S'krivva tells you that Hieronymous Lex is posing trouble in the Waterfront again. Go to Imperial City and talk to one of the beggars, asking about Methredhel. You'll know that she's hiding in Dynari Amnis' House in Talos Plaza District. It turns out she has already come up with a plan to turn the tide. Your next target is The Arcane University.
Misdirection
The job is surprisingly easy. Go through the front door, and Sneak to use these magical portals twice. You'll reach the Arch-Mage's quarters. Take his staff and leave a note on the nightstand - well, so much for the mages' high security. Go back to Methredhel, who tells you to keep an eye on Lex.
The guard captain can be found somewhere around Waterfront's houses. You'll witness a funny scene in which a fake Dremora is sent from the Arcane University to deliver his new orders. Take the message that he drops, and go back to Methredhel.
As an act of goodwill, the Guild wants you to return the stolen staff. Break into Ontus Vanin's house and leave in a crate marked on the map. Go back to S'krivva to receive your reward.
Lost Histories
S'krivva wants you to find a thief named Theranis, who disappeared while looking for a unique book in Skingrad. Go there and as usual start with questioning the beggars. Theranis has been arrested. Go to Skingrad Dungeon in the castle.
The warder will tell you that the count's steward is looping for someone to work with the prisoners. Find him (his name is Shum gro-Yarug) and apply for the job. That will grant you access to the cells.
Instead of Theranis, you'll meet Larthjar in there. Talk to him and free him if you like. There are some blood stains on the floor. On the right wall there's a movable candlestick that opens a secret passage. When you reach the wine cellar, search for another movable candlestick to go further. A vampire named The Pale Lady stands before you.
When you defeat her, approach dead Theranis' body. Behind the bars on the right, there's you old pal Amusei. Free him, using the key that you found by the vampire's body. Help him sneak out of the castle through the Dining Hall.
Amusei will gratefully tell you about the book that Theranis hid. It's under one of the bushes in Skingrad - an appropriate map marker will be added. Go back to S'krivva with it.
Taking Care of Lex
It's time to 'eliminate' Hieronymus Lex the thieves way. Go to Anvil to talk one of the beggars. He'll tell you to find a man named Orrin in the castle. When you talk to him, he'll open a secret passage for you. When you reach the other side, touch the left pillar to find yourself in the corridor. Sneak to the desk and open the lock in it. Take the List of Candidates.
Creative ca103-d80 windows 7 driver. Just browse our organized database and find a driver that fits your needs. If you has any Drivers Problem, Just, this professional drivers tool will help you fix the driver problem for Windows 10, 8.1, 7, Vista and XP.Here is the list ofCREATIVE Audigy Sound Blaster Driverswe have for you.
Talk to one of the beggars once again. You will be told to go to an abandoned house near the local Mages Guild. In there, you'll meet a man named The Stranger. Talk to him and pay him 500 Gold to fence the letter. Wait 24 hours and your phony recommendation for Lex is ready.
Go to Imperial City Prison and break into Imperial Legion Offices. Use the Imperial Legion Seal that is laying on the desk. Go back to Anvil Castle and give the fenced List of Candidates to the Countess. Now find Lex in Imperial City and tell him that he has been reassigned. So much for the Thieves Guild's greatest nemesis.
Go back to S'krivva to tell her the good news.
Turning a Blind Eye
If you completed all the missions above and fenced at least 600 Gold, you will be contacted by Methredhel, who'll tell you that Gray Fox himself is waiting for you in Helvius Cecia's House in Bruma.
HINT: If you want to speed up the messenger, go to Imperial City and Wait for several hours.
From the original on 13 August 2014. The 'Twice-Cooked Pork Girl' plays the role of Sayaka, the glasses-wearing third heroine in Ghibli's latest work, 'When Marnie was There'. When marnie was there sub indo. 2 August 2014. Retrieved 20 August 2014. Eiga.com (in Japanese).
Gray Fox tells you to go to the Temple of the Ancestor Moths and retrieve a certain crystal from there. You'll receive an appropriate map marker. Once there, go inside the building and talk to all the monks. Raise Brother Holger's disposition and he will agree to show you the entrance to the catacombs. Follow him there.
He'll open the passage to the dungeons, where you'll be left alone. There are a few levels of caves before you. Always follow the map marker and you won't get lost. The crystal you are looking for is on the last level. Look around and you'll see a ladder that will take you immediately to the ground level. In one of the crates there's a note about Fox's mysterious cape - if you read it, you'll get an additional dialogue option later on. Go back to Bruma.
HINT: Unlike other Thieves Guild quests, this time you can freely attack monks that are guarding the dungeon.
Posted by5 years ago
Archived
The Thieves Guild in Skyrim consisted of people dressed in leather armour hanging around in the sewers. Because that's what thieves do, they dress in leather armour (and wield ginourmous DAGGERS) and hang around in grimdark sewers. And call each other stupid things like 'Nightingales'.
In Morrowind, the Thieves Guild wasn't even a place. There was no guild hall, just certain people with shared interests hanging around in certain cornerclubs and taverns. Maybe some of those taverns were a little shady, but there were ordinary patrons in them too, as could be expected. And the members of the Thieves Guild didn't wear LEATHER ARMOUR. They wore ordinary clothes, like ordinary people. You couldn't figure out who was a member of the Thieves Guild just by looking at the amount of leather he was wearing.
Q.E.D.
Surprisingly, even Oblivion did the Thieves Guild better than Skyrim.
98 comments
Thieves GuildGeneral informationFounder(s)Leader(s)
The Thieves Guild is an organization of Pickpockets, Burglars, Robbers, and Thieves. Founded by the Gray Fox over 300 years before the Oblivion Crisis, the Guild is essentially a network of communication between the Thieves of Cyrodiil, tips on loot and jobs from important people are passed along through the Doyen to the Thieves, and Fences will buy their stolen goods, unlike most merchants.
OrganizationEdit
In Cyrodiil, the Thieves Guild works more secretly than in other parts of Tamriel, due to extensive pressure from the Imperial Watch, whose increased scrutiny had many secret organizations under pressure after the assassination of Emperor Uriel Septim VII. Its existence is officially denied by Imperial officials, although Hieronymus Lex of the Imperial Watch set out to destroy the Guild in the Imperial City by capturing its leader, known as the Gray Fox, who has supposedly existed for over 300 years.
In Oblivion, there are five different ways to locate the Guild. One of them, likely the most risky, is to be arrested and imprisoned for whatever reason. It is possible that during incarceration the thief will be able to contact fellow thieves imprisoned with him. If not, eventually one will contact them, handing the person a note directing them to the location of the guild test.
An easier and less risky way of locating the guild is done by extensive questioning of beggars, who reveal that in the Imperial City Waterfront there is a small garden where one of the Guild's two Doyen may be interested in taking on new members if they are able to pass a small test. Tests are almost always done solo although there have been instances when they were competitive. Once the test is complete the Thief is declared a member although they are not permitted to engage in official Guild activities until a certain amount of money has been donated to the Guild's coffers. This is done through selling stolen property to one of the Guild's five Fences who are scattered across Cyrodiil but only revealed when a thief reaches a certain standing within the Guild. After a set amount is sold to a fence then the Thief will begin being invited to perform organized Guild thefts.
The Thieves Guild is a joinable guild where those practicing stealth arts may collaborate with each other. There are only three rules of the guild:
Finding the GuildEdit
There are five methods of joining the guild.
Ranks, requirements and guild perksEdit
Thieves Guild Armor Oblivion
QuestsEdit
From Armand ChristopheEditFrom S'Krivva in BravilEditFrom the Gray FoxEdit
Via his messengers, Methredhel and Amusei, or from any Guild leader.
Key peopleEditDoyenEdit
The Doyen are the hands and eyes of the guildmaster, the Gray Fox, and essentially act as his lieutenants.
Is There Thieves Guild Armor In Oblivion
BeggarsEdit
When a thief needs information for a Thieves Guild quest then most beggars in every city are willing to help a friend. They are under the protection of the Gray Fox, and attacking or stealing from them will be treated as if it were against a guild member.
FencesEdit
Fences are the people to who are willing to buy stolen property. Stolen property has a red hand marker over the item, and cannot be sold to normal merchants.
The fences are in order of availability as a Thief progresses through the Guild:
Books related to the Thieves GuildEditAppearancesEditDiscussions about Thieves Guild (Oblivion)
There are several reasons why you would want to join the Thieves Guild. The first is that the only way to sell stolen property is through fences who are revealed as you progress through the guild ranks. The second is that you will be able to pay off your fines and bounties. Just go to one of the Doyens (those who give you jobs) and they can remove any bounty you acrue for half of the cost. This makes it so that you pay off less fines and don't get your stolen property confiscated by guards. The final reason to join the Thieves Guild is for the abundance of lockpicks. We have only seen one character outside of the Thieves Guild that sells them. He is Shady Sam and can be found by walking along the outside wall of the Imperial City north of the stables. If you want to do some great stealing and improve your Security skill early in the game, this is the best way to do it.
There are some negative aspects to the Thieves Guild. You can't steal from or assault any fellow members of the guild. Likewise, beggars and peasants are off limits. You also can't kill anybody while on the job. These are grounds for instant expulsion. If you do break one of the rules, you'll have to pay a fine for reinstatement to the guild which can be as high as 1,000 gold coins for a murder. The rewards far outweigh the downside. We recommend joining this guild to anyone who has Sneak or Security as major skills.
Finding the Thieves Guild[edit]
There are two ways we know of to locate the Thieves Guild. The first is the easiest. Begin by reading one of the wanted posters that are littered everywhere around the Imperial City. Next, find a beggar and raise their disposition until they really like you. Talk to them about Gray Fox and they'll tell ask you if you want to join the Thieves Guild. Tell them you do and they'll tell you to go to the Garden of Dareloth in the Waterfront District and mark the point on the map for you. Show up at midnight and you'll find a gathering of nefarious fellows behind a house in a stoned in garden of sorts. Talk to Armand Christophe about joining once he arrives.
Another way to find the Thieves Guild is to spend time in prison. Commit a crime and do the time. When you emerge, someone will approach you and give you a note about meeting up in the Garden of Dareloth. Follow the same instructions as listed above. Since this requires you to go through a prison sentence, we suggest the alternate method of locating the guild.
Quests[edit]
The Thieves Guild quests are listed alphabetically here. For chronological order see the Nav bar on the left.
Comments
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |