Stairs.  Entry group.  Materials.  Doors.  Locks.  Design

Stairs. Entry group. Materials. Doors. Locks. Design

» Skyrim Quest: Chance Encounter. TES V Thieves Guild Quest Walkthrough Safe Key Brand Neck

Skyrim Quest: Chance Encounter. TES V Thieves Guild Quest Walkthrough Safe Key Brand Neck

In order to rob someone, it is not at all necessary to sneak, you can simply go into the house of a potential victim or a store, put a bucket or tub on the victim’s head and no one sees you.

Bug with horseback riding on Tenegriv

Periodically, when trying to climb Tenegriva, the following bug occurs: the player's character disappears, but the game still goes into riding mode. It looks like direct control of Tenegriv, though it’s impossible to get off it. If you use fast travel in this state, then at the end of the transition, the player's character will again be on Tenegriva, but only as a "dummy" (control will still remain on Tenegriva). The only way to fix the bug in the game itself is to fast travel to one of the capitals (Whiterun, Riften, Windhelm, etc.), which cannot be entered on a horse.

The bug occurs periodically and has not revealed any pattern in its appearance yet, it is also possible that it is distributed not only to Tenegriv.

In the cave "Stone Stream"

1) Finn's Lute has been found. You can’t throw it away, you can’t sell it, it’s not known who to give it to. It would be nice to block the ability to pick up quest items before starting the quests themselves. Otherwise, there is a risk that the player will have to carry a bunch of unpromising things with him. Or at least attach an additional quest to each such item - "find the owner of the thing."

Finn's lute can be given to Inga Six-Fingers, which is located in the college of bards, in Solitude.

2) A hard-to-reach exit from some other dungeon was found, perhaps there is a risk of breaking scripts by entering it (this place is located above the waterfall, from where the underground river flows) It would be nice for the developers to block the ability to climb up through this entrance.

3) And one more bug... Having taken a quest in the bards' college to return a flute, drum or lute, you may encounter the following difficulties if you have at least one of the quest items that "registered in the inventory" - turn in the completed quest and get what you deserve, but the items are not taken from you! !! And you carry extra rubbish, throwing away or stealing an item to the NPC who gave the quest will not work ... The only real way out is to complete quests, find the ID of the items and set the value of these items to 0

In the quests "Take the gold ore to Madesi", "Take the mammoth tusk to Madesi" and "Take 2 flawless sapphires to Madesi"

The quest marker does not indicate the direction to the merchant, even if you have all the necessary items in your inventory. For those who pass this quest and forgot where the merchant is, let me remind you that this is an Argonian who sells jewelry and jewelry on the market square in the city of Riften (where the Thieves Guild is). (This city is Riften).

Conflict of two quests in Riften:

"Chance meeting" from Brynjolf to join the Thieves Guild.

And quest:

"Find information about Brand-Shei's past" \ "Return to Brand-Shei". from Brandshey. To quote Brynjolf on the subject of this quest:

What didn't you like about Brand-Shei?

We were hired to hint at Brand-Shea so that he wouldn't meddle in other people's business. But we're not the Dark Brotherhood, so we won't kill him, we'll just put him in jail for a couple of days.

It's worth explaining. In Riften, to join the Thieves Guild, Brynjolf will ask you to break open the chest inside Madesi's counter and steal the ring from him, and then toss this ring to Brand-Shei. After tossing the ring, he will immediately be taken to prison by a guard. But the same Brand-Shei issues a quest to dispel the veil of the mystery of his origin. The situation is as follows - the character takes the quest "Find information about Brand-Shei's past", and then completes the quest "Random meeting" and Brand-Shei ends up in prison. When the character

He's telling the truth, I set him up! =)

returns to Riften ("Return to Brand-Shei"), he is faced with an unexpected surprise - Brand-Shei was never released! Moreover, attempts to talk to him in prison do not lead to the completion of the task, he scolds the whole rotten city, and is not at all interested in what the character managed to find out about his past. Having gained patience, he missed 5 days in a row. On the fifth day, he was nevertheless “released”. Now we can hand over the task to him. That's just "released" figuratively. He's still in prison, and he greets you with "If you're at the market, I'm selling luxury goods from Morrowind..." I think we should bring him back to the market after a couple of days. Everything suggests that over time he should be released, and the two facts that he does not communicate with anyone in the first week of imprisonment and will never leave prison for anyone lead to the idea that the quest is impossible.

Quest "Call of the Moon" You can get two bonuses at once.

We meet a werewolf, we agree not to kill him.

We kill all the hunters with him. We speak with him - we get a passive for his parishes.

Here we kill him. We take off the skin. God appears - gives us his prize.

We leave the cave - God appears again and says that it is a pity that we did not kill the Werewolf, and grants us a passive for killing animals.

Do not judge strictly, cut, kick ...

Elixir sale by Brynjolf.

Fast Track

  1. Meet Brynjolf in broad daylight.
  2. Steal Silver ring Madesi .
  3. Plant the ring stolen from Madesi.
  4. Talk to Brynjolf .

Madesi Pavilion.

Detailed walkthrough

On your next visit Riften, if you go to the city market square, your attention will be attracted by a merchant loudly praising his goods Brynjolf selling some miraculous elixir. He will be here during the day, and at night he can be found in the tavern bee and sting. In a conversation with you, he will offer you to earn some extra money and help him get rid of another annoying merchant - Brand Neck. It will also become clear from the conversation that brand-shay began to suspect Brynjolf in fraud and prevents him from trading the elixir by telling everyone about it.

Pavilion Brand-Shey.

To get rid of the chatty merchant Brynjolf has developed a plan for how to do it, but does not want to do it himself. Plan Brynjolf is to discredit Brand Neck by tossing someone else's ring into his pocket.

If you accept Brynjolf's offer, he will tell you how to plant Brand-Shey's ring. To do this, he will distract the attention of all the inhabitants who are in the market, and at this time you must steal the ring from another merchant - Madesi trading in this market for jewels and jewelry.

Madesi keeps the desired ring in a safe, which is located under the counter of his trading pavilion, and the counter and the safe will be closed. Of course, if you are in a hurry or very confident in your abilities, you can try to carry out Brynjolf's plan in broad daylight. This will be a rather difficult option that will require you to use all your hacking skills and stealth and luck.

Brynjolf with fiery speech.

To commit the theft in an easier way, you need to prepare for it in advance. After waiting for the night, go to the Madesi pavilion and without much difficulty, observing caution, pick all the locks (But there will be no ring in the safe). At the same time, you should not forget about two vigilant guards patrolling this area of ​​the city. The next morning, waiting for the moment when Brynjolf takes a place in his pavilion and starts selling a magnificent elixir, you will approach him and say that you are ready to carry out his plan. He will be very happy about this and will begin to loudly call on all the merchants and residents who were at that time in the market. When everyone comes to the pavilion of Brynjolf and begins to listen to him carefully, you need to return to the Madesi pavilion, drink invisibility potion and switch to stealth mode.

Already open wardrobe and safe.

Coming closer to the goal, you just have to open just one safe, take "Madesi's Silver Ring" and calmly move away from the pavilion.
As soon as you have Madesi's ring, you need to stealthily sneak up on Brand-Shei, who at that time will sit on the boxes and listen to Brynjolf. To do this, you need to go around a bunch of boxes on the other side and stand right behind the merchant. After drinking the potion "invisibility" and turning on the stealth mode, you need to reach out to him and carefully put Madesi's ring in his (pocket) inventory.

A place behind Brand Shey.

If you suddenly decide to take pity on Brand-Shei or decide to keep Madesi's ring with you, then during the subsequent conversation with Brynjolf, tell him that you have lost it. He, of course, will not be happy about this, but as a result of this, you can safely move on to the next quest.

This quest can also be completed without picking locks and pickpocketing, for this you just need to wait until Brynjolf finishes distracting the inhabitants gathered in the market with his conversations and then go into any house. Also, you can also make a deliberate attempt to pickpocket, after which, you will be caught and arrested by vigilant city guards. In any case, the quest "Random Encounter" will fail and after talking with Brynjolf, you can move on to the next quest.

After successfully completing the plan and talking with Brynjolf, you will receive a reward in 100 gold septims and the opportunity to join Thieves Guild otherwise you won't get anything.

Note

  • After this quest is successfully completed, you can find Brand-Shei in the cell Riften prison. During a conversation with him, you can get the quest "Vague Memories" from him, in which you can deal with his mysterious bloodline.
  • As soon as Brynjolf tells you about his plan, you will immediately receive a 30% bonus to pickpocketing, which will make ring tossing much easier. After completing the quest, this bonus will be removed.
  • If you get caught then Silver ring Madesi can be found in the "Evidence" chest in Riften Prison.
  • Although this quest does not make you a full member of the Thieves Guild, after completing it, the master of the Stealth skill Delvin Mallory will teach you.

The arrest of Brand-Shei.

Bugs

Forum discussion

Quest stages

TG00 Maul Handler (TG00 Maul Handler)
Stage Status Journal entries
10 Talk to Brynjolf about joining the Thieves Guild.
Chance Encounter (MS11b)
8 Brynjolf from Riften is involved in some dark affairs and he also convinced me to participate in one scam. (objective is assigned) : Meet Brynjolf in broad daylight.
10 Steal Madesi's ring.
20 Throw Madesi's ring.
30 Talk to Brynjolf.
200 (objective is assigned) : Brynjolf's scam in Riften is over and I was promised more money. It looks like this is the beginning of a profitable collaboration.
  • The following empty quest steps were not listed in the table:
    • TG00MaulHandler: 200.
    • TG00: 0.5.

Notes

  • Any text in angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be set to a value when the quest is received.
  • Not all of these entries may appear in the game log: which entries appear and which do not - depends on how the task is performed.
  • Stages are not always listed in order of completion. This tends to happen with tasks that have multiple possible outcomes, or where certain tasks can be performed in an arbitrary order.
  • If the entry is marked as " Completion of the task", this means that the job is removed from the active list, but new stage entries for this job may continue to be added to the log.
  • When playing on a personal computer, you can use the console to advance through the task by entering the setstage (((ID))) stage command into it, where quest is the in-game task ID, and stage is the stage number to go to. However, it is not possible to proceed to uncompleted (i.e., skipped) quest stages. However, using the resetquest (((ID))) console command, you can reset the quest stage.

Bring back his past.

  • Title in English: Distant Memories
  • Quest giver: brand-shay
  • Location: Riften, Pride of Tel Vos crash site
  • Reward: Brand-Shey's safe key
  • Location:=1 (Brand Shay)
  • ID: FreeformRiften08
  • Guaranteed level: 12
  • Complexity: Easily

A chest with a diary at the crash site of the Pride of Tel Vos.

Fast Track

  1. Talk to Brand-Shei.
  2. Find Limdrenn Telvanni's diary at the Pride of Tel Vos crash site.
  3. Take the journal for Brand-Shey.

Detailed walkthrough

History of Brand Shay

Diary

Travel to the northeast coast of Skyrim on the search marker and you can find the crash site of the Pride of Tel Vos. Not far from this place, a group of three bandits will live in their camp. However, you can use the "stealth" mode and easily slip past them. Also, if you want, you can fight them and after defeating them, take their booty. In the northern part of the ship, below the waterline, you can find a ship chest containing the item you need: Limdrenn Telvanni's Diary. This journal will be the key to Brand-Shey's answers.

Reward

Return to Brand-Sheya and give him the diary. "Yes, yes. Just what you need! I don't know how you got it. One thing is clear, you managed to do what I couldn't." Then he will say:

"Now please take this key. It will open the chest under my stall in the market. Whatever you find inside is yours."

In the chest under the counter will be: a few stones, potions and a random book of spells from the Beginner level Destruction school.

Note

  • This quest can be completed by first finding the journal at the crash site and then talking to Brand-Sheyey. You will also receive a key to his safe. The items in the chest will be low level unless you have the Luck of a Thieves talent.
  • After completing this quest, you can take some items from Helga's Bunkhouse freely, since Brand-Sheya will be her guest at the beginning of the game.
  • The following empty quest steps were not listed in the table: 0, 10, 200, 250

Notes

  • Any text in angle brackets (for example, ) is a parameter set by the Radiant Quest engine that will be set to a value when the quest is received.
  • Not all of these entries may appear in the game log: which entries appear and which do not - depends on how the task is performed.
  • Stages are not always listed in order of completion. This tends to happen with tasks that have multiple possible outcomes, or where certain tasks can be performed in an arbitrary order.
  • If the entry is marked as " Completion of the task", this means that the job is removed from the active list, but new stage entries for this job may continue to be added to the log.
  • When playing on a personal computer, you can use the console to advance through the task by entering the setstage (((ID))) stage command into it, where quest is the in-game task ID, and stage is the stage number to go to. However, it is not possible to proceed to uncompleted (i.e., skipped) quest stages. However, using the resetquest (((ID))) console command, you can reset the quest stage.

At first, the view at the Ragged Flask tavern is, to put it mildly, Spartan. Then it will be better.

The Thieves Guild is a collection of thieves, robbers and swindlers who have built a nest in the sewers below the city of Riften. Beneath damp stone vaults, they practice their craft, store their loot in chests, and drink in the makeshift Ragged Flagon tavern. However, lately things have not been going well for the guild - to such an extent that "they should take Mondays and cancel them." Who will help the unfortunate crooks and thieves? Of course, our hero!

Guild quests are structured differently from Companions or Winterhold mages. Side quests here are not just for fun and do not advance the plot - they help the hero earn money, and the guild sewer - to get a decent look. You can do this after the completion of the thieves' plot. The more we help the guild, the better the sewers look and the more useful NPCs there are, such as alchemists, merchants and blacksmiths. In addition, side quests open stolen goods dealers throughout Skyrim.

The plot of the guild is also unusual - it is closely connected with the Daedra mistress Nocturnal. She is the only one who does not directly give the player a quest, as other Daedra Lords do.

chance meeting

Through our efforts, Brand-Shei ended up in this inhospitable place. Later he will return to the market.

You will cross paths with the guild when you first find yourself in Riften, a bandit town in the southeast of Skyrim. In the bazaar, a certain Brynjolf will approach you and, after a heart-to-heart conversation, will offer to teach a lesson to an elf merchant named Brand-Shei.

The plan is as follows: Brynjolf attracts the attention of the entire bazaar with a loud announcement, and we steal a ring from another merchant - a lizard with the strange name Madesi - and toss Brand-Shea into the "pocket". The rest is a matter of technique: guards, a search, and a few days in prison for the elf we set up.

FOR YOUR INFORMATION: nothing irreparable will happen to the elf - he will sit behind bars for several days and return to his workplace. Do not be afraid that the opportunity to make his quest to find the bloodline will disappear.

The technology is simple: we wait until the counters are empty, carefully open the chest, take the ring, sneak up on Brand-Shei from behind the counter and, having opened the pickpocketing menu, move the ring into his “duffel bag”. The quest can be safely filled up. If you get caught by the guards, wait until Brynjolf gets tired of tearing his throat, or throw away the ring, we will still be given the next quest.

THIS IS A BUG: in no case do not try to throw a ring on an elf at night - the plot can get stuck tightly, and Brynjolf can be out of sight. If the problems nevertheless began, you can call Brynjolf from oblivion with the magic word " Player.placeatme 0001b07d". The quest ends with the word " Setstage tg00 200", and the next one starts with " Setstagetg01 10».

When the job is done (or filled up), Brynjolf will call to the Ragged Flagon tavern. But you still have to get there.

Reliable roof

Upon learning that the farm in Morrowind is in danger, Kirava unquestioningly pays the money.

The entrance to the sewers, where the guild is waiting for us, is located on the lower tier of the city, under the stairs, near the water. The dungeon is guarded by alien bandit elements, which will have to be dealt with in the usual ways - poking with sharp objects and flooding with magical napalm. Lower the drawbridge and watch out for traps.

In the Ragged Flask itself, you will witness a conversation from which it turns out that the Thieves Guild is going through hard times. Your first task is to knock out the debt from the three "businessmen" on the surface. Each of them can be convinced with fists - the main thing is to attack not just like that, but by choosing the desired dialogue item, otherwise the whole city will begin to beat the hero. It is enough to beat one, so that in a day the rest become more accommodating. But there are easier ways.

  • Argonian Kirava from the Bee and Sting Inn is worried about her farm in Morrowind - her colleague Talen-Jay will tell us about this. Promise Kirava problems and she will part with the money.
  • Bersi Honeyhand from Pawned Shrimp can't stand the sight of the broken jar opposite the counter.
  • Helga from Helga's Bunkhouse will agree to pay if you grab her statue of Dibella (in the next room) and promise to throw it into the well.

Return to Flask. There you will be introduced to the head of the guild, Mercer Frey, and introduced to future fellow craftsmen.

Clarity

Mercer Frey and Brynjolf. We are presented as a new, budding crook and thief.

Mercer Frey suspects that someone is undermining the guild - he will issue a task to teach the elf Aringot a lesson, who decided to go against the guild. We need to get into the Zlatotsvet estate, burn three (and only three, no more!) Bee hives and rob the safe in the house in order to find out from the papers what is happening. Talk to Vex - she will tell you that you can get into the house through the sewers.

The best way to get to the apiary is by water. The estate is well guarded, but you know what to do with the guards. You can set fire to the hives with a torch or a fire spell (it is not necessary to conjure, it is enough to approach the hive with a "burning" hand). It is important that no more than three hives burn down, otherwise the guild will punish you with a ruble.

If you decide not to make your way into the mansion directly (the key to the entrance is at the guards), but choose the sewer, keep in mind that there are a lot of skeevers and traps.

In the house itself, a slight difficulty may arise - how to open the Aringot safe in the basement? The lock there is of an expert level, and the key is with the elf himself. It is possible to kill an elf, but it is undesirable - the guild does not approve of this. Stealing the key can be difficult if the hero is bad at stealth. There is a third way - to force Aringot to part with the key by threats, but success is not guaranteed here.

A bill of sale will be found in the safe - the estate was acquired by meadeurs, direct competitors of Maven Black Heather, the patroness of the guild. She will be furious.

FOR YOUR INFORMATION: after passing the quest, you will become a full member of the thieves guild, you will be able to use the secret entrance through the crypt to the cemetery and dispose of all the good that lies in the Cistern and the Ragged Flask. But putting things in the local vaults is still risky - whatever one may say, this is a guild of crooks and thieves!

Wrong honey

In vain the guard took half a mug at once. This honey is definitely wrong.

Talk to Brynjolf and he will tell you that Maven Black-Briar is waiting for us at the Bee and Sting. Ask him what she needs. She planned to crack down on competitors from Honning's meadery. Her agent Mallius Mackius is waiting for us at the Whiterun tavern.

The plan is very, very Jesuit. Sabjorn, the owner of the meadery, has a problem with rats. We need to introduce ourselves as a rat catcher and, thus gaining access to the honey factory, pour rat poison into a vat of branded honey. The quest consists mainly of conversations and skits. In the dungeon where you have to poison the rat's nest, beware of the traps. Your enemies will be spiders, bad rats and their "master" - hopelessly crazy, but quite a strong magician, about which you will "forget" to warn.

After pouring poison into a vat of honey, return to Sabjorn and witness the "tasting". Then talk again with Mallius and take the documents on the second floor of the honey factory. Return to Maven Black Veres with a report, and then to Brynjolf.

FOR YOUR INFORMATION: from that moment on, Mallius becomes a buyer of stolen goods.

Scoundrel's whim

The capricious villain does not even suspect that we are following him on his heels through the entire warehouse.

"Cranky Scoundrel" - Gulum-Ai, an Argonian who works at the docks. Strings lead to him, pointing to an unknown villain who has stood in the way of the guild. As a reward for cooperation, Gulum-Ai (you will find him in Solitude, in the Laughing Rat) will require not just anything, but a box of fire wine straight from the Blue Palace. Not far to go, but if you're too lazy, you can try to influence a friend with threats or persuasion. True, then he will not give us soul stones - and these are useful gizmos.

For fiery wine, the Argonian will say that a woman was talking to him, very angry at the head of the thieves guild. But the capricious lizard will not tell us the name of the buyer, so we will have to follow him. The hike from the Laughing Rat to the warehouses of the East Empire Company will be a long one, and even there you will have to walk pretty well. Fortunately, hanging from the lizard, so to speak, on the tail is not necessary. You can lag behind as far as you like in order to get rid of the mercenaries you meet in the warehouse without any problems. The cave in which he will hide is located on the lower tier of the warehouse, under the walkways.

FOR YOUR INFORMATION: you can even kill the lizard so as not to follow him around and calmly find the information we need.

In a secluded cave, you will pin Gulum-Ai to the wall, and he will tell you that the buyer is a certain Karlia. She used to be in the guild, but now she is suspected of murdering former guildmaster Gallus, and she is hiding, plotting evil against Mercer Frey.

Watch out for the horkers at the exit of the cave!

Silence speaking

The new character in the drama is Karliah, a dark elf with Frank Herbert eyes.

After talking to the worried guild boss and visiting Tonilla to upgrade the thieves' armor, we move on to the Snow Veil catacombs, where Karliah killed the former guildmaster Gallus and where, in all likelihood, she is now hiding. With us - Mercer Frey. He is determined to find Karliah and deal with her.

Snow Veil - standard catacombs with draugr, traps, spilled oil and bone "alarm". If it's difficult, let Frey go ahead, he's immortal here. After defeating the draugr boss, learn another Power word and let Mercer deal with the last puzzle door.

But the exploration of the dungeons will suddenly be interrupted by an arrow that has flown into our hero's back. An interesting conversation will follow, in which we will take, let's say, a passive position. Meeting old acquaintances will not lead to hugs and pats on the back. But much will become clear.

When the hero wakes up, ask Karliah about everything. The elf will give you the diary of Gall Desidenia - it must be delivered to the magician Entir in Winterhold for decryption.

Difficult answers

You can send a mechanical spider forward instead of yourself - the most unusual companion in the game.

You can find Enthir either at the College or at the local Frozen Hearth Inn.

After looking at the journal, he will recognize Falmer and send you to Markarth, to the researcher of antiquities Kolselmo. The old man will have to be persuaded for a long time, but if we are in good standing with him (we completed his quests), he will give us the key to the Dwemer museum, where the stone with Falmer writings is stored. And if it does not give out, the key can be stolen from the table.

The museum is guarded by guards. If we get there with the knowledge and permission of Calcelmo, they will tolerate our presence. If not, they will attack as soon as they notice, and fighting them will be considered a crime. A hero with a good command of stealth skills will be able to pass through the halls unnoticed. But this is not very easy to do.

Calcelmo's laboratory is no longer guarded by guards, but by mercenaries. There are two pieces of news related to them. The bad news is they don't care if the scientist allowed you to do something or not. The good news is that you can fight them without risking being on the wanted list.

Then you will go through a room with traps (activate them from stealth - the effect will be funny) and through the balcony - to the tower of Calcelmo, where you will find a stone with inscriptions. And here you will find one of the most unusual game puzzles. How to copy letters? There are no clues, no drawings on the walls. The solution is charcoal and paper! They are all over the room. Take them, go to the Calcelmo stone, and the hero will do what is needed.

At this point, a team of guards with Calcelmo's nephew will burst into the laboratory. A stealthy approach is also good. In any case, the shortest path to freedom lies through the balcony and jump into the waterfall.

Return to Winterhold and report to Karliah and Enthir. Learn all about the Nightingales and the goddess Nocturnal.

The pursuit

And here are Mercer's plans. From afar, you can see that they are very insidious.

Returning with Karliah to the Ragged Flagon will not be easy. The cemetery entrance is closed, and we will have to repeat the original, long path. Brynjolf has a lot of questions for Karlia, but the deciphered diary will answer them. Even more eloquent will be the empty storage of the guild.

We get a new task - to break into Mercer's hideout for evidence.

THIS IS A BUG: if it so happened that Karlia didn’t go with you to Flask, push the quest a little further with the magic word “ Setstage tg07 20". If you have already been to the hideout and taken Mercer's plans, the quest will not start. Enter in the console " Setstage tg07 10- and it will begin. At the place where you should take the plans that are no longer on the table, enter " Setstage tg07 60».

The manor "Riftveld", where we need to get through, is guarded by the warrior Wald. He will attack the hero when he tries to enter the house. This is not a problem, since the guards and townspeople will immediately oppose him. But this is not our method.

There is a way to solve the matter peacefully. Wald owes a lot of money to Maven Black-Briar - Vex will tell us about this. Talk to Maven, and she will promise to forgive the debt if we help her find a magic pen at the bottom of the lake to forge signatures. The right place is not marked on the compass, but it is easy to find it - the sunken boat with the chest is located exactly between two longships, strictly south of the Merry Farm.

Maven will give us a piece of paper confirming the forgiveness of the debt, but it will not be easy to give it to Wald. Opening the back gate is too risky, so he will not talk to us, but attack - attack. Stand at the back or side gate, wait for the warrior to come up, and tell him everything. Wald will happily give out the key to the gate and run away.

Shoot the mechanism on the balcony with a bow and lower the ramp leading to the attic and enter Riftveld Manor. It is guarded by bandits who are easy to bypass even with little stealth skills. We need a "suspicious closet" on the ground floor. Behind it is a false panel and an entrance to a network of underground tunnels. In a room with a fire trap on the floor, go around the slabs with traces of flame (you will have to go in a “snake”). The entire corridor is full of traps, and even the door to Mercer's office itself is protected by poisonous arrows.

In the office you will find notes with Mercer's plans. Grab the bust of the Gray Fox as well - it will come in handy for one of the side quests of the Thieves Guild. And further along the tunnels, a stone's throw to the Flask.

The revived triad

“We have failed you, Nocturnal. But don't take it to heart. Who will remember the old ... "

This unusual quest is a kind of repentance to the mistress of Nocturnal. There are no difficulties - meet Karlia and Brynjolf in the agreed place and go with them to the Nightingale Cave. After putting on the Nightingale Armor, stand in the indicated place and listen to the reproaches of Nocturnal.

To return the location of the goddess, we need to find Mercer Frey, punish him and destroy the Skeleton Key. Brynjolf will hint that we will become the head of the guild in the future - provided that we do side "city" quests.

Blindness

Mercer Frey poses in front of an eyeless snow elf statue.

The path of our trinity (we, Karlia, Brynjolf) lies in the dwarven dungeon Irkntand. To get to the entrance to its first part - Arkanex, you can either climb from the bottom along the chain of stairs (be careful - the bandits), or jump to the door from above, directly from the towers.

The dungeon itself is the usual Dwemer halls with steam pipes and fire traps. The people of Arkanex are bandits, defense mechanisms. Take the elevator down to the Great Hall, where, after a scene with Mercer fighting in the distance, you will be warmly greeted by the Falmer. Ballista can be used to thin out enemies running around the door. But you don't have to be afraid of anyone - you have two immortal companions with you, and in case of problems, all battles can be left to them.

Make sure that all the Falmer are killed in the hall with the locked passage, and quickly activate the two levers on the ledges on the left and right in turn. Immortal Companions are especially useful in the fight against the Centurion, which you will stumble upon shortly after Mercer brings down the tower.

Next stop - Slave Pens. Falmers also live there, and a lever-activated trap will help us deal with them. After passing through long caves with entire Falmer villages, we will find ourselves in the Sanctuary.

Here we will catch up with Mercer, who is diligently gouging out precious eyes from a huge statue of a snow elf. You will have to fight him personally - Karlia and Brynjolf will be temporarily busy with other things. If the fight turns out to be difficult for the hero, at the moments when Mercer becomes invisible, you can climb to the very top, to the head of the statue, and "blow" Mercer off the top with a shout of Ruthless Force.

With the death of the main villain, the situation will quickly begin to develop towards a catastrophic one. Talk to Karliah. Search Mercer's body, take both "eyes" and the Skeleton Key. Climb to the very top of the statue and wait for a passage in the cave vault to open at its very head. Through it, all three heroes will swim out, like wet gophers from a flooded hole.

The Return of Twilight

Soar the nightingale eagles! Surrounded by birds, Nocturnal herself appears in the blue mist.

Here is the end of the story. The skeleton key will have to be returned to the goddess.

Here our task is to walk the Pilgrim's Way alone.

Go to the Twilight Tomb. Inside, talk to the shadow of Gallus, study the diary of a less fortunate pilgrim and step onto the Path.

The path consists of five elements:

  • First we need to slay the shadows guarding the Path.
  • Then go through the hall, hiding in the shadows and not leaving them (the light does damage, and very serious - it can kill the hero in seconds).
  • Then you need to extinguish the torches next to the Nocturnal statue by pulling the chains.
  • After that - go around the corridor with traps, opening the lock.
  • And finally - jump into a trap-dead end, from where there is no way out.

After the scene, you will be in the inner sanctuary of Nocturnal. Return the Skeleton Key to the Black Lake and listen to the Daedric Lord. Drink from the Black Lake and talk to Karliah.

THIS IS A BUG: if Karliah disappears somewhere, try waiting for her for a few hours. The magic words "Player.placeatme 1b07f" and "setstage tg09 60" will help to force her to the stage and continue the quest. An outcome is also possible in which Karlia refuses to talk to you. The "setstage tg09 70" command will help you skip the problem.

You just have to choose one of the Nocturnal gifts:

  • Month- the ability to turn into invisibility once a day at the moment of stealth.
  • half moon- powerful rage spell (enemies fight each other).
  • Full moon- a strong "vampire" energy strike, which selects and transfers to us a serious portion of health (again, once a day).

The most useful, of course, is invisibility. But you can choose any option, because later you can come back here once a day and change the gift for another.