The Elder Scrolls IV: Oblivion
Walkthrough and FAQ for the Thieves Guild Quests
Written by: Nick Bartosic
This file is Copyright (c)2006 Nick Bartosic. All rights reserved.
Table of Contents
1. About Me
2. The Guide
3. The Game
4. *NEW* Thieves Guild Tips *NEW*
5. Joining the Thieves Guild
6. Armand Cristophe's Quests
7. S'krivva's Quests
8. The Gray Fox's Quests
12. Copyright Notice
13. Contact Information
This is my first FAQ/Walkthrough of any kind on GameFaqs, so please be gentle
and merciful =) With that said, any help would be greatly appreciated
( constructive criticism that is ). I'm a recent Software Apps and Programming
graduate from ITT Tech, and it was actually my professor that first got me
interested in the Elder Scrolls games by introducing me to Morrowind. Since I
heard about Oblivion, I was very eager to get my hands on it.
March 27, 2006
Began writing introductions
Completed "Joining the Thieves Guild" section
Added Contact and Copyright information
March 27, 2006 (Later that day)
Completed Armand's Quest line
Completed S'krivva's Quest line
Completed The Gray Fox's Quest line
April 2, 2006
Information update regarding contact information
April 8, 2006
Updated a ton of info in the guide, including some bugs and typos
Added sections in Misc, FAQ, and Thieves Guild Tips
April 17, 2006
Information update regarding contact information
Working on next update currently, will be up within the next few days
March 21, 2006
Bethesda releases Oblivion for the PC
Thieves Guild Tips
The first tip I have is, by far, the most important. Make sure you learn it
if you haven't already. Save, Save, SAVE! This means save frequently, and
save using more than 1 file! I can't TELL you how many times
I'll get e-mails with people that have gotten stuck on something, or they run
into a bug (Which can be expected with a new game). Often times by reloading
to your last save, or a previous save (Provided your last fresh save file isn't
over 15 hours old) you can fix a problem. This can help you get out of many
jams, including ones where you are suspended from the Guild. This also will
include the annoying bugs in the final Heist quest. Some of you will consider
this "cheating" by some stretch of the imagination, but Bethesda encourages
frequent saving as well. With a new game like this, do yourself a favor and
just do it to avoid yourself some headache, if you want a challenge run the
difficulty bar up and get to higher levels...
X-Box 360 users, I've been told that your cache memory will often screw with
quests if you run into a bug, so not only will you need to reload to a previous
save when you encounter a bug, you have to make sure to restart your console
and clear your cache, this will fix problems many times.
First learn rule numba 1 =)
If you're looking for an answer to a particular question, try using the Find
command by hitting Ctrl + F. Often times by putting in a keyword or two you
can find good info pretty quickly.
Scheherazade says if you invest in a Life Detection spell, or Life Detection
potions and scrolls if you can make them. It can help you see
through doors and walls to find out where NPCs are located, and which way they
are looking, which can make sneaking around much easier on you.
If you run into a bug, and you have the X-Box version of the game, you should
try to clear your cache as previously stated. To do this, you need to reset
your system, and hold the "A" button till the Bethesda logo shows up on your
screen. This should clear everything, and help to bypass bugs. Thanks to
phill0037 for info on how to do this, as I don't have an X-Box =)
Joining the Thieves Guild
*UPDATE* Some people have told me that the beggars and Armand will not have
anything to do with them when asked about the Thieves Guild or the Gray Fox.
I may not have had any problems with this myself because I took Speechcraft
as a major skill (Don't know why) and I used it frequently anyway. If you
have problems with either of them, try and boost your disposition with both
through the Persuasion mini-game, and/or use Charm spells and scrolls.
Also, I left this out because no one really wants to go to jail, but
RussianReefer reminded me another way to roleplay a thief. You get caught
stealing, go to jail and do your time, and when you go to sleep next an elf
will be waiting for you. He'll give you a note to head to the Waterfront to
speak to Armand, then you can begin the Thieves Guild competition as normal.
Personally, I don't like to go to jail and lose my stolen goods, but its up
to you =)
*****Quest: May the Best Thief Win*****
Alright, you may have gone straight for the Imperial Capital after breaking out
of the prison, or you have have wandered around for a bit. In any case, you
can head there at any time to begin the Thieves Guild quests. Theres a few
ways to start out, you can either go straight to the Garden of Dareloth at
midnight, or you can treat it as an actual quest and read the next paragraph.
Once you enter the Imperial City, you'll notice a wanted poster near any of the
gates. Once you click on that poster, you can then ask any of the beggars
around town about the Gray Fox. They'll ask why you want to know, just give
them the acceptable answer "Yes, I want to work with him." The beggar will
refer to Garden of Dareloth, and tell you to be there at midnight.
The garden is located in the Waterfront district, you can either run through
the whole city to get there, or bring up your map and click on the Waterfront
District inside the Imperial City.
So, now you're in the Waterfront district. Dareloth Garden is in the western
part of the Waterfront district, near several shacks on the other side of the
wall. The actual garden is located behind the "Abandonded Shack" (Not the
building you can purchase). If you try to go there before midnight, you won't
find anything there. You can press "t" on your keyboard and wait till midnight
if the game clock is too slow for you. About the time it starts to hit 12:00AM
you'll notice an Argonian named Amusei, a female named Methredhel, and a male
(with torch) named Armand Cristophe approach the garden.
Talk to Armand, and he should have a topic for the Gray Fox. He'll see that
you contacted a beggar about the Thieves Guild, and says thats fine because
beggars are the eyes and the ears of the Gray Fox. You'll do well to
remember that in the future, because you'll be relying on beggars in all towns
for information. After you ask Armand about the Gray Fox, he'll have a topic
about "Joining the Thieves Guild." He'll go on to say that its unusual to have
three potential recruits, so hes going to make it a contest. The rules are you
must steal Amantius Alectus's diary. You cannot kill him, and you cannot kill
any of the other recruits (Although I have heard you can kill one and still
pass the test, but its risky and you will receive quests for both later, so try
to avoid it, eh?). Methredhel will say something about the garden by sunrise,
but disregard this. You need to return at midnight once again. At this
time you can talk to Armand if you wish and buy lockpicks from him for 5g each.
Now we're off to steal the diary. If you need directions to Amantius's house,
you can ask any beggar in the area. If you head north along the wall from the
garden, you should find one sleeping on a bedroll. Ask him about Amantius and
he'll provide directions to the Temple district (South-western Imperial
City). Click on the Temple district on your map, or simply run through the
city to get there. I'm going to tell you right now, unless you have a decent
speed rating and know exactly where you're going to begin with, you probably
aren't going to beat Methredhel there. Thats ok though, just skip to the next
paragraph. In the event you do beat her there, just pick the lock on
the front of Amantius's door, head to the right when you enter his house, and
take the diary from the desk. David.mrwally says if you follow Methredhel as
soon as the quest begins, you can follow her all the way to the house, let her
open the door for you, then head in right after and beat her to the desk on
the right side of the room.
In the event Methredhel does beat you there, and more than likely she will
(She beat me there the first time I ran the quest), don't worry about it!
You're a thief now, sometimes you have to get creative =) You can either wait
a few days and speak to Armand again for a new quest, or you can try to take
the diary off of Methredhel's hands, I prefer the latter. If you would rather
do the other quest, scroll to the bottom of this section. Leave the house
after she finishes gloating to you, and look to see where she goes. There has
been a few occasions when I've seen her actually go into Amantius's basement,
which I think may be a bug. In that case, just pick the lock and follow her
down there. When you begin to follow Methredhel, your quest info will update,
saying you need to get the diary back by stealing if off her. Theres no easy
way to do this, especially if your sneak level is low. Just hit the left
"CTRL" key, and stalk her from behind. You may want to quicksave first, if
your theft happens to go awry. Hit the Space key to attempt to pickpocket the
diary. If you don't mind waiting, scissorslizard says you can head to
Methredhel's house in the Waterfront district, and I've noticed just as the
sun begins to come up she likes to head back there and go to bed. If you
pick the lock on her door, you'll find a chest locked in there. If you
open it while she sleeps, you can take the diary back. Be careful, as theres
usually another lady in the room with you, be sure to Sneak if you try this.
So, by either beating Methredhel there, or by stealing if off her afterwards,
you now hold Amantius's diary. You can head back to the garden and wait till
midnight again, or you can shop around town and do some quests to waste some
time. If you get back to the garden by 3AM, Armand may still be there and
you can turn the diary in then. When you give Armand the diary, he will
admit you to the Thieves Guild, and some new topics will appear. He will also
tell you the three rules to the Thieves Guild:
1. Never steal from fellow Guild members.
2. Don't kill anyone on the job, you're a thief, not an assassin!
3. Don't steal from the poor, they're under the protection of the Gray Fox.
He'll also tell you a little about Harmonius Lex, an Imperial Officer that
really has it out for the Gray Fox and the guild. He'll tell you about
Doyen's, the eyes and ears of the Gray Fox (Armand is one, S'krivva is the
other). He'll also say if you break any of the three Thieves Guild rules,
you'll be booted from the Guild until you can pay a fine to a guild Doyen.
Finally, he'll mention the guild's fences, which are the people that you'll
be selling stolen loot to. Armand will tell you that Ongar is the first and
only fence you can access in the beginning, and he lives in Bruma (to the
You can't advance in the Thieves Guild by doing normal quests at
first, you need to actually do a little independant thieving before you can
do any of Armand's special guild quests. So, if you don't already have some
goods you've cased off of people, get to work and start pickpocketing and
looting houses! If you want to grab some quick items, Chorrol isn't far away.
You can sneak into Chorrol's castle and steal anything of value in the throne
room and pick up 50g or more quickly. Remember, even small items such as books
and wine can contribute to your running fenced items total. Your "Items
Fenced" total can only be added to by selling stolen items to a fence. That
means items that don't have a little hand icon on them are considered to have
been acquired by legal means, and so fencing them will give you gold, but won't
contribute to your independant thieving amount.
*UPDATE* If you let Methredhel turn in the diary, all is not lost. Return
to Armand after a few nights (At midnight as always) and he'll give you one
more chance. This time you need to steal a sword off Rohssan of the store
A Fighting Chance, which is located in the Marketplace district. You can
ask a beggar for directions as usual. Head there at night, sneak to the
door and pick the lock. You'll have to head upstairs, still sneaking. Be
prepared, because on the 2nd floor is a dog that may see you and let out a
bark. Be quick, and head right and around the corner. You'll find an Easy
locked chest, pick it and grab the sword. Hightail it out of there, and
look for Armand at midnight again (Or if its before 3AM, you can just
return to him the same night). You'll get accepted into the Thieves Guild.
Thanks to Syme for letting me know about this quest.
Armand Cristophe's Quests
So, you've done a little independant thieving and managed to steal at least 50
gold worth of items, good! Go back to the Garden of Dareloth at midnight to
find Armand. You can't just stop in his house any time you please, he'll only
deal with Thieves Guild stuff between midnight and 3AM in the garden. Find him
there to receive your first official quest as a guildie.
*****Quest: Untaxing the Poor*****
Ask Armand about Special Thieves Guild jobs, and he'll feel like you're up for
a challenge. Lex has collected taxes from everyone in the Waterfront district,
and the Gray Fox wants you to fix it. You need to find out where Lex is
stationed at, get a list of everyone he collected taxes from, and also return
with the money Lex collected. To start off, ask a beggar where Lex is. You can
use our little buddy just north of the garden, he should be sleeping again.
Ask him about Lex, and he'll let you know he stays in the South Guard Tower in
the Temple district.
Run to the Temple district, or click on the Temple district on your map. The
South Guard Tower is located in the south-eastern part of the zone. You can do
this quest at any time of the day, but it seems to be rather difficult to do at
night. I waited until 8 or 9 AM, and noticed that several guards left the
building, making it a lot easier to sneak in and out. Start sneaking before
you even click on the door to the tower. There may be a few guards on the first
floor, get behind them while sneaking and click on the step ladder to reach the
second floor. There will be a few guards sleeping, don't pester them, okay? =)
Once you get to the third floor, you should have to pick the lock to Lex's
room. While still sneaking, click on the step ladder to begin working on the
lock. If you're out of lockpicks, you can still buy some from Armand for 5g.
Pick the lock to Lex's room, and you're in. If you look to your right, you
should see a locked desk. Pick that lock as well, and you'll find the list of
people taxed, as well as the gold taken. Grab both, and sneak your way back
down the tower.
Talk to Armand in the garden at midnight. Give him the record of people that
were taxed, and he'll tell you he'll pay them back personally. You get to keep
the gold taken from the people, sweet! He'll tell you he just wanted to teach
Lex a lesson because he went too far. He'll also promote you to Footpad, yea!
Now, if you've fenced a total of 100g, Armand will be able to give you your
next special mission, otherwise hit some more houses up for loot and check out
Ongar in Bruma.
*****Quest: The Elven Maiden*****
Once you've fenced a total of 100g, Armand will be ready to give you this
mission. Armand wants you to steal a statuette of Llathasa Indarys from the
town of Cheyhindal. Accept the mission and start running to Cheyhindal, or
click on your map and travel there instantly if you're lazy like me.
When you arrive in Cheyhindal, scope out a beggar to get information from. Ask
one about the bust of Llathasa, and they'll tell you the Count recently asked
the Elves to carve the statue, and he placed the statue at her grave in the
Chapel Undercroft. It used to be available to the public, but its now being
guarded and off-limits. Uh oh, time for more sneaking, heh heh. Hopefully
your skill is improving.
Head into the Chapel and downstairs. You'll have to pick the lock to get
inside, hopefully your Security skill has been going up too. If you haven't
already guessed, Thieves use Sneak and Security a lot. When you get into the
Undercroft, you'll notice a guard walking about the room. Make sure you're in
Sneak mode, and always stick to the shadows when you can. Also remember that
if you're not already at Journeyman level in Sneak, the weight of your boots
can affect how well you can sneak. If you have metal boots on, take them off
to reduce your chance of being heard. Stop for a moment and watch how the
guard moves around the room. You'll notice she will head down the stairs to
the left, come back up, walk across the room to the stairs to the right, wash,
rinse, repeat. Move across the room slowly to the left set of stairs, and hide
shadows behind a pillar. When you see the guard start her path towards the
right set of stairs, begin slowly moving towards the left stairs and use the
shadows when you can. When you get into the room, head to the right side and
wait in the darkness for a moment till you see the guard come back down the
stairs. When you see her leave, its now safe to grab the bust to your right.
Sneak towards the stairs again, remaining hidden, and when you see the guard
come back down a second time, begin walking behind her out of the room. Be
sure to keep at least 6 feet or more between you and her, otherwise she may
hear you. Leave the Chapel then, and head back to the Dareloth garden at any
time. We're not done yet!
You'll soon find out that something is amiss in the Waterfront. Guards will
ask you if you've seen Armand anywhere, and if you head to the garden your
quest will update. It will say the Waterfront is crawling with Imperial
guards, and Armand will most likely not show at midnight. You should seek
other Thieves Guild members to figure out your next move. There are many
members of the guild in Waterfront, if you talk to any of them they'll say that
Armand is in hiding because Count Indarys reported the statue stolen and Armond
is being blamed. Your guild will also tell you that Methredhel is looking for
you. Methredhel's house is near the garden, so step inside and look around.
If shes not in there, when you leave the house she may be waiting there for
you. In any case, she'll say that Armond used you to flush out a traitor in
the guild. As it turns out, Myvryna Arano was part of the Thieves Guild, but
shes really been an informant for Lex! Methredhel's plan is to blame the
statue theft on Myvryna by planting the bust in Myvryna's house and telling Lex
about it. This can be a little tricky because Imperial guards are running all
around Waterfront, and Lex is standing near the house.
Myvryna's house is a few houses north of Methredhel's. Sneak over there, and
try to avoid letting the guards see you. With any luck, you can get a position
at Myvryna's door where your Sneak "eye" is dark, signifying no one can spot
you currently. Begin picking the lock on her door and head inside. Myvryna
should be sleeping right now, so make sure you don't have heavy boots on while
you sneak over to her cupboard by her bed. If you click on the cupboard, your
quest will update and let you know that the bust has been planted, and now you
must convince Lex that Myvryna was behind it all along. Sneak out of the house
and walk over to Lex.
If you have low Personality and/or Speechcraft skill, you may have to do the
Persuasion mini-game a bit to boost your reputation with Lex. Eventually he'll
hear you out, and decide he has to check Myvryna's house. He'll head inside
and find the bust you planted. Myvryna will try to explain you were the one
that actually stole the bust, but Lex admits even if I wasn't telling the
truth Myvryna has still been exposed as the informant, so he has no further use
for her. In any case, the bust was still in her cupboard, so she gets arrested
for the theft, booya! Make a save here in case you encounter a bug soon.
You'll have to wait till the next midnight to speak to Armand again, so head
over to the Dareloth Garden then to get an update from him. Some people have
reported that Armand sometimes does not appear in the Garden, even after
waiting several nights for him at midnight. My only solution is to reload from
our previous save and wait again, hopefully he'll show. Armand will admit he
used you to flush out the traitor, but he couldn't know that you weren't in
cahoots with Myvryna. Even though the bust is gone, he pays you the 100g he
promised, and promotes you to Bandit. At this time, if you've fenced 200g or
more you can start taking quests from S'krivva the Argonian in Bravil. Armand
only works with the less experienced guild members, so he has no more quests
for you. He'll let you know that you can access a new fence with more gold to
spare. You can now use Dar Jee as your fence, in the town of Leyawiin. He
doesn't have much more gold than Ongar, but if you happen to be in the Leyawiin
area he can save you a trip. We're now done with Armand, so if want head to
Bravil to talk to S'krivva, or if you haven't fenced 200g worth of goods, go
do some looting and check out Ongar or Dar Jee.
Once you've completed Armand's quests, and you've fenced a total of 200g worth
of goods to either Ongar or Dar Jee, head to Bravil to meet with S'krivva.
Unlike Armand, you can usually contact her any time during the day, except when
shes locked within her house. You could probably pick the lock and try to talk
to her then, but I wouldn't recommend it. You can find her sometimes hanging
out in her house near the northern gate of Bravil, and other times in the
Lonely Suitor Lodge in the south-west part of Bravil.
*****Quest: Ahdarjis's Heirloom*****
The first quest S'krivva gives you is to return an heirloom to a Khajiit kitty
in Leyawiin. Ahdarji was the mate of a former fence with the guild, and she
had a ring stolen from her by a freelance thief. Start running south to
Leyawiin, or bring up your map and click Leyawiin to go there.
When you get to town, your quest markers should be pointing to the local
beggars, unless Ahdarji's Heirloom isn't your active quest. Talk to a beggar
and they'll inform you where Ahdarji goes throughout the day. I found her in
her own house, which is just west of the castle, at 8AM. When you ask her
about her ring, she is rather...upset to say the least. She tells you an
Argonian named Amusei has taken the ring (You may remember him from your guild
initiation quest). She wants the ring back, as well as the death of Amusei. As
per guild rules, you must remember not to kill him though! When you are done
with Ahdarji, go grab another beggar to inquire the whereabouts of Amusei.
After speaking to a beggar, they will inform you that Amusei tried to swindle
the Countess of Leyawiin and is currently in the castle dungeon. Busted! The
beggar will also let you in on a little info that the jailor can be bribed to
get access to the dungeon. Make sure you have at least 20g, then head to the
over to the castle. Once inside the castle, head forward until you see the
first hallway on your left, it will lead to the dungeon. Head down and you'll
see a guard sitting. Speak to him and ask about Amusei. He'll inform you the
Countess doesn't allow people to speak to Argonian prisoners. Tell him you
have 20g and the jailor suddenly has a change of heart. He opens the dungeon
up to you.
Talk to Amusei and he tells you what happened after the Thieves Guild trials.
He won't talk about the ring unless you decide to help him get out of his cell,
so go ahead and hand him a lockpick. Don't worry about following Ahdarji's
orders, you don't have to beat him up and you probably won't want to soon.
He'll say he returned home to Leyawiin where he stole Ahdarji's ring...but no
fence would take it. He realized from the inscription on the inside that the
ring really belonged to the Countess herself! That dirty Khajiit Ahdarji lied.
Anyway, give him the lockpick and leave him to his own devices. If you speak
to the guard again, you can ask him about the "Recovered Caro family ring."
He'll mention that the Countess is happy to have it back and rarely takes it
off. He'll also mention you can talk to Hlidara if you want more info about
it. This will spawn a new topic you can ask him about, "Finding Alessia Caro."
He'll say she spends her mornings in the town Chapel, evenings hosting dinner
in the castle at 8PM, and she goes to bed in the evenings. He also says she
spends the Ides of each month traveling to Chorrol, so I wouldn't bother
looking for her in town during that time. I think the guard said the Ides fall
on the 15-17 of each month.
If you talk to the Countess's lady in waiting, Hlidara, she'll add a little
more info for you. She'll say the Countess only removes the ring when she goes
to bed and during bath time, so if you want to grab the ring then you'll want
to check the jewelry box in her bedroom. I've tried to see if you can
pickpocket the Countess herself to get the ring, but it doesn't seem to be
possible. Do you think even the greatest thief could slide a ring off your
finger without you knowing? Anyway, so we know she keeps the ring in her
jewelry box when she isn't wearing it, so thats when we need to recover it.
While you can't take the ring off the Countess herself, you can help yourself
to the jewelry box key she has on her, as well as any other castle keys you
desire, although you DON'T need it, so if you're having a tough time
snatching it off her, don't worry.
Theres a couple different ways to get to the Countess's bedroom, and you'll
definitly need to Sneak to get there. The way I prefer is to use the castle's
secret room to get to the Lord's Manor Private Quarters (LMPQ). To do this,
head to the castle basement, which is located to the right of the thrones.
You'll come to a room with lots of boxes and junk. Under one of the torch's
you'll find an open barrel that contains a secret switch. Hit the switch, and
a hidden door will open. Head through the hallway and you'll come to another
area with some...strange things. Continue on, and you'll find a door to the
LMPQ. Now, the Countess goes to bed around 11PM, so you don't want to be
snooping around before then, and you can't use the wait function while
trespassing in the castle, so you may have to actually wait normally for this
to happen (which can take awhile). Better yet, when you're ready to steal the
ring, head outside the castle and wait till 9 or 10PM, then enter the castle
again and head to the basement. To my knowledge the guards won't bother you if
you're in the throne room after hours, and they won't know if you go into the
basement or secret room unless you do something stupid like swipe an item in
front of them or slap them around.
At this point, make a clean save just in case. The next part can get nasty,
and theres a small bug when you go for the ring, so use this as a fallback.
When you get into the LMPQ, head up several flights of stairs till you get to
a little room with some chairs and a table. At approx. 11:12PM I noticed the
Count begin to head to bed, accompanied by a guard. At nearly 12:00AM the
Countess followed suit, followed by Hlidara. The guard will leave, and
Hlidara go to bed in a nearby room, so don't worry about her...unless you're
being loud and not sneaking. Don't head to the Count's chambers just yet, you
have to be on the watch for a patroling guard. I noticed one came by shortly
at 12:25AM, and he goes around reguarly, about once an hour in game (a few
minutes in real time). The Count and Countess's room is to your left up a
flight of stairs. Once the guard passes by to your right, begin sneaking in
that direction. The Countess doesn't actually lay down to sleep until nearly
1AM, so if the door isn't already open don't try opening it before then. Make
sure your boots are off if you aren't a Journeyman in Sneak, then proceed to
tip-toe to the right side of the bed. The jewelry box is on the table, if you
stole the key off the Countess, use it to open the box, otherwise you'll have
to pick the lock. Whatever you do, if you open the jewelry box and find two
rings DO NOT TAKE BOTH! Theres a bug here that will keep you from turning the
ring in to Ahdarji. Grab the ring, and make your way back to the bedroom door.
Careful though, the patroling guard may be making his rounds again. Another
thing, be sure you aren't taking too much time grabbing the ring, the first
time I did the quest I started it too late, and around 6AM the Count began to
wake up! Make sure you're sneaking to the room, while you're in the room,
and on your way back. Guards or Hlidara may hear your footsteps and come
running...and if they find you you're in bid trouble.
Make sure the patroling guard is on his way back, and when hes out of sight
head back to your little room with the chairs. Close the door behind you,
breath again, and head to the secret room. You should be able to head back to
the throne room without sneaking now, and the guards shouldn't care. Head out
the castle gate and head to wherever Ahdarji may be. Give the dirty Khajiit
the ring, then head back to S'krivva in Bravil. S'krivva will give you some
gold and promote you again to Prowler, nice. If you've fenced at least 300g
to Ongar or Dar Jee you can accept your next quest, otherwise you know what you
need to do.
After you've fenced 300g total, S'krivva will give you another quest. It looks
like Lex is up to his old tricks again, hes invaded the Waterfront district in
the Imperial City and vows not to leave until he gets the Gray Fox. The Fox is
kind to the poor, so they won't give him up, but they won't be able to hold out
forever. Your job is to find Methredhel in the Imperial City and devise a plan
to get Lex out of there.
Head to the Imperial City by any means you wish, and look for beggars again.
One will tell you that Methredhel escaped the Waterfront and is currently
hiding in the Talos Plaza of the city in the house of Dynari Amnis. Head there
now, Dynari's house is located a little north of the Plaza's center. The plan
Methredhel has drawn up requires you to steal Hrormir's staff from the Arch
Mage's room in the Arcane University. You will be one of four thieves stealing
precious items from around the city, the idea is if you piss off enough people,
Lex will have to withdraw his troops to police the city once more. Methredhel
says the Archmage sleeps between 1 and 7AM, so check your map and head over to
the Arcane University located in the south-eastern part of the city.
Wait till about 1AM, make sure you save before heading forward into the
Arch Mage's lobby. The mage downstairs should leave, but another will take
the portal to the second floor. Head to the second floor, the mage shouldn't
care that you're there right now. Initially the mage didn't give me any
problems, but after I came back downstairs from the 3rd floor he decided he
wanted me out right away. Anyway, sneak up to the Arch Mage's room on the
3rd floor by clicking on the other portal. The Arch Mage should be sleeping,
the staff is at the foot of his bed. Sneak over and grab it, but remember the
larger and heavier the item, the greater chance you'll alert someone to their
presence. Now you have to leave the Gray Fox's note in the Arch Mage's desk.
Head over to the left side of the bed slowly and click on the dresser. The
quest should be done now, all you have to do is sneak out. Head back to the
portal to get to the 2nd floor. If the mage gives you guff, just head straight
to the portal to the 1st floor. Head outside and back to Methredhel to show
her the staff (Don't sell it, heh heh).
Methredhel will tell you the other three thieves have already pilfered their
items, so now the plan is in motion. She'll ask you to head to the Waterfront
and wait for a messenger to approach Lex and call off the lockdown. So head
to the Waterfront and find Lex where he was during the Elven Maiden mission.
Don't worry about sneaking or anything, just go right up to Lex and a little
cutscene will ensue. A Dremora will approach Lex, tell him to leave, and it
will hand Lex a note. Lex will then call off the search, but before he leaves
he'll drop the note. Pick the note up, read it, then head back to Methredhel.
It looks like everything is peachy-keen now, but you have one last task to take
care of before you can get paid and move on to other quests. As a sign of good
faith, the Thieves Guild is going to give the staff back, but you DON'T put it
back where you found it...they'd kill you. Instead Methredhel wants you to put
the staff in the Safebox of the former Arcane Researcher, Ontus Vanin, whose
house is also located in the Talos Plaza. Head there now, and if the door is
located you'll have to pick it. Be sure there aren't any guards watching, and
make sure you're sneaking anyway when you do open the door (A guard spotted me
just before I came in, and after I planted the staff he was waiting for me
downstairs). Head up the stairs to your left, still sneaking as always, and
you'll probably find Ontus sleeping. Stealth over to the right side of the
room and click on his Lockbox to plant the staff. When you're done, sneak out
the way you came in and head to Bravil to check in with S'krivva and get your
When you talk to S'krivva she'll thank you on a job well done, and give you the
300g you were promised. She also promotes you to Cat Burgler, go you. Better
yet, she gives you access to a new fence, Luciana Galena who is located right
there in Bravil. You can find Luciana in the Lonely Suitor Lodge where
S'krivva often is, but you can also pick the lock on her house and visit her
even when shes sleeping (She doesn't seem to care when I invade anyway). I
prefer Luciana to any of the other fences, even though she doesn't have the
most gold. Bravil isn't a bad little town, it isn't exactly gorgeous since its
located in a swamp, but Luciana isn't as stiff a negotiator as the final two
fences you find, and Bravil is already located pretty close to the Imperial
City. On top of that, if you buy the shack in Bravil, your house will be
located right underneath Luciana's house, and will be very near the Lonely
Suitor Lodge as well (So if you want to drop off excess gear, it'll be close
*****Quest: Lost Histories*****
Your next target amount to fence is 400g. Once this is done, speak to S'krivva
in Bravil and she'll give you a new quest. The guild is in need of a book
called the Lost Histories of Tamriel. A cat burgler named Theranis was sent
to Skingrad to obtain this book from a wizard, but he hasn't been heard of
since. Your job is to head to Skingrad, recover the book, and if Theranis is
alive bring him back. Either way you get paid.
Head to Skingrad, which is south-west of the Imperial City. Begin asking your
beggar friends for information about Theranis. One will mention that Theranis
was in the bar, bragging that he had stolen something from the castle, when
Captain Dion overheard him...you can guess the rest. So, we have to begin
looking for Theranis in the castle dungeon, but it won't be as easy as paying
off the guard like last time, we have to get a little creative. Ask a guard in
town about "Work in the Castle" and one will mention that the butler is looking
for someone to do a job, sounds like a good start. The butler is an Orc by the
name of Shum Gro-Yarug. The guard will give you a list of places Shum visits,
but he doesn't leave the castle much so chances are you'll find him there.
Head out the east gate of the town, then up the path to the castle. Head into
the castle courtyard, then straight ahead into the Skingrad County Hall. I saw
Shum in there around 4PM, ask him about work in the castle and he'll offer you
the lovely position of feeding the prisoners their slop (affectionately known
as the "slop drudge" to the guards). Say you'll take the position, and Shum
says he'll pay you 2g a week, a loaf of bread, and a thing of mead, what a
ripoff! I never actually went back to him for my pay, so oh well. Anyway, as
slop drudge you now have access to many parts of the castle without being
bothered too much. Head back to the courtyard for now, and to the left you
should see some stairs. Head up those, and at the top of the stairs you should
see a doorway to the dungeon to your right. Head through that door, then make
your way down the hallway and stairs till you find a guard sitting in a chair.
Tell him you're the new slop drudge, and he'll open the door for you (Don't
worry if you don't actually have the prisoner's slop on you).
In the cell area, talk to Larthiar the Laggard. He'll ask if you're there to
rescue him, I usually say no, but you can probably say yes if you like. After
he responds, you can then ask him about Theranis. He'll say Theranis used to
be there in a cell with an Argonian, but the "Pale Lady" took him 3 days ago.
If you ask him about the Pale Lady, he'll say she comes for prisoners now and
then, sometimes the prisoners return, sometimes they don't..but those that are
taken 3 times never return...and it was Theranis's third time. If you ask him
where the Pale Lady takes them, he says he doesn't know...but he does point out
that she took the Argonian less than an hour ago, and he put up quite a
struggle. Not only that, but he bled all over the place...does that sound like
a good way to find Theranis to you? If you look near one of the cells you'll
notice the blood on the ground, follow it to a dead end. To your right is a
candlestick on the wall that opens a secret door. Hit that, head through the
door. You'll find a small table to your left before the next door, upon it are
three lockpicks, so help yourself. When you're done, take the door to the Wine
Continue to follow the trial of blood. If its night time, you'll have to start
sneaking because Shum lives down in the Wine Cellar and your footsteps may wake
him as you pass by his room. Follow the trail of blood to a room with 3 large
wine storage barrels. If you continue to follow the blood to the right side,
you'll notice another candlestick, this one with blood upon it. Hit it to open
another secret door, this one is actually inside the large center barrel in the
room, which was kinda neat. Now comes the tricky part! The pale lady is there
waiting for you, and it just so happens that shes a vampire. Shes not a very
tough one, but more than likely you still won't finish her off without getting
the hemophilia disease. If you don't want to become a vampire yet, fear not.
You have a few days until you become a full fledged vampire, and I believe you
have to rest in a bed before that happens. Check out the Misc section on how
to get rid of the disease.
Once the vampire is dead, loot her body to pick up a few items, including the
secret cell key. You'll notice Theranis's dead body to the left, but the book
you're looking for isn't on him. If you look to the right you'll find our good
buddy, Amusei, again. Talk to him, and he'll say Theranis never mentioned a
book, but he did have a message for the Thieves Guild. He also told Amusei of
the location of a treasure, theres a good chance he was talking about the book.
The problem is Amusei won't tell us anything until we get him out of the
castle...sounds like fun. Since Amusei has decided to join the Thieves Guild
and all, you should probably help him out, and we need his information anyway.
Begin stealthing again if you aren't already, and make your way out of the
secret room. Instead of heading back the way you came, you'll have to take a
different route (You probably won't get past the jailor near the dungeon).
Instead of heading left past Shum's room, head to the right and to the castle's
Dining Hall. You'll notice an open doorway to right right once you head up the
steps in the Dining Hall. Be careful, as a guard sometimes walks down the
hallway outside that door. You'll want to head left out of that doorway, and
head to the Castle Skingrad County Hall again. Go through the door, and you'll
find yourself upstairs and out of sight (Hopefully). Sneak straight ahead and
you'll see a locked doorway to the courtyard. If you grabbed the castle key
off the vampire, you should be able to use that to unlock the door, otherwise
you'll have to pick it. Now comes another potentially tricky part. You have
to exit the courtyard and head down the long walkway to the castle...when there
are no guards out front. My best advice is to make a new save when you get to
the courtyard, and then just run down the stairs to the front gate and check it
out. If theres guards there, reload from the save. I've been able to lead
Amusei through the courtyard and down the front castle walkway at 7PM and in
the morning around 8AM I think, but the guards may be randomly patroling so
you'll have to see for yourself. You can actually wait in the courtyard
several hours just outside the door you just came from (Upstairs, from the
County Hall) if you need to wait for the guards to leave outside.
Eventually you'll lead Amusei down the stone walkway, and down the path towards
the town. He'll thank you for saving him once again, then he'll tell you where
Theranis said the treasure was. He says to check behind Nerastarel's house,
under a bush (Its also by a well). Part ways with Amusei, and go check out the
bush. You should find the book there, pick it up and head back to S'krivva in
Bravil. She'll reward you for returning the book, give you a reward and thats
about it. No new fence or rank, after all that work stealthing through a
castle and fighting a vampire! Before you can get a new quest from her, you'll
have to have at least 500g fenced from Ongar, Dar Jee, or Luciana.
*****Quest: Taking Care of Lex*****
This quest involves a lot of running around and sneaking, but its also pretty
fun...and we finally get to take care of Lex once and for all! No, we don't
plant a knife into his skull, we get to reassign him. As it turns out, Lady
Umbranox of Anvil Castle is looking for a new Guard Captain. A letter of
recommendation has been sent by the Imperial Watch in the Imperial City, but
the Gray Fox wants to make sure Lex gets the job. Anvil is far away, so Lex
won't be able to cause havoc in the guild anymore. Whats more, the Gray Fox
has extended his protection to the Umbranox family, especially to Lady Umbranox
herself. Lex would make a good protector because of his undying dedication and
To get Lex the recommendation, we're going to forge the original letter sent by
the Imperial Watch. The letter is already in Anvil, but its currently being
held by Lady Umbranox's steward, Dairihill. For whatever reason, Dairihill is
telling the Lady that the letter hasn't shown up yet. We'll use this to our
advantage to grab the letter, so find Anvil on your map and get there by any
means you wish. Make sure you have at least 500g with you, or a means of
getting said cash before you get there.
When you get to Anvil, search out one of our beggar friends and ask about
Dairihill's office. The beggar will tell you that he doesn't really have any
directions within the castle itself, but he will tell you for free that there
are many secret places and people within. You're to look for the smith inside
(Yes, there is a smith in town, but hes not the same one). Head south to the
gate, follow the walkway and enter the Anvil Castle Courtyard. From here, look
for the door into Anvil Castle and go inside. To your right you'll see a hall
that leads to the Smithy, thats your next destination. If Orrin is in, have a
chat with him. He'll immediately recognize you as the cat burgler sent for the
letter, and tells you to follow him (That was easy, eh? It sure is good to
have connections). He'll take you to a room with a hidden door, and he'll show
you how to open it. Follow the hidden path to the Private Quarters, pick the
lock and go inside. Start sneaking immediately now, you're still in a secret
area, but the guards will be able to hear your footsteps. You'll come to a
dead-end, with another moveable pillar to open a secret door. While still
sneaking, hit that pillar and the wall will drop down. Careful now, as a guard
is usually stationed just to your right. Head to the left and you'll be right
there in front of Dairihill's office. Pick the lock on the door and head in.
Go straight to her desk, pick that lock and you'll find the list of canidates.
One part done, now we have to go find a forger. Sneak back through the secret
passage to the Smithy, and make your way back to the town there.
When you get back to town, look for your friendly neighborhood beggar. When
you ask about a Master Forger, they'll let you know theres one in town that
goes by the name "The Stranger." They'll mention he lives near the Chapel, in
the Abandoned House, but occasionally hes running errands in the morning. Look
for your quest marker and seek the forger. Ask him about a forged letter, and
he says it can be done. It will take 24 hours though, and 500g. We have to do
this, so go ahead and accept. He'll take the list of canidates from you, but
will accept the payment once the job is finished. If you want, go outside his
shack and wait for 24 hours, then go back in. He may not be there, I've seen
him coming back from the castle the next day, or one time he wasn't even done
after 24 hours. Nevertheless, keep waiting some more, and eventually the copy
will be finished. Pay him the 500g, and get ready to depart for the Imperial
City. Our next task is to get the letter sealed by the Imperial Watch.
Once you return to the Imperial City, head to the Imperial Prison in the
north-western part of city. To your left you'll see two doors that lead to
the Offices of the Imperial Legion. Make sure you save now, this may get
a bit hairy with the guards inside. One door will probably have a very tough
lock on it, the other door's lock will be very easy. The first time I tried to
get inside I chose the very hard door to the right, and walked right into the
Captain himself, Adamus Phillida. That was bad, I had to reload...but this is
the room we're looking for. On my next attempt I stealthed over to the easy
lock, picked it, and found myself in a lobby. From there I went up the stairs
to the left, and right into the Imperial Guard sleeping area. It sounds bad,
but if you sneak through you'll be ok, as long as all the guards inside are
asleep. Once you get to the other side, you'll find a door back to the
Imperial Legion Offices. You'll now be in the room that was on the other side
of the very hard lock outside (The right door). If Adamus Phillida is at his
desk, you can stay stealthed at the top of steps and keep an eye on his shiny
shoulder. When you see him leave the room, nows your chance to hit the desk.
Stealth down the steps, and in the far left corner of the desk you'll see the
seal. Hit it to seal your new list of recommendations, and stealth out the
door to your right. If you have time you can pick the hard lock on the chest
near the desk, if you've gained a few levels in the game you may find some
decent gear in there, I found a nice set of armor. If you head back to the
Imperial Prison gate you came from, you can also find the building the Guards
use to store their weapons and armor. If you stealth in there you can pick up
all sorts of heavy armor and weapons with the five finger discount =)
In any case, we now have our new list of recommended Captains for Lady
Umbranox, now we just need to deliver the letter personally. Head back to
Anvil and head to the castle, or wherever your quest arrow points you. Hand
the letter to Lady Umbranox, and she'll look it over. It appears her steward,
Dairihill, was holding onto the letter so she could convince her Lady to hire
her cousin for the position. Plan thwarted, Lady Umbranox decides to hire Lex
as per your new recommendations, and gives you Transfer Letters to give to Lex.
How sweet will that be, seeing the reaction on Lex's face when he realizes his
games are over?
Head all the way back to the Imperial City and look for Lex. He may be
wandering all over the city, so use your quest marker to find his location.
Both times I've done the quest hes ended up wandering the Waterfront district,
a fitting place for him to receive the news. Obviously hes shocked and
outraged, realizing the Gray Fox had something to do with this, and after all
these years hes finally won. He'll eventually leave for Castle Anvil, good
job, the Thieves Guild is safe from his hatred now. Head back to S'krivva in
Bravil. She'll give you 500g for the cost of forging the letter, and another
500g for completing your objective. She'll also promote you to Shadowfoot and
give you access to our good friend Orrin, our Smith contact in Anvil, as a new
fence. Hes a bit stingy it seems though, as S'krivva puts it "Hes a tough
negotiator, but he has more gold than the others." Anvil is also a bit out of
the way, so I don't usually bother with Orrin, I tend to stick to Luciana.
At this point, you've finished all the quests for S'krivva and Armand. They're
the only Doyens in the guild, so you can guess what happens next...you get to
finally meet the Gray Fox! The Gray Fox is always on the move though, so you
won't always find him in the same spot. Before he'll come and inform you of
his whereabouts you'll also have to have a total of 600g fenced to Ongar, Dar
Jee, Luciana, or Orrin. When you've done that, the quickest way to get
contacted by a messenger of the Gray Fox is to wait in the Imperial City. When
you're ready, head there and eventually Methredhel will come find you.
The Gray Fox's Quests
Alright, you've completed all of Armand's and S'krivva quests, and you've
fenced 600g or more. Waiting around in the Imperial City, eventually
Methredhel will approach you. She'll inform you the Gray Fox has requested
your presence, and to find him in Bruma (Where Ongar lives) in the house of
Helvius Cecia. Head to Bruma, and find Helvius's house south-east of the
Chapel. Inside you'll find the man himself, ready to offer you a quest.
I'll tell you now that the rest of the Thieves Guild quests are more like
dungeon crawls than looting and pillaging, so if you're combat skills are low
you may be in for a hurtin'. Thats not to say you can't avoid a few battles,
but you're going to have to fight a few tough ones, so you might as well make
sure you have some good gear, you're decently proficient in a weapon, and
you're skilled in whatever armor you chose. I also suggest that in your
weapon arsenal you have at least one silver weapon at all times from now on,
or something equivalent to bring down ghosts and vampires. If you have a good
affinity for destruction magic, that should work too.
*****Quest: Turning a Blind Eye*****
The Gray Fox needs you to head to the Temple of the Ancestor Moths (Its not on
your map yet, unless you've been exploring). He'll tell you its north of the
town of Cheydinhal. Located there is an item known as the Savilla's Stone, he
wants you to retrieve it for him. This temple is a place where Blind Moth
Priests retire to, but know that not all of them are blind. The Gray Fox also
mentions you cannot kill any of the monks, but if theres a guard at Savilla's
Stone you may slay it/him/her without incurring a blood price. When you're
ready, leave Bruma and head to Cheydinhal to begin your trek.
In the beginning there doesn't seem to be any path leading north to the temple,
so I just did some running, following the quest marker north. You'll have to
climb a lot of hills on the way there, you'll pass a Lord's Estate on the way,
and eventually you may see a path that will take you to the temple. If your
Speechcraft and Personality skills are low, you may not get much out of the
monks. The second time I came to the temple, I raised my rep with a monk
named Holger and he led me to where the stone is being kept. He even unlocked
two doors for me, heh heh. Ig you can't presuade a monk to help you, no prob.
Just head up the hill to the Ancestor Moth Crypt and head on in. Not much to
see in here, continue on to the Temple of the Moth Halls. If the monk opened
the doors for you, hes gone now. Things begin to get hairy in here, you'll
have to sneak through these catacombs to get to the Stone. There are a few
guards around, so make sure to remove your boots if you're not Journeyman in
Sneak (Hopefully you are by now), and if you hear any voices make sure you
decrease your Sneak speed to a walk. There may be Moth Priests praying, keep
your distance and head to the left. You'll open a few wooden doors, continue
down the catacomb. Always be mindful of any voices you hear, if they hear
footsteps they may begin looking around. Try to avoid the large rooms in the
Catacombs, they usually have people inside. Just head toward the red marker on
your map (Make sure this quest is active). Be careful, because near the end
theres a rat in the hallway that you need to avoid, fighting may alert the
guards. Eventually you'll find a door to the Catacombs of the Temple of the
Moth. If theres no one behind you, make a new save, pick the lock on the
door, and head in.
This section can be tricky, its smaller than the last section, but theres also
a few patrolling Blind Monks, at least during the daytime I know theres a few.
The other crummy part is to continue forward, you have to sneak through the
sleeping area of some Blind Moth Priests. Theres two ways into the room, if
a theres a guard patrolling in there when you open the door, you may be in
trouble. In that case, wait a bit so the guard can leave, then try to enter
again. Follow your quest marker to the left if you entered the door nearest
to the Temple of the Moth Halls. You'll come to a door that says Caverns of
the Temple Moth. Forge ahead by picking the lock on the door.
This next area is filled with some traps and nasty little things to keep
intruders out. Always watch your feet for any trip wires that may be around,
if you don't you may find a giant spiked ball lodged in your skull. Theres
also a room with spikes covering the ground, but if you're a precise jumper
you can make your way through. Theres other traps too, trip wires that
release rolling logs at you, theres cracks in the floor that release
harmful gases, and a skeleton and ghost waiting for you at the end of the
area (Hope you brought a silver weapon or equivalent for the ghost!). Finally
you'll come to a locked door that leads to the Shrine of the Moth.
Finally, the last room! You'll come to a hallway leading to a large, square
room. In the center area is the Savilla Stone, along with a Blind Monk Priest
standing at it. You know what the Gray Fox said about no blood price on the
guardian of the stone? Its time to make use of that, or if you have some
really good sneak skills I have been able to just grab the stone to the right
and take off. Then again, we never get to take anyone out as thieves, why not
take advantage of this? If you do fight the priest, I'll tell you now hes no
pushover, if you do have a high Sneak skill, hit him with a Sneak attack to
improve your chances of winning the battle. Another word of warning, the large
red stone in the middle of the room will also give off some sort of damaging
burst, so if you want to fight the Prelate hit him once, then move far away
from the stone to avoid taking extra damage. Your reward for finishing the
Prelate will be an Akaviri Dai-Katana, which has some decent damage.
When you're finished and you have the stone you can head to the left of the
stone and find a room with a ghost and some mild treasure. You don't have to
go here though, when you're ready to leave the catacombs just take the short
cut. To the right of the stone you'll find a pathway to a chest and a set of
steps going up. Inside the chest is a letter actually regarding the Gray
Cowl worn by the Gray Fox. I don't believe its required you take this letter,
but you can ask the Grey Fox about it later. When you're finished with the
catacombs, head up the steps and you'll be outside the Temple well. Make your
way back to Bruma to give the Gray Fox Savilla's Stone. Capital! You've
retrieved the stone for him, he'll reward you and mention something about using
the stone to pierce the Imperial's defenses. He'll then say its time to depart
Helvius's house, and the Gray Fox will contact you again in time. These means
we have to fence a total of 700g this time, and wait for a messenger like
before. For the next quest, I suggest once again that you have some decent
battle skills under your belt, and a weapon with the capability of bringing
down magical creatures. If you haven't already, bring your fenced items amount
up to 700g as requested, and wait for the Gray Fox's messenger in the Imperial
*****Quest: The Arrow of Extrication*****
*UPDATE* I've gotten tons of e-mails about this section. Please note there
is more than one way to complete the quest. If you're part of the Mages
Guild (Accepted into the Arcane University) you can go right up to the chest
and take the Arrow without attacking Fathis. You're better off not
attacking him anyway, because doing so will probably get you suspended from
the Guild. Keep this in mind when you do the quest, Fathis shouldn't bother
you if you've been accepted to the Arcane University. Thats the ideal way
for a Mages Guild member to do this quest, if you're not that far yet you
can use an Invisibility spell or scroll to possibly grab it. Thanks to
Demon_Talade for first providing info about this, and to Evelyn S. for
providing more input.
When you've fenced your 700g or more, and you're ready for your next task, sit
in the Imperial City for awhile. You'll be contacted by our good buddy,
Amusei. Looks like he joined the guild after all, and is trusted enough to run
errands for the Gray Fox. In any event, he'll let you know the Gray Fox is
expecting you in Chorrol, in the house of Malintus Ancrus. Head to Chorrol
now, you can find Malintus's house in the south-western part of town. The Gray
Fox will tell you he used Savilla's Stone and has found something else he'll
need for the plan hes devising. You have to locate and retrieve the Arrow of
Extrication. He says the Arrow was recently acquired by the Bravil wizard by
the name of Fathis Aren. The Gray Fox also mentions that there will be no
blood price on Fathis if you choose to kill him, but only if the deed is done
outside the castle walls. The reward for retrieving the arrow will be 500g.
Head to Bravil, and look for your friendly neighborhood beggar. The beggar
may tell you that Fathis has a tower just outside the city walls, which is
where he keeps he prized possessions. You can check Fathis's room in the
castle, but you won't find the arrow there (Although there are a few nice
things to pilfer). Fathis is the only one that can open the door to his tower,
so as it turns out you'll have to head to his room anyway. To find his room,
head to the throne room in Bavil's castle, and up to the second floor. Find
the door to the Lord's Manor North Wing and pick the lock. Once inside, watch
for guards and sneak your way to the first door on your left, this one belongs
to Fathis. I don't think hes ever here though, so shut the door behind you
and loot the place. Of course the staff won't be here, Fathis keeps it in his
tower with his other goodies. I came back to Fathis's room every two hours
for an entire day, but he was never there, so the guy clearly doesn't sleep
at all unless he returns there on certain days only. Anyway, since the tower
door is locked, that means to get to the arrow we'll have to take the secret
entrance. If you talked to the Count of Bravil, he actually mentions it in
conversation when you ask about Fathis. If you look near the back of
Fathis's room, you'll notice another special moveable pillar you can hit to
open a door to the Bravil Wizard's Grotto. Be ready, however, as soon as
you enter the Grotto you may come face to face with a Dremora. There will
be more than one tough battle down here, so be prepared. With any luck the
Dremora may drop a nice Dremora weapon.
If you look at your map of the area, and scroll waaaay to the right you'll
see the quest marker you need to get to. Theres a lot of twists and turns in
the Grotto, but eventually they'll all lead to that location. The gate to
your left doesn't lead to anywhere in particular, nor any great treasure, its
mostly just a lot of twisting tunnels and a few little rats. The gate right
in front of you (Coming from the castle) is where you want to go. There are
several nasty badies down here though, including some scamps, a Conjurer
(And anything she'll probably summon), as well as more Dremora. Be ready
for some fights, and be mindful that there may be another enemy around the
corner, so be careful where you fight. You'll know you're going the right
direction when you have been running through some knee high water and you
come to a section where you can dive down further. Theres some slaughter
fish here, so you may want to take them out before going further. To
continue on, you must dive down into the water and find a small submerged
cave. The cave it about 15 yards or so down, you can spot it easier if you
look for a pile of bones in front of it. Check your map to find exactly
where the cave is located, it will be the pathway heading to the north.
Swim through the cave quickly, and you'll arrive on the other side. If
you found a door earlier that was locked, but required a key, you'll now
be on the other side of that. I never found the key, but if anyone happens
to come across it, please let me know. Continue through the grotto, you'll
probably have to kill another Dremora and a Scamp, just follow the quest
arrow till you finally come to a door leading to Bravil Wizard's Lair.
This next section can be really difficult, or just difficult. One time I
went here I encountered tons of tough monsters in pairs, other times I'd go
into the same room and there would be one lone Conjurer there (Which was easy
enough to sneak up on and do a Sneak Attack for 6x damage). It may be related
to the time of day, I'm not sure. Anyway, make your way through this area,
nothing too special, just some fights you'll have to deal with. There is a
Flame Atronach halfway through the area, which can be a difficult fight,
especially if you're running the game with max detail on your graphics, he
can lag your computer during fights on occasion =( If that does happen,
you're better off turning your settings down a bit so you complete the fight
without a lot of lag. If you just can't seem to bring the Flame Atronach
down, do your best to Stealth around him to the right. The last room always
seems to have two enemies in it when I get there. Once there were two
conjurers, another time a conjurer and a scamp. I don't have any good
strategies for you, other than attempting to sneak some more around both of
them. If that doesn't work, buff yourself if you can, pray to the Nine, and
try to Sneak attack any Conjurers first. When you're done clearing the room
or sneaking out, you'll find the door to Fathis's Tower finally.
I would hit your Sneak ability immediately. Theres a chance, if you're good
enough and lucky enough, that you can sneak your way up the tower to the 3rd
floor where Fathis is located. Keep in mind there will be several Scamps,
Conjurers, and/or Flame Atronachs wandering the area. If you watch their
movements and stick to the shadows, you can make it to the 3rd floor. From
there, you'll find Fathis in a small room across from where the stairs are
located. Sneak over there, you'll see the chest you need in front of him on
ground. Theres no way you'll be able to sneak in front of him and pick it,
not without a little help anyway. An Invisible potion, spell, or scroll will
allow you to grab it without alerting Fathis. If you don't have these, and
you're not at least Apprentice with the Mages Guild, you may have to fight,
so prepare to hit him with a Sneak attack and finish him off quick. If
you're tough enough, you may finish him off quick without alerting his
minions. When you're finished, grab the Arrowhead (It seems the arrow has
been broken) and hightail it out of the tower. You may be able to use any
form of Invisibility to loot the chest and take the arrowhead, but I
haven't tried it myself. Any input would be great. Rather than sneaking
up to Fathis, you can fight your way up, but the one time I tried it got
rather...messy to say the least. I'm talking multi-man battles such as
fighting Fathis, a Flame Atronach, and a couple Conjurers and their pets
all at the same time.
Now that you're out of the tower, arrowhead safely in your hand, head back to
Chorrol to check in with the Gray Fox. Hand him the arrowhead and he'll let
you know that his plan (Whatever it is) has reached the next phase. He needs
to leave to have the Arrow of Extrication repaired, but before he goes he'll
give you the 500g promised and promote you to Master Thief, yeah! He also
lets you know that you can contact Fathis Ules in the Imperial City to sell
your stolen goods. While Fathis Ules obviously has the best location among all
5 fences, as well as the largest sum of cash, I still prefer Luciana since
shes not far from the Imperial City and haggling with her isn't as rough.
Theres also another good reason to visit her often, check out the Misc section
and I may describe what that is, heh heh.
You're done here for now, the Gray Fox will take off again and let you know
that he'll contact you again soon. As you can guess, the next mark you need
to hit in your fenced items total is 800g. Once you've done that, wait around
in the Imperial City again for your next mission.
*****Quest: Boots of Springheel Jak*****
Amusei will approach you again if you've done your 800g in fenced items. He
says the Gray Fox requests your presence once more, in the town of Cheydinhal,
within the house of Ganrendel. Pack your bags and head there now, Ganrendel's
house can be found south of the East Gate. Head inside and talk to your Guild
Master. He'll let you know that Savilla's Stone has shown him another item
he'll need before his plan can be enacted. He wants you to acquire the Boots
of Springheel Jak, a famous thief that died 300 years ago. The Gray Fox lets
you know that the only known relative of Jak is a man known as Jakben, Earl of
Imbel. Jakben resides in the Imperial City, so prepare to make your way back
there to question Jakben about his ancestor's old boots. When you get to the
Imperial City, ask a local beggar on Jakben's whereabouts. One will point you
to the Talos City Plaza on the west side, and they say his house is located
near the center of that area. They also mention that Jakben is a real night
owl, only comes out at night.
Head over to Jakben's house, and begin stealthing. You'll have to watch your
back while you pick the lock on the front door, you'll be right out in the
open so it isn't too easy to hide from prying eyes. Once inside, head to the
second floor to look for the Earl. I don't believe you can sneak up on him,
he seems to have some sort of magic item that allows him to detect living
creatures nearby, so just go up to him and speak. He'll quiver and whimper
in your awesome might, and asks that you don't hurt him. Get him to squeal
about the family crypts in the basement, and he should give you a key. When
you're done pestering him, sneak your way to the basement and look for the
entrance to the crypts. You may encounter Jakben's house guest while you go
through his house, be sure to avoid him if you can, he likes to yell for the
When you get to the crypt, prepare for some fights. We have a nice little
infestation of vampires, how lovely. Pull out something pointy or heavy and
prepare for some tough fights. You can try and sneak up behind one for a
Sneak Attack, but I can't guarantee your Sneak is high enough to do it. There
will be 3 or 4 vamps in the Crypt, along with a Timber Wolf for some reason.
Don't go into the room where your green quest arrow is yet, clear out the
other rooms just in case (You might find some good loot too, a Vampire
Patriarch randomly dropped a Bitter Claymore for me that had a disintegrate
property to it, heh heh. He was a tough fight though). If you can, avoid
alerting the others when you begin to fight any of them. More than likely
you'll contract the Hemophilia disease, check out my Misc section on how to
avoid turning into a vampire if you're not ready to do so yet. When you clear
out the crypt and loot the bodies and coffins, head to the back of the crypt
where Springheel Jak's casket lies. There will probably be one more vampire
here, and maybe a second enemy like a skeleton. Fight your guts out, don't
just sneak for the coffin, then heal up when the fight is done. When you're
ready, check out Jak's casket and read his diary for information on his
boots. As it turned out, Jak was originally buried with his boots, but
something happened...I'll let you read it and find out the rest, I spoil
enough as it is. Just be sure you read the diary near the tomb to find out
where the boots are located. After finding out where the boots have gone to,
loot them and make your way back to the Gray Fox in Cheydinhal.
Capital! You've brought the Gray Fox the Boots of Springheel Jak, which
appears to be the last piece in the Gray Fox's plan. He needs some more time
to consult Savilla's Stone, so he'll send for you once more when hes ready.
You know, if you read Jak's diary, you'll notice he once knew a great thief,
but can't seem to remember his name anymore...does that sound like the curse
the Gray Fox has which makes everyone that knows him forget his name and
identity? On top of that, the Gray Fox has been around 300 years or more,
could it be that our Guild Master is a...vampire? We only seem to meet him
indoors, away from the sunlight. Prehaps he favors beggars so much because
they make the easiest cattle for him to feed on. I'm sure you're already
thinking about a lot of this and more. Before you go he hands you 500g, and
you'll get a message saying the last amount you need to fence is 1000g before
you can begin the Gray Fox's master plan. If you haven't already hit that
amount, go sneak through a castle or two and case the place (I don't recommend
Cheydinhal's Castle, I didn't find much loot in the usual spots). When you're
ready, wait for a contact in the Imperial City to receive your final message.
*****Quest: The Ultimate Heist*****
This is it, all of your training and running around has culminated to this
moment. First things first, I'll let you know now that Oblivion 1.0 is very
buggy when it comes to this quest. For some people, certain buttons you need
to press in this quest won't work the first time. I suggest making MANY
saves and frequently. If something goes wrong, you don't want to have to
restart a new character, do you? Make Quick Saves often, and make a new save
anytime you go through a doorway to a new zone. With that in mind, lets begin
the quest =)
Amusei will approach you and mention the Gray Fox is ready for you,
and this time hes actually waiting in the Imperial City. Amusei will tell
you to head over to the Elven Gardens district and look for the Gray Fox in
the house of Othrelo. Othrelo's house is located in the north-eastern part
of the zone. Step inside and you'll find the Gray Fox within. Are you ready
for this? The Gray Fox actually wants to break in to the Imperial Palace and
steal one of the Elder Scrolls! Talk about ambitious. He mentions there is
no monetary reward for this quest, only the glory of completing the greatest
heist of all time, becomming a legendary thief, and receiving an unnamed item
afterwards. The Gray Fox says there is no buyer for the Elder Scroll, but he
does have a personal need for the item.
IF you accept the mission, he'll go into great detail and not so great detail
on what you must do to attain the scroll. He mentions you cannot just saunter
into the Palace and grab the scroll, too dangerous and theres an unbreachable
door there anyway. Instead, using Savilla's Stone hes found out theres a path
below the castle known as the Old Way which will get you around the
unbreachable door and to the library. The Old Way was once an escape tunnel
for Imperial Emperors, but its been long forgotten for centuries (Meaning its
probably infested with nasty things). To get there you'll first have to
travel through the sewers underneath the city. Then, using a key the Gray
Fox pilfered off Octavo himself, you'll make your way through the Old Way.
The Fox gives you the Springheel boots which you may need to reach a fairly
high location, and you'll also need them for a long, long fall. He'll also
give you the repaired Arrow of Extracation which will be used to open the
final door in the Old Way (Make sure to bring a bow with you, I didn't the
first time but happened to find one off a Skeleton Archer). You'll then find
yourself within the Palace where you'll make your way to the library reading
room, and fool the Blind monks there into thinking you're Celia Camoran. The
monks think Celia asked to read the Elder Scroll, but as it turns out she'll
be detained and we'll be there instead, hee hee. At fist you'll have to head
to the castle and you'll need to activate the Glass of Time (I'll point this
out later when you get to that point). It all sounds so EASY, doesn't it?
I'm warning you right now, this is one heck of a dungeon crawl. Bring a
weapon or two (At least one that can take down ghosts), some Smithing hammers,
and a dozen or two lockpicks unless you trust your skill in the mini-game.
When you're ready, lets go take care of that Glass of Time first. You
actually head straight to the Imperial Palace and walk on in to the first
floor, which is the Elder Council Chambers. Make sure the Ultimate Heist is
your Active Quest, and look to see where the quest arrow is sending you. We
need to activate the Glass of Time first before we head down to the sewers
and look for the Old Way. Once inside the Palace, head to your left, don't
worry about sneaking just yet. You'll eventually come to a set of stairs
going down. Once you're out of sight of the guard, hit the sneak and begin
to pick the lock on the door. Once you've picked the lock and you're on the
bottom floor, make sure sneak is still working and the guard from the upper
floor didn't hear you. Keep an eye up ahead, theres a guard that is patrolling
the area. Wait for him to walk off in front of you, then head into the
circular room to your right. Find a place off to the right that is concealed
in the shadows, and wait there. Eventually the guard will pass through the
room and right by you. When hes out of sight, keep heading to the right and
out of the circular room. At the end of the hallway you'll find the Glass of
Time, activate it, then make your way out of the palace the way you came.
Time to head to the sewers. Head to the Imperial City Arboredum and look for
your green quest arrow to find the sewer grate. It'll be very tiny and kind
of hidden next to a tree. Take one good breath of fresh air, then head on
down. Welcome to the South East Tunnel. If you scroll around on your map,
you should be able to find the quest arrow. Just plow your way through these
sewers, working your way toward the arrow. Nothing really special here, there
will be on door where you'll have to activate a lever to open the gate, but
other than that the sewer is only infested with rats and mud crabs, nothing
to be scared about. Eventually you'll come to a door leading to Beneath the
Bloodworks. A little creepy, eh?
Check your map again and locate where the quest arrow is pointing. When you
first enter the area, take the first right gate you encounter. You'll see
some creature on the other side, probably a skele or a vamp. Kill it, then
check the table in this room. You should find a Potion of Cure Disease, grab
it but don't drink it yet! Even if you've been infected with Hemophilia,
there will be many more lovely vampires to come, you might as well save it.
Head north from this room and you'll find yourself on a bridge/catwalk. Jump
down from here and head to the gate on your right. You should find another
catwalk, but don't jump down from this one...yet. Head across to the next
room where you'll find a lever for one of the remote gates. Hit that, then
head back to the catwalk we were just on. Jump off, and you can now proceed
through the northern door. If you jumped or fell off the 2nd catwalk, don't
worry. You can head south and around the corner to get back up to the lever
room, I'm just saving you some time and a potential fight or two. After you
head through the northern door you'll go through a twisting little tunnel.
If you take a look at your map, you'll notice your next target location is
just to your left, but one of those remote gates in the water is blocking the
path. Head north through a swinging gate to find the lever, and probably a
vampire. Slay the creature, then hit the lever in this room to remove the
gate and proceed west to the last room here. You'll open the gate using the
key the Fox stole off Ocato, revealing an entrance to the Palace sewers. We
haven't even reached the Old Way yet!
Head on down into the Palace Sewers. Surprisingly this section is very short,
with only rats to speak of again. Head north-west from your starting position
and just follow the path. Its linear, so you can't really screw up. If you
made sure to hit the Glass of Time in the palace, the door to the Old Way
should be there waiting for you. We still have a long way to go, be patient,
I've done this once already and now a second time as I type this =)
You're not in the first part of the Old Way. Theres a quest arrow on your map,
but theres actually three different doors you can take to get to the next
section. The first time I ran this area I took my first left which lead to
the closest stairs to the Old Way. You can take the door marked at the quest
arrow, and you'll run into a horde of ghosts and skeles early on, but if you
took the first left you'll eventually make up for it later on, so the choice
is yours, pick your poison. I think you'll run into less enemies by taking the
first left path, but its all randomly generated anyway.
Anyway, whichever door you decide to take, you'll find yourself in another
area called The Old Way. Nothing much to say here, its all very linear, so
fight and/or sneak your way through the area till you find a door leading to
the Lost Catacombs. This place is pretty dark, so some nightvision would be
helpful, although not necessary. The undead in this area can be snuck past if
you have some good sneaking skills and stay in the darkness. This area is also
pretty linear, but theres one thing I'd like to point out. You'll eventually
come to a fairly well lit room with several undead in the middle. I don't
particularly enjoy fighting multiple undead if I can avoid it, so inside that
room you'll notice a small pathway that goes off to the right. Take that and
go around the room, you may even be able to stick to the shadows and sneak
past any undead you find down that path. You should be heading in a north-
eastern direction, eventually you'll come to another semi-lit room with a door
that is remotely locked further down.
*UPDATE* Make a fresh save here, trust me on this. Many people have run
into a bug here, and if you do the only way to open the door is to reload
and try again. X-Box users, before you reload you'll want to clear your
system chache as well. Just be patient, this is the only way around the
bug until Beth can fix it. Not everyone will experience the bug, I never
did in 3 runs of this quest. You may encounter a similar bug on other
buttons down here, just use the same strategy.
This is the first place you'll need to use Jak's Springheel Boots.
Go ahead and equip them now, and go ahead and leave them on for the rest of
the quest. You may not have time to put them on when you need them later,
trust me. If you look at the northern end of this room you'll notice a set
of broken stairs. Using the boots, jump up to the ledge where you'll find
a button you need to push. Hit it, then walk across the room to the other
side to hit the other. The door at the eastern end should now be open, head
on through and to the door with the picture of the White Tree on it, which
leads to the Hall of Epochs.
We're getting closer to the Imperial Palace now, stay with me here. You'll
find yourself no longer in the dark catacombs and once again in a stone-tiled
area. You'll be within a fairly symmetric room with a large pillar at the far
end...with two statues on either side that just don't seem to be perfectly
still...hmm. Inspect the pillar and you deduce this is where you must fire
the Arrow of Extracation to open the final door into the palace. You must
have spoken to Miss Cleo, because you also figure that you need to step on a
plate somewhere in the room to get the pillar to rotate 180 degrees, and it
has to be within clear view of the pillar. If you look across the room from
the door you came through, you'll notice two red crystals, this is where you
must fire the arrow. If you head that direction though you'll notice there
are walls on either side preventing you from getting in. You'll need to find
a way to bring those walls down before you can fire the arrow and get inside
the Palace. Check your map, you should see a path upstairs in the southern
end of the large room. Pick the lock on the door and head in. Immediately to
your left you'll see a button, hit that to open a door downstairs in this new
room. Head down the stairs across the hall from this button, and then through
the door you just opened. You'll eventually come to another room called the
Hall of Epochs again. This section area is short, I promise.
Head through this 2nd area called the Hall of Epochs, keep heading north even
though your quest arrow is probably pointing back to the first room called the
Hall of Epochs. This area is very small and completely linear except for one
small room with some treasure chests, so Sneak around if you can and keep going
forward. Eventually you'll come to a dead-end with a button, and two rooms on
either side with coffins within. Grabs whats inside the coffins if you want,
then hit the button at the dead-end. This will remove the walls in the
previous area we were in so we can shoot our Arrow of Extracation at the
*UPDATE* This is a small little tip that you can use to your benefit, but
I think it will take quite a lot of time and may be useless to most of
you. Nevertheless, eventually the statues in the room will come to life.
If you cannot beat them by fighting, and you cannot sneak past them, you
have another alternative. You can push them back toward the other zone
called "Hall of Epochs." If you remember, there is a door leading to that
area that can only be opened with the button on the wall nearby. If you
use the boots of Springheel Jak, jump up to the statues, and push them all
the way to that room and hit the button, you'll basically trap them in
there. Its a long process, I know, but it can be used as a last ditch.
Thanks to compsonheir for the tip. sirbular4885 also suggests you can
use the boots to just push the statues off the back of their pillars,
which can help you Sneak past them.
We're done here, so head back to the other room called the Hall of
Epochs (Why did Bethesda call them both the same thing, I dunno). You'll
probably see a lone zombie or two in the area now that the walls have been
removed. Send them to the afterlife with a few good smacks, then when the
room has been sufficiently cleared, make a clean save at this time! If you
have any Iron Arrows you can equip them at this time to practice the shot
you're going to take, if you have no other arrows you can spare you may have
to make use of your save multiple times. Now, you'll find a little switch you
can step on right between the two red crystals we scoped out earlier. Step on
that switch now, and turn to the east to look at the pillar. You'll notice it
rotate now, showing the keyhole you need to shoot from all the way back here.
What a nice little elaborate security system. Take a few practice shots with
any Iron arrows you may have, when you think you're prepared pull out your
Arrow of Extracation and let it fly. droknar says if you shoot at the hilt
of the statues sword, often times it will go in, this may or may not work for
everyone, depending on height of PC, and Marksman level, so be sure to make a
Save first and use some Iron Arrows. If you hit the mark you'll hear a funny
sound, and the pillar will begin to rise, showing you the path into the
Palace that you've been looking so hard for. Before you head over there, make
sure you pull out your normal weapons...I have a feeling those statues beside
the pillar are going to want to move. Take the statues out, although the
fight won't be easy. I have been able to sneak past the statues though, so
if you can't seem to beat them hopefully your Sneak skill is good. If you
try to take their weapons, you'll find they crumble into dust, bummer. Before
you head through the door under the pillar, be SURE to make a fresh save here,
trust me. Many people have had problems in the next room with guards seeing
you right away, this seems to be a bug of sorts. Just make the save, and
turn on your Sneak. If a guard in that room spots you, you're done for
basically, so just reload and try to wait a few hours and see what happens.
If you take the stone door beneath the pillar, you'll find yourself in the
Imperial Guard Quarters. Make sure you're stealthing from now on, there are no
more battles from this point on, unless you want a price on your head. You'll
be in a room with several sleeping guards, be on your best behavior. Sneak to
either of the two exits in the room, the left or right door, and head on in.
Close the door behind you if you want to be careful. I don't believe theres
a guard patrolling the rest of the floor, so you may be able to get to the
next area easily. In any case, head through the door in front of you and
you'll be in the familiar circular hallways of the Imperial palace. You're
now on the 3rd floor though, which if off-limits to all civilians, especially
you. Head down the hallway to your left, and you'll find a set of stairs
leading up to the Elder Scrolls library, first floor.
*UPDATE* As it were, I totally missed the lever near the Moth Priest on
the 1st floor of the library, which is used to open the remote door. You
can still go straight to the 2nd floor if you wish, but I've updated the
quest info here. Its actually pretty funny, I pickpocked a key right off
the Blind Monk and NEVER saw the lever right beside him =P Thanks to
all of you that pointed this out, SuperAfroBoy was the first one =)
On this floor there is a patrolling guard, so be very careful as you make your
way down the hallway. Stay stealthed always, and hide in the shadows whenever
possible. Your quest arrow will lead to a door halfway down the hallway, you
can enter from here. It will lead to the first floor of the library, and
theres also a gate in there that has to be opened remotely. If you look
left of the gate you'll see a Blind Monk sitting in a chair, the lever to open
the door is to his right, so head around the hall to get to him. There is
another way in, you can always sneak to the 2nd floor if you wish, and then
head through the door in the middle of the hallway to get to the Library
(Which is what I did the first time I did the quest). Anyway, either way you
will get access, be sure to start sneaking. Make a fresh save here if you got
to this point without alerting anyone, if you did alert anyone you're better
off reloading to a previous save. You'll find yourself within the library
itself, with Blind Moth Priests all around. In the middle of the room
you'll see a chair. Sit down there, wait, and don't say a word. Soon a Blind
Moth Priest will come down the stairs and bring you the scroll the Gray Fox
requested. Pick it up, booya, its yours! Now the final tricky part, we gotta
get the heck outta here. When you stand up, you HAVE to turn your sneak back
on. These Priests begin to get very suspicious, and even though they can't
see they can hear well enough. You need to head back up the steps to the 2nd
floor, so take the spiral staircase up to the next floor, be sure to walk if
your Sneak skill isn't high enough.
We're going to take the short cut out of here and bypass the Old Way entirely
(We still have to trek through the sewers though). Once you're back on the
second floor, start heading counter-clockwise again, being careful to watch
for the guard. Make your way to the stairs, which will lead to the Moth
Priest's Quarters. Theres nothing to see here, so continue heading down the
next hallway, counter-clockwise of course, being sure to avoid the patrolling
Moth Priest in the hallway. You'll finally come to the last floor, the
Imperial Battlemage's Chambers. I'll tell you now, I've only been able to
sneak into the Ocato's actual bed chamber without alerting the lady there once,
so when the time comes to enter that room, be mindful where the exit is to the
Old Way and use it! Be sure your Springheel boots are on too. When you're
ready, make your way down this last hallway. Theres a guard here patrolling
as usual, so stick to the shadows and all that. Pick the lock on the door
halfway down the hallway, and be prepared. The lady mage on the other side
may or may not be in the next room waiting. If she isn't there, she may
come in at any moment, so don't get comfy. She has some tough spells too.
Don't pout if you don't get to loot the items on this floor, I've never found
anything of great worth. There is a display case filled with potions, but I
rarely use potions so I didn't bother with it. Eventually head to the next
room by picking the lock on either door (Or just walk/run on through if a
door has already been opened). If the lady mage wasn't in the first room,
she'll most likely be in the second. Sneak if you can to the fireplace to
drop on down and escape, if she spots you just make a run for it.
You'll fall for quite awhile before you'll finally end up at the beginning
of the Old Way, just outside the sewers. You're basically home free now!
All you have to do is retrace your steps through the sewers to get back
outside to the free world. I'll leave that up to you, shouldn't be too
tough since you've already cleared the path (Unless you snuck your way there).
You may have to fight one or two vampires Beneath the Bloodworks, so save
your Cure Disease Potion(s) until you've seen sunlight again. The quest
arrow will actually take you through the Market Sewers instead of the South
East Sewers you took originally. Its probably a little shorter, so just
follow your arrow. When you're finished with the Market Sewers, you'll
find yourself in the basement of the Best Defense in the Market district.
Head up the steps, out the front door, and breath a sigh of relief. Now all
you have to do is head back to the Gray Fox and present him with a fabled
Capital job! The Gray Fox says hes been studying how to decifer the scroll
for seven years, but he'll still need some time to study it further. While
he begins to work on that, he has one final little task for you. I promise
this doesn't involve vampires or anything else nasty. He gives you a ring
and asks that you head to Anvil and speak to Lady Umbernox. He asks that
you only see how she reacts to the ring, and if she asks whom the ring is
from, say its from a stranger.
Make the long trip to Anvil once again, and head to the castle. Hopefully
Lady Umbernox will be waiting in the throne room. If you look to your left
you may notice the Stranger sitting down. Destinatus says if your Sneak
is any good, make a fresh save and check out what the Stranger has. You
may be able to take the Boots of the Olympian, which will have lots of nice
little stats on them. If you can't take the boots without getting caught,
but you really want them, grab the boots and anything else, then hightail it
to Armand or S'krivva to take care of bounties.
Speak to Umbernox about the ring whenever you want, and a scene will ensue.
I won't describe everything that happens, its quite a bit of info though!
I will say its rather interesting. Lets just say Lex might have gotten his
last wish when leaving the Imperial City. Anyway, after the events unfold
and the dust clears, you're the new guildmaster of Thieves Guild, woooooooo!
You'll receive a key to the new Thieves Guild Hall, which is located in the
Garden of Dareloth in the Waterfront district. Theres a nice cozy room for
you in there with lots of souvenirs from your Thieves Guild quests, like the
Stone of Savilla. You can often find Armand at the top of the stairs...for
whatever reason...its not like you have a use for him anymore.
That just about wraps things up for the Thieves Guild. If anyone else has any
information or corrections to contribute, please send me an e-mail using the
address I listed in the contact information. Check out the Misc section if
you're looking for any other related tips, or the FAQ if you're looking for
a quick answer to your question.
*****The Gray Cowl*****
Many people have felt let down by the rewards of becomming Gray Fox in the
Thieves Guild. In all honesty, the Cowl can be a great asset or a waste of
space, it all depends on how you use it. If you notice, when you have the
Cowl on your bounty will start off at 500 (Unless you had a bounty previously
on your character). Using the Cowl, you could wipe out an entire town if you
felt like it, and when a guard tried to approach you, just take the Cowl off
and submit to the guard (Hit the block key, then activate/talk to him) and
he'll let you go.
siryumyum decided to play around with the Cowl more than I did, and submitted
a few more properties:
1. While wearing the Cowl, your infamy is always 100, while your fame is 0.
2. The bounty on the Gray Fox's head is equal to 500 minus any bounty your
PC currently has on his head. For example, if you haven't done any crimes
with the Cowl on yet, and you have 25 bounty on your head currently, the
Gray Fox will have 475 bounty.
3. Because you and the Gray Fox have your seperate identities, if you accept
a quest as the Gray Fox, you cannot turn that quest in as yourself, and
4. If you use the Cowl to help you carry goods inside dungeons (The Cowl will
decrease your encumberance), be sure to learn a Feather spell, or carry a
potion with you. You won't be able to get near towns with the Cowl on, and
normal merchants probably won't sell to you anyway, so bring a potion or
spell for the trip back to town.
*****Avoid Becomming a Vampire*****
You will more than likely run into vampires in your travels through the game,
and you certainly will run into them during the final Thieves Guild quests.
Now, some of you may be into the whole vampire thing with all of the bonuses
it can bestow to your stats, but the first time I fell asleep and became a full
fledged vampire, I wasn't quite ready to go through the steps to get a cure.
If you're in the same boat and want to cure the Hemophilia, you only have a few
options open to you most likely.
First off, I decided to head to a church and see if I could pray to the alter
of a god and get my disease removed. Unfortunatly, if you've done enough Thief
quests, your Infamy will probably be higher than your Fame (Unless you've been
busy doing other quests). This will ultimately piss off the gods, and they
probably won't want to speak with you.
The next option I thought I'd try is learning a Cure Disease spell. As luck
would have it, I hadn't been using my Restoration magic very much, and I didn't
even have enough Magicka to cast one anyway. If you're curious, a Cure Disease
spell requires 50 in Restoration, and around 200 Magicka (Depending on how good
your skill really is). You can find the spell sold in many Chapels, if you're
As it is, it seems there is only one other option to cure the Hemophilia
disease before it becomes full blown Vampirism. You'll have to seek out a
Cure Disease Potion or Scroll. Your best chance to find one of these is to
scope out Mage Guilds throughout the world, or any place that sells Alchemy
supplies. One drink should take care of things Once you find a place that
does sell Cure Disease potions or scrolls, I would suggest buying a few of
each. You're going to run into vampires more than once in this game, and you
might as well be prepared so you don't have to trek back to a shop, or try to
remember where you bought it to begin with.
Many people have told me they run out of lockpicks, and wonder where they can
buy more. First off, if you practice enough with the little lockpick mini-game
you shouldn't have to worry about needing many lockpicks. It doesn't take too
long to get good at it, and after awhile you'll be able to go through whole
dungeons only using a few picks, no reloads. First off, before you pick ANY
lock, be sure to do a Quick Save or make a new one. That way, if you find
yourself screwing up big time and breaking locks like crazy, you can reload
before you go through 1000. Next, you're going to need a little patience.
This doesn't take much, it takes about 30 seconds to pick any lock in this
game, just think of the time and concentration it takes to pick on in real
Anyway, begin on any tumbler you feel like, I personally like to start
from the right and work my way left. Begin tapping the tumbler up, and watch
how fast it moves. Occasionally (Depending on your Security ability) the
tumbler will go up slowly, pause, then fall again. This is when you want to
left-click or hit your button on your controller. Just give it time, it
doesn't take long. The higher your Security score, the more often the tumbler
will rise slowly, even on Very Hard locks! It just takes a little practice,
before you know it looking for lockpicks will be a thing of the past.
If you're still looking for locations of lockpick dealers, you need to look no
farther than your fences. Armand will sell you lockpicks for 5g during your
first Thieves Quest, stock up on some then. After that Ongar should have a few
in Bruma, and I've bought and stolen some off Luciana in Bravil. The next
section will have locations of all the fences.
*****Fence Locations (And a Good Way to Acquire Money)*****
Fences will be your best buddies in the Thieves Guild. Why else did you join
the Guild, if not to sell your stolen goods? The monetary rewards from quests
sure isn't a lot, the only other reward is the Gray Cowl...which would be worth
it. Anyway, as you progress in the Thieves Guild, you will have more fences
available for use. At first, you'll only be able to talk to Ongar. I prefer
Luciana over all the fences, mostly because she has a decent amount of cash to
work with, shes easy to negotiate compared to the final two fences, and I
already had a house in Bravil, which isn't too far from the Imperial City. Not
to mention, if you pick-pocket Luciana, you can get a key to the chest outside
her house...which contains ALL the items she has in her possession to sell...
meaning you can actually sell her a load of goods, loot the chest, get those
items back, and sell them back to her! Its a nice little way to line your
pocket with gold, eh? Heres a list of all the fences, and where you can find
*Ongar: The Trap and Tack in Bruma, and inside his house other times.
*Dar Jee: Likes to pop in the Five Claws Lodge now and then, and wander town
*Luciana Galena: Spends her time mostly in the Lonely Suitor Lodge, and her
house. She also likes to go swimming in the lake on occasion (She won't
sell to you there I think, heh).
*Orrin: Find him in the Smithy of Castle Anvil, his bedroom is there too.
*Fathis Ules: I've gotten a lot of e-mails about this guy. Some people say
he gets bugged once you become the Gray Fox, but I've only been able to
fence from him in two places anytime. Occasionally you can find Fathis in
the Tiber Septim Hotel around 6:00PM, and most days he likes to stop in the
King & Queen Tavern in the Elven Gardens around 12:30PM. After you become
the Gray Fox, he will show up in the Guild Hall, but he won't sell there.
If you find him on the streets, he won't sell. He sometimes spends the
morning in an Orc's house in the Elven Gardens, won't sell there either.
The fact he doesn't sleep in his own house, that he won't sell to you in
the Thieves Guild Hall, and he can get super bugged after an unrelated
side quest are all not good. If you still want to use him, HybridSyndrome
has provided the location of a mod that will fix him at:
Q1) Help! I was on the Final Heist, and the Blind Moth Priests spotted me
before I could get the Elder Scroll. Now I have to return to the Gray Fox
without it, what can I do?
A1) Well, I don't have a good answer for you on this one. As far as I know
you cannot complete the quest without bringing him the Elder Scroll, and
once you leave the castle you cannot get back to the library. Until Beth
decides to patch this (They may not), there are two things you can do. If
you were a good boy or girl, you should have been saving frequently, so you
could just reload from a previous save. If this won't work for you, PC
users can add the scroll to their inventory using the console, then the
Gray Fox should still accept it from you. The command to do this is:
player.additem 00022DB0 "1"
This way you get the Elder Scroll in your inventory, you can escape the
castle early still like your quest says, and you can complete the quest.
Thanks to theringmaster for confirming my hypothesis on this =)
Q2) I'm on the last Heist, and I'm in the room with the two buttons and the
door that is opened remotely. I've hit both buttons, but the door hasn't
opened, whats wrong?
A2) This seems to be a bug, and it happens very, very frequently with
people. I honestly haven't had any trouble with the door myself, I've done
it three times with no problems, so I'm left to believe this is a reoccuring
bug that affects people now and then. My best advice is to save before you
get to that room (Fresh save), and try to hit the buttons. If this doesn't
open the doors, reload and try again. X-Box users, you also want to clear
out your cache memory before you reload, I've heard this can often aid you
in getting the door open. You don't need to hit the buttons in any certain
order, and there isn't a timer on it to my knowledge, so just keep reloading
till you can get it to work. Hopefully Bethesda will take a look at this
and patch it soon.
Q3) I'm done with Armand and S'krivva's quests, and now I'm supposed to be
waiting for the Gray Fox to contact me. I've been waiting in the Imperial City
for weeks now, but no one has come up to me! What am I doing wrong?
A3) I've ran into this problem once before. First off, make SURE you have
fenced the proper amount before you begin waiting. If you aren't up to the
new total yet, go see a fence and sell some more stolen goods. If your
fenced goods total is up to par, then next make sure that your Thieves Guild
quest is in the "Active Quests" section. Go to your "Current Quests" area
and find the quest that says that you've fenced the amount you need, now you
need to wait for a Thieves Guild representative. Click on this quest to
make sure it gets sent to your Active Quests section. Lastly, the location
you wait for a member of the Thieves Guild may be important too. I once
waited in the middle of the Marketplace district in the Imperial City for a
week and didn't get a contact. Then, I fast traveled to another place in
the Imperial City and waited one hour right by the gate, behind the guards.
Amusei was there immediately after, so give that a shot if you're having
trouble. Making sure you don't try to kill Methredhel or Amusei in any
missions could also help =)
Q4) I'm doing the quest "Ahdarji's Ring" and I picked up two rings from the
jewelry box, now Ahdarji won't complete the quest for me, what do I do?
A4) This is another quest bug, it seems the jewelry box will occasionally
have two of the rings inside. Whatever you do, DON'T pick up both of them!
In the case you have, and you cannot go back to a previous save, PC users
player.removeitem 00035E95 "1"
to remove one of the rings. I've been told you may need to do this twice to
get Ahdarji to speak with you. Thanks to aquadog for first sending me info
on this bug, and the quick fix. warpedchild13 tells me you can also get
yourself suspended from the Thieves Guild (Steal from one), then pay the
blood price to get readmitted and then Ahdarji should speak with you.
Q5) I try to go into Chapels to use the alters, but all of the gods hate me.
What can I do to regain their favor?
A5) This seems to be an Infamy thing. By doing Thieves Guild quests, your
Infamy will gradually rise, and if its greater than your Fame, the gods will
not bestow you with blessings anymore. If you're a PC user, you could use
the console to change this, but otherwise the only legit way to change it
is to do quests for more worthy groups like the Mage's Guild to increase
Q6) Can I be a part of other guilds as well as the Thieves Guild?
A6) Yes! I'm currently head of the Thieves and Mages Guild, and I plan on
moving to the Fighters Guild next, so you can be part of multiple guilds.
Thanks to GameFaqs for posting this guide
Thank you Bethesda for making such a great game
Thanks to siryumyum for some more tips on using the Gray Cowl
Thanks to theringmaster for confirming for me that you can add the Elder Scroll
to your inventory to fix the Final Heist mission
Thanks to aquadog for first telling me about the Ahdarji bug, and a quick fix
Thanks to warpedchild13 for another way to get around the Ahdarji bug
Thanks to Evelyn S. and Demon_Talade for giving tips for Mages on the Arrow
of Extracation quest
Gracias to David.mrwally for another tip on May the Best Thief Win quest
Merci to RussianReefer for reminding me of an alternative way of getting info
on joining the Thieves Guild
Thanks to scissorslizard for another way to retrieve the diary in "May the Best
Thanks to Syme for letting me know of a fallback quest you can do if Methredhel
turns in the diary for the "May the Best Thief Win" quest
Thanks to SuperAfroBoy for first pointing out the lever in the Imperial Library
Thanks to Scheherazade for the tip on using Life Detection spells
Gracias to droknar for a tip on shooting the Arrow of Extracation
Spanks to Jink for letting me know my Savilla Stone location was rather mixed
and confusing =)
Thanks to Destinatus for some info about the Boots of the Olympian
Thanks to HybridSyndrome for info on where to find a Fathis Ules fix
Thanks to compsonheir & sirbular4885 for tips on the statues in Ultimate Heist
Thanks to phill0037 for info on how to clear the cache for the X-box users
This piece of work is copyright Nick Bartosic c)2006. If you want to add this
to your site, please contact me for permission first. All information written
has come from me alone, unless otherwise specified. This information may not
be sold without permission. If you wish to use any part of this guide in your
own FAQ or Walkthrough, just send me an e-mail.
At this time I'm disabling contact info again. I'm just receiving too much
mail from people, and even though I've replied to nearly all of it, I just
don't have the time anymore in my busy schedule to tackle it all, update the
FAQ, and still take care of the rl business. A good portion of the e-mails
can be solved simply by reading a little further in the guide, checking out the
FAQ section, or just trying a few new things in the game. I also get a lot of
e-mails regarding information on quests not related to the Thief Guild, about
unrelated items, or "tips" that are nothing more than info from the guide
reworded. If you have a legitamate question, do yourself a favor and check out
the Oblivion boards at Elderscrolls.com, chances are when you do encounter a
problem, you can get an answer there much quicker than you can from me by
e-mail. Sorry to be like this, but with the little free time I've had in the
last week, I haven't even been able to launch the game =P
This document is copyright imadeaguide and hosted by Neoseeker with permission.