing the claw fundamental to open it yourself.

Lookout man the next story deportment and larn well-nigh what really happened in the past. As Karliah fills you in, she asks yous to help her exact revenge for her fallen Nightingale companion Gallus, and too articulate her tainted name with the Thieves Gild.

In lodge to show the evil deeds of Mercer Frey, you lot must travel to Winterhold and speak with Enthir.

Hard Answers Walkthrough

Objectives:

  • Speak to Enthir
  • Speak with Calcelmo
  • Gain Entry to Calcelmo's Museum
  • (Optional) Obtain the Primal to Calcelmo's Museum
  • Obtain Calcelmo's Falmer Translating Guide
  • Duplicate the Writing on Calcelmo'south Stone
  • Render to Enthir
  • Speak to Enthir
  • Speak to Karliah

Yous volition find Enthir at the Frozen Hearth Inn instead of his usual area at the College of Winterhold. He volition tell you that Gallus' journal is written in the aboriginal linguistic communication of the Falmer. He cannot interpret it himself, but he directs you to Calcelmo in Markarth.

Speak with Enthir about whatsoever additional information you may desire nearly the Falmer and Calcelmo, and then set out for Markarth in the westernmost area of Skyrim.

Locate Understone Keep and speak with Calcelmo there. You can persuade him to allow yous into the museum or try to bribe or threaten him unsuccessfully. If y'all have completed the Temple Quest: The Volume of Love or the Miscellaneous Quest: Neutralizing Nimhe, you will already have access to the museum. If not, you tin volunteer now to do them, simply steal the key from his artifacts to get inside or lockpick your manner through the adept lock on the museum doors.

If you are allowed in this area, you tin can simply walk through without whatever trouble with the guards. If not, you must either kill or sneak your mode through. This is a peachy place to level upwardly your lockpicking, so spend some time and lockpicks opening upward whatever locks you can find.

When you lot are finished in this expanse, head to the west and find the museum door and employ a cardinal or lockpick to gain admission. You can find keys on any of the guards in the area if you cannot pick the lock yourself.

Calcelmo's guards are on the lookout for whatever intruders and will attack on sight. If you cull to take them on face-to-face, they can be difficult opponents to defeat alone. The best route is to sneak by whoever you tin can and have out the western guard with a sneak attack if possible. If y'all happen across the Spider Control Rod in the first room, you tin besides apply some of Calcelmo's Dwemer Spiders to attack the guards. Go along w and enter the door to the Steam Hall.

You lot can continue forward through the guards here, or caput down and walk through a hallway of gas that drains your health. At that place are pressure level plates to cease the gas if you choose this route, then keep an eye on your wellness bar and heal equally necessary.

Notice your way to Aicanter's chambers and plough on the traps in the booth on the walkway above. This sends the guards running and dying as they come into contact with the deadly traps beneath.

Before leaving the Laboratory surface area, await for a Dwemer Puzzle Box on brandish to the right; this can exist sold to Delvan for a squeamish sum.

Enter Calcelmo's Belfry and observe the dark rock tablet. This is what you have come for, only it is a niggling less portable than what you had anticipated.

Discover a roll of paper and some charcoal and utilise them on the tablet to transcribe the information. Get through the soldiers that arrive just as you end copying the translator, and follow your map to find a stone path to escape down a waterfall. Fast travel as soon every bit you can and make your way back to Winterhold and Enthir.

At the Frozen Hearth Inn, Enthir translates some of Gallus' writings and reveals that Gallus had suspected Mercer Frey of stealing from the Thieves Guild by using something chosen the Twilight Sepulcher.

You and Karliah are now going to endeavor and clear her proper noun by taking the translation of Gallus' journal to the Thieves Social club.

Before y'all caput out, Karliah gives you a weapon Gallus used before his death, the Nightingale Blade.

The Pursuit Walkthrough

Objectives:

  • Meet Karliah at the Ragged Flagon
  • Follow Karliah
  • Speak to Brynjoff
  • Infiltrate Mercer's House
  • (Optional) Shoot the Mechanism to Lower the Ramp
  • (Optional) Speak to Vex well-nigh Vald
  • (Optional)Talk to Maven about Vald'south Debt
  • (Optional) Locate the Quill of Gemination under Lake Honrich
  • (Optional) Bring the Quill of Gemination to Maven
  • Discover Evidence of Mercer's Location
  • Speak to Brynjolf

Head back to the Ragged Flagon with your newest friend inhaul. You'll notice your dorsum entrance in the cemetery locked, and so utilise the front entrance through the Ratway.

Find (a very angry) Brynjolf and company and explain the state of affairs. Mercer has been stealing and now you must find out how and why. You lot are to intermission into Mercer Frey's home in Riften and find out any data you can.

There will be one obstacle in your way: Mercer's personal guard Vald. There are a few means to become well-nigh getting past him. The first and easiest style is to impale him direct-out and enter the go on by old fashion violence.

If you would like to go on your conscious clean, you can speak with Maven Black-Briar about immigration his Vald's debt and releasing him from his loyalty to Mercer Frey.

Finding the missing quill is hard without a quest marker, only if you travel halfway between Riften and Goldenglow Farms, you will find a chest on the bottom of the lake. You tin run across a minor portion of the sunken boat barely sticking upward from the water's surface. The lock is an boilerplate difficulty, and luckily you lot tin't drown while lockpicking underwater.

Return the Quill to Maven Blackness-Briar to receive a paper that absolves Vald from whatsoever more debt. If y'all show Vald this page, he volition get out gratefully, leaving y'all to access the estate freely.

Shoot the bridge downwards using a mechanism only below the upper balcony, or you lot can besides use the house key from Vald if you freed him or persuaded him to exit the area.

Kill or sneak past any guards inside and head downstairs to find a chiffonier with a imitation door. Follow the corridor straight to Mercer's part, dodging the deadly traps in your manner. Grab Mercer'due south Plans on the table and Chillrend from his display case, and take the Bust of the Gray Fox from his bookshelf to sell to Delvan.

Use the sewers in Mercer's dwelling to get back to the Ratway quickly and find Brynjolf. Mitt over Mercer's Plans and he volition find out that his side by side program is to accept the Eyes of the Falmer, a huge heist for ane person.

Trinity Restored Walkthrough

Objectives:

  • Listen to Karliah
  • Meet Karliah at the Standing Stone
  • Follow Karliah
  • Activate the Armor Rock
  • Equip the Nightingale Armor
  • Follow Karliah
  • Stand on Vacant Floor Glyph
  • Speak to Karliah
  • Speak to Brynjolf


Before you head out to find Mercer Frey, Karliah suggests that you become a Nightingale in order to fight Mercer on equal terms.

Head to the Standing Stone through the southwest exit in Riften and take a hike to the headquarters of the Nightingales. Follow Karliah and receive the armor of the Nightingales and become a retainer of Nocturnal, the lady patron of thieves.

Follow Karliah and take your identify on the empty floor glyph in order to brainstorm your ceremony to go an official Nightingale. You know now that you must call back the Twilight Sepulcher, which is the Skeleton Key of Nocturnal.

Brynjolf offers yous the position of Guild Master as presently as you complete all the City Influence Quests.

Blindsighted Walkthrough

Objectives:

  • Travel to Irkngthand
  • Speak to Karliah
  • Locate Mercer Frey
  • Slay Mercer Frey
  • Call back the Skeleton Central
  • Escape from Irkngthand
  • Speak to Karliah

Head to Irkngthand in the mountains. Become west and upwards some steps, killing whatsoever bandits that have taken up residence at that place. Follow around to the southeast and cross over wooden bridges to enter the Irkngthand Arcanex.

This is a long trek to brand your way to Mercer Frey. Brainstorm by heading through the camp and find your way to a gate to the south. Karliah and Mercer volition exist waiting to join y'all, so keep on until you lot attain a big balcony.

Karliah sees Mercer stealthily impale a Dwemer Sphere and suggests he is taunting you to follow him deeper into the caverns. Caput through the nearby door and head west forth the ledge to find two ballistas. Both levels have to be pulled inside a select timeframe, so rush between the two in lodge to open the mode. When open, head through the gate to the leave.

Climb over the rubble and rooftops and move towards the west of the area and up to a gold door. Head through the gate to the southwest and into the gigantic cavern where y'all outset saw Mercer Frey from the balcony. Climb the stone ramp and enter the Irkngthand Slave Pens alee.

In the slave pens, head through the hallways and go southward into a Falmer camp. Head e and and then south to go into a Chaurus pen and follow the pipes until you can drib downwards and find the Irkngthand Sanctuary.

The sanctuary holds a large Falmer statue that contains the Eyes of the Falmer. After Mercer attempts to take yous down with a powerful spell that begins to inundation the area, focus on killing Mercer equally rapidly as possible.

If you take a discover life spell or curl or the Shout – Aura Whisper, now would be a dandy time to use it to see Mercer when he is invisible.

If you use the Nightingale Blade, you tin can track him easily as the Absorb Health and Absorb Magicka does its job.

When he finally goes down, loot his body for the Skeleton Primal and the 2 Eyes of the Falmer. These Optics can be sold to Delvan for a large sum.

Be quick when collecting your bounty and head to the Southeast before the chamber fills with h2o. A tunnel will open before you drown (but if you accept grabbed the Skeleton Cardinal) leading y'all to the Bronze H2o Cave, south of where you entered Irkngthand.

Speak with Karliah and she volition exist grateful, handing over a powerful bow that she has carried for a long time.

Note: You now have the Skeleton Key, which is an unbreakable lockpick. If you keep on and visit the Pilgrim's Path ahead, you will give up the key.

Darkness Returns Walkthrough

Objectives:

  • Enter the Twilight Sepulcher
  • Speak to the Nightingale Sentinel
  • Follow the Pilgrim's Path
  • (Optional) Retrieve Nystrom'southward Journal
  • Return the Skeleton Cardinal to the Ebonmere
  • Heed to Nocturnal
  • Speak to Karliah
  • Choose Nightingale Office

Discover the entrance to the Twilight Sepulcher w of Falkreath in the mountains. Open the door and speak with the spirit alee, who simply happens to be Gallus. He volition requite you some advice for the puzzles ahead, pointing you towards a journal on a corpse nearby.

Enter the offset chamber and kill the crazed Nightingale Sentinels until y'all achieve the Iron Door to the Due west. In the next surface area, yous must stick to the shadows like a truthful Nightingale, equally the lite will burn you lot very apace.

In the third chamber, locate two hanging chains to give what Nocturnal desires most, the darkness. Caput through the open up door and make your way through the numerous traps ahead. Watch for dart traps, spear traps, and battering ram traps that could kill yous if hit in the right place.

Detect the side by side door and enter the door to a hallway lit with candles. Autumn down the large well and read his deplorable message near being stuck in the well y'all just jumped downward. Expect a few moments while the game makes you worry a bit, and the Skeleton Cardinal will open up the floor beneath y'all into the Ebonmere Bedchamber.

In the last chamber, you return the Skeleton central for Nocturnal, who demands that you lot become an agent of Nocturnal by drinking from the Ebonmere.

Choose your power and watch the cheerio between Gallus and Karliah. Y'all at present can cull one of three roles for your Nightingale ability: The Agent of Shadow (which gives you lot invisibility for 2 minutes), The Agent of Subterfuge (which gives you a huge Fury Spell), or The Agent of Strife (which drains 100 points of health from whatever target).

These are all abilities that can be used once a day. If you would like to change your role, simply return to the chamber and select a different power. You tin only practise this once every 24 hours.

Congratulations on completing the principal questline for the Thieves Order!

Signature of The Thieves Guild

Signature of The Thieves Guild

© 2018 Hal Gall

D&D fan from way back on March 28, 2019:

Well thank you lot for the walk through.

Glad to see I'yard not the Simply old guy that plays this game, even if I am belatedly to get on lath.

I'm near fifty playing SkyRim on my son's old Xbox-360.

Wow............how D&D has came forth.

Thanks again.

maxwellswifirold.blogspot.com

Source: https://levelskip.com/rpgs/The-Elder-Scrolls-V-The-Skyrim-Thieves-Guild-Questline-Walkthrough

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