The revived triad does not open the gate. The Elder Scrolls V: Skyrim



For the past two decades, the Thieves Guild has been doing terribly. At almost every turn, its members are plagued by failure, and their number is steadily declining. Rumor has it that a higher power sent a curse on the guild...


Look under every stone

The guild is based in Riften. I was brought there when, during the story mission " Diplomatic Immunity" I found an unusual gem. Exactly the same is in the shelter Dark Brotherhood, for example, and that's not all. With him, a task appeared in the Miscellaneous section. In Riften, I met Hammerhead, who immediately realized that the stone was stolen and offered to show it to Vex, the Guild's fence. But for this you need to become its full member. To do this, you need to talk with Brynjolf, the task will begin chance meeting.
When you are finally accepted into the Thieves Guild, Vex will tell you that there are "stones of Barenziah" that were stolen by one thief and distributed throughout Skyrim. Vex will only buy the full set, 24 pieces. A description of the location of each pebble can be found. And here is the map:

Also appeared, adding a marker for each stone. Search will become much easier!
After you find all 24 stones, Vex will send you to Torvald's Cave in search of the Crown of Barenziah. The number of fat trolls in the cave and the surrounding area rolls over. Falmer live in the depths of the cave. Go to Torvald's Cave - Void. From there to Torvald's Cave - Crossroads. Here you will immediately meet the ghost of a refugee from Morrowind, next to the skeleton of which lies a worn diary. There are three such diaries and skeletons, and you will most likely find the third before the second. The crown lies with the remains of the Dunmer caravan, guarded by a ghostly elf. Take the crown to Vex, it will appear on the bust, in the same place as all your other trophies.

Completing the quest will give you an increased chance to find gems! They are very convenient to sell, not to mention the ability to make expensive jewelry.

chance meeting
Actually joining the guild of thieves.
During the day, you will definitely find Brynjolf in the market in the Rift. Of course, he won't tell you just like that. While the businessman diverts attention to himself, you must rob Madesi, take his ring and put it in a chest under Brand-Shei's shop. In the Russian version, by the way, everything is mixed up ... besides, I had a bug when Madesi himself had the ring, then the pointer showed me to steal it again from Madesi's box, and only then put it in Brand-Shey's chest, and then a copy of it in his pocket! In a word, complete abracadabra. Perhaps it happened because I was simultaneously completing the tasks "Cornered Rat" and "Chance Encounter".
P.S. you can see the arrest of Brand-Shei, who was already promptly reported to the guards.


Reliable roof

Brynjolf will be waiting for you at the Ragged Flask. He is impressed by your fighting, oddly enough, qualities. In order to finally be accepted into the guild, you will have to knock out a debt from three people, while not killing anyone.
Their names are:

  • Helga
  • Bersi Honey Hand
  • Kirva

Enter into a dialogue, choose the option that says about the fight. You win, you say it again and that's it.
How ridiculous the local fisticuffs look...
Bring the money to Brynjolf.


Clarity

Follow Brynjolf. Listen to his conversation with Mercer Frey. You are now officially accepted. You will be sent to Goldenglow Manor, you must burn three bee hive and clean out the safe to remind you who's boss. You will also receive several tasks in the MISCELLANEOUS section, to familiarize yourself with the guild bonuses. You will be given branded armor, keep it! You can ask Vex about the secret passage to the estate through the sewer. The safe is in the basement of the house, you can steal the key if you want. In the owner's room you can find a Bee Figurine, which Delvin Mallory will gladly buy, a task will appear in the Miscellaneous section.
Then go outside and set fire to exactly 3 beehives. They can also be quietly crawled through the collector.
You can return to Brynjolf.

Wrong honey
You need to meet Jarl Maven Black-Briar, most likely she hangs out in the Bee and Sting inn. She will send you to Whiterun, to an establishment called the Prancing Mare. Talk to Mallius Macius there. Now go to Honning's meadery near Whiterun and talk to its owner Sabjorn. He will hire you to exterminate the rats. Get down to the basement, you need to break through the underground passage. There will be not only skeevers, but also spiders, and a deranged alchemist named Heimlin. Plant the poison in the straw nest and move on to enter Honning's Brewery. Climb up and put the poison in the vat. Take the key near the door and get out. Report to Sabjorn on successful rat-baiting. Enjoy the spectacle. Talk to Mallius. Climb the stairs to the second floor and clean out Sabjorn's chest of drawers. You can also find a Honning Honey Decanter, which Delvin Mallory will gladly buy from you. Return to Maven to hand over the documents and receive a reward. Return to Brynjolf at the Thieves Guild.

Scoundrel's whim
Talk to Mercer Frey. He will direct you to a contact, and also offer to speak with Brynjolf.
In Solitude, talk to Gulum-Ei, who will most likely be in the Laughing Rat. Convince or bribe him. Then follow the Argonian to the East Empire Company warehouse on the wharf. Beware of the guards. You can climb up to the cabinets with shelves. If you look up near the ship on the rafters, you will see a house on a ledge. Inside there is an East Empire Company Nautical Chart that can be sold to Delvin Mallory. Gulum-Ai will enter the Salt Water Grotto. You can safely kill marauders, except for Gulum-Ai himself. He will tell you about the employer and give you the bill of sale for the Goldflower estate. Return to Mercer at the Thieves Guild. He will tell about Karlie.
P.S. The task will appear in the Miscellaneous section. You've kept your thieves' armor, haven't you?

Silence speaking
Mercer Frey will be waiting for you at the Snow Veil. After the conversation, go to the door. Mercer will open the lock. I had a bug - the lock did not open, and Mercer butted against the wall. Solution - fast travel to the same location from the map. The number of draugrs and traps inside rolls over. At times, Mercer will give you hints. Toward the end of the first level, you can find a ship model on a pedestal that can be sold to Delvin. It will be about the same in the Sanctuary, and at the end you will learn the power word of the Disarmament shout. You will see the unexpected simplicity of opening the lock, which you yourself would not have opened without a claw in your life. Enjoy the spectacle!

Difficult answers
After the conversation, go to Winterhold and find Enthir. Alas, he cannot translate Gall's diary, since it is written in the rarest language - Falmer. You will need to travel to Markarth's Understone Keep towards Calcelmo. He will ask you to kill the spider Nimhe in the ruins of Nchuand-Zel. Along the way, a side quest will begin. The Lost Expedition. Then he will give you the key to the Dwemer Museum, right there, in the Understone Fortress. From there you will get to the laboratory of Kolselmo. You can use traps to your advantage. They are activated by valves and levers. In the room with the son of the magician Aincantar there is a Dwemer puzzle cube that can be sold to Delvin. Exit to the balcony of the wizard Markarth. There, use the Calcelmo Stone.
To copy the inscriptions, you need a roll of paper and charcoal, which abound in the room. Climb outside and return to the Frozen Hearth in Winterhold, Karliah and Enthir are already waiting for you. Enthir will be able to translate the diary, talk to him and Karliah in turn. As a reward, you will receive the Nightingale Blade.

The pursuit Travel to Riften at the Ragged Flask. Karliah will be waiting at the entrance, follow her to the Cistern. Watch the cut-scene, then talk to Brynjolf. He will send you to search Mercer Frey's estate.
He can also (additionally) tell about the ladder with inside Houses. By the way, you can open it not only with a bow, but also with magic.
(Optional) You can ask Vex about Wald. She will tell about his debt to Maven Black-Briar. In the Miscellaneous section, a task will appear pointing to it. It turns out that Wald lost the Dual Feather, which is unique in its properties, when he swam across the lake. You need to get it out of there. Remember in Morrowind there was a task to get a ring from the bottom of a large puddle? So, compared to the inspection of Lake Honrik, it was mega simple. However, I also managed to find a pen, if you are too lazy to do it yourself, then here are the screenshots:

Return to Maven, she will give you documents about Wald's debt. Now he will gladly let you in and give you the key. And really, why kill people in vain? By the way, if he attacks you, a simple soothing spell (illusions) will help

One way or another, you end up in the Riftenveld estate. Marauders are waiting for you inside. Behind the "suspicious cabinet" is the passage you need. Look under your feet. On the table you will find Mercer's plan, as well as a bust of the Gray Fox, which can be sold to Delvin in the guild. And also in the window - hello from Oblivion! - glass sword of unique blue color "Cooler"! Return to Brynjolf.

The revived triad
Talk to Karliah. Go to the meeting point at the standing stone. After the conversation, go to the Nightingale Hall. There you will need to use the Nightingale Armor Stone. Put on the kit you received and follow Karliah. It is impossible to refuse to take an oath - you will be doomed after death to guard the twilight tomb ... that's the perspective. Stand in the marked circle. After the initiation, talk to Karliah. As you may have guessed, Mercer Frey stole the Skeleton Key, Nocturnal's main artifact. Since you are now the Nightingale, his protection falls on your shoulders.

Blindness
You need to go to Irkntand. By the way, the armor can already be removed. Outside you will meet bandits, and inside there will be Dwemer mechanisms. On the lift you will get to the Great Hall, where Karlia and Brynjolf are already waiting for you. They will follow you further to meet Mercer. When you get to the hall with a shiny ceiling, there will be a lever on the top left. The second one is on the opposite side. You need to pull them quickly, otherwise the gate will close. It's full of Falmers. The tower will collapse and you will have to climb up to continue the chase. In the next room there will be a Dwemer Centurion. You can just walk past if you can't win by force. In the next room there will already be doors to the Slave Pens.
Immediately you will find yourself in a torture chamber, from there to a corridor with fire traps and to the Falmer parking lot. From there you will reach the Sanctuary. Here, Mercer gouges out the eyes of a giant statue, after which he will attack you. Take the skeletal key and both Falmer eyes from his body, which can be sold to Delvin. The hall will quickly fill with water. Stones will collapse from above and open a passage to the Bronze Water cave. Talk to Karliah.

A little note about the Skeleton Key
According to the story, you must abandon this miracle and return the artifact to its place ... but is it worth it?
The Skeleton Key is essentially the "Eternal Lockpick" perk in the Hacking tree. To open it, you need to upgrade the hack to 100 and spend at least 6 perk points! Lockpicks stop breaking, and you put the worry about their number out of your head.
Now imagine this scenario: you quickly run through the Thieves Guild storyline until you get the Skeleton Key. Now you don't need to download Hack, absolutely!!! You save 6 perk points, a couple of hours of training and don't worry about the number of master keys!
If you want, you can save before completing the task. The Return of Twilight, go through it, watch the finale of a wonderful quest line, spit on the funny spells that are given at the end. And then load your save and continue playing with the Skeleton Key! This can be considered a slight cheat, but the decision is always yours.



The Return of Twilight To return the luck of the guild, you will have to participate in a special ritual test. Travel to the Twilight Sepulcher. You will be met by a ghostly nightingale guardian. In a conversation, you can learn about the diary of Nystrom, who failed to complete the Path of the Pilgrim, which you need to complete.
First test: battle with the ghosts of nightingales. Second test: do not step into the rays of light, keep to the shadows. Trial three: Pull the two rings on the sides of the statue. Test Four: You need to overcome the traps. For example, breaking the door lock on the left. Test fifth: Enter the Inner Sanctuary, jump down to find Anders' skeleton with a note. Walk around until a cutscene starts. Unlock Black Lake Castle. The Skeleton Key will disappear. Nocturnal herself will appear and deliver a heartfelt speech. It is not clear where Karliah will appear from. You will be offered three abilities (Talents in the magic section), standing on a certain circle on the floor:

  • Full moon: nightingale strife. Effect: Instantly absorbs 100 damage. enemy's health.
  • edge of the moon: Cloak of Shadows Nocturnal. Effect: When sneaking, you automatically become invisible for 120 seconds.
  • half moon:nightingale deception. Effect: People and creatures in the area of ​​the spell attack everyone in a row for 30 seconds.

Use the portal to exit the shrine. It will be possible to change the ability, if suddenly you intend to use them, in a day, returning to the sanctuary.

However, in order to be officially recognized as the head of the Thieves Guild, you need to complete the tasks of Delvin Mallory and Vex, who live in the Ragged Flask. It was possible to pass them much earlier, but they will be described here. Do not forget that you can take two assignments at the same time - from both employers.

Delvin Mallory:

Numbers

You will need to quietly get close to the account book of a store in order to make changes there. It's enough to use it discreetly. Return to Delvin for your reward.

Fishing

Standard pickpocketing: there is an object from which you need to steal some item from your pocket. Note that you will need a high level of pickpocketing. Bring the item to Delvin.

You are instructed to rob the whole city for a tidy sum! For example, scrolls are well valued, one can cover the entire amount. Return to Delvin.

Vex:

Theft

Pretty commonplace burglary. Rushing into right house and pick up the right thing, drag it Vex.

toss

You need to get into the house, leave the evidence in some chest. Return to Vex for money.

Cleaning

There is a house, and there are several valuable items in the house. You need to steal them all and bring Vex.

Robbery

Breaking safes in shops. Enter the store, quietly break open the safe, take the task object from there and carry it to Vex. Requires high hacking skill.

There are also four quests that can be obtained by completing 5 minor quests in a specific city.
If the desired task did not drop out - reboot and take it again, they are absolutely random.
Also, after each of the tasks, a new merchant will appear in the "Rampant Flask".
And there is one more small task from the Miscellaneous section, which can be obtained from Tonilla, about helping the Khajiit caravans.
Summerset Shadows
After completing 5 small tasks in Windhelm, Delvin will give a special assignment about the newly appeared competitors. Travel to Windhelm and find Thorsten the Cruel Sea. He will tell about the tragic death of his daughter at the hands of the Altmer. Go to Niraniya, she trades in the market during the day. Glad that you won't kill her, she will betray Linwe and his band of marauders called the Summerset Shadows, who live in the Talking Hills Cave. There you will meet Summerset shadows and Linvi, from whose body you can remove the desired Fjotli silver pendant and unique leather armor. Return to Thorsten the Cruel Sea and return the amulet. Now Niranya will buy stolen goods from you.

"Picky Sload"

You need to complete 5 small tasks in Solitude. Delvin Mallory will send you to Solitude to talk to Erikur merchants. He will send you to the port to Sabina Nitt, who hangs out on the ship Red Wave. For "Balmor blue", the rarest contraband drug, she will demand 1500 gold. But you can also steal the key to the chest from her, dive under the pier and get the goods yourself. Or even without stealing the key, but simply by opening the lock. Go to the Fastidious Sload ship. Drop the Balmora Blue into the captain's chest. There is also one of Barenziah's stones in the captain's quarters! Return to Erikur.

Amnesty by hand
Complete 5 small tasks in whiterun.
Delvin Mallory will send you to Whiterun to speak with Olfrid the Battle Son. He wants to get his friend out of jail. To do this, you will have to steal one letter and correct the documents. Travel to Dragonreach and sneak into the Jarl's quarters, no big deal. Return to Olfrid for your reward.

Silver blank
After you complete 5 random minor tasks in Markarth, Delvin will send you to Jeweler Endon. A silver blank has been stolen from him, and he asks you... to steal it back. Travel to Pine Gate. In addition to the unusual silver blank, there is also one of Barenziah's stones. Also fans of diaries will not be disappointed with the history of this small gang of robbers. Bring an unusual silver blank to Endon and he will begin to cooperate with the guild, buying stolen goods from you. Also, a new merchant will appear in the "Rampant Flask".

After completing all four tasks in the cities, as well as storyline, including Return of Twilight, the final task will begin:

Change of leadership
Return to the guild and talk to Brynjolf. Then stand in the center of the room. After a short dialogue, talk to Brynjolf again. It remains only to get the armor of the head of the guild from Tonilla.




May the shadows cover you!

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

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

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

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

chance meeting

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

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

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

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

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

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

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

Reliable roof

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

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

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

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

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

Clarity

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

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

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

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

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

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

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

Wrong honey

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

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

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

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

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

Scoundrel's whim

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

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

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

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

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

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

Silence speaking

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

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

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

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

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

Difficult answers

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

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

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

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

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

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

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

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

The pursuit

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

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

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

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

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

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

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

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

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

The revived triad

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

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

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

Blindness

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

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

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

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

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

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

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

The Return of Twilight

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

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

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

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

The path consists of five elements:

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

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

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

You just have to choose one of the Nocturnal gifts:

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

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

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Skyrim Walkthrough#35 - Revived triad

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Thirty-fifth series - We are accepted as nightingales! We are given an awesome thieves' set of armor with which I will now constantly walk. After that, I will follow Mercer to some temple. On the way, I will meet some strange dragon and kill him of course) I will learn a new cry and all that ... And in the new set of thieves it’s really cool)) just because the light armor is not pumped, I get quite a lot of damage (=== ================= The Elder scroll skyrim- Probably the best and largest RPG game that a nerd can only dream of playing! There are levels, and skills, and magic, and rough physical strength, even dragons are here xD! I will play Skyrim Legendary, which means that there will be pets in the game, and you can build a house, and you can get married! Although I just started playing, I know and generally understand that this game is one of the most atmospheric and exciting! It's full of non-linear plots, open world etc! This game can be played for years! I'll probably play like this... ==================== I'll shoot Letsplay purely for my own pleasure! Everything will be very long, and rather stretched) I play through Steam. I will shoot only when I get bored or want Skyrim) And of course, I have the Steam version of Legendary. Playlist with let's play - http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g - Add to Favorites ==================== My VK contacts - http://vk.com/sinas Skype / Steam / Origin / Uplay / Desura / Twitch - sinas66 VK group - http://vk.com/public71636813 =================== Donations for a childhood dream;) R277245952162 U214949374924 Z796463952266 insert all keywords into the text =/ therefore these words have to be written with tags separated by commas... In general, do not pay attention;) The Elder Scrolls V: Skyrim ( video game), Walkthrough, Letsplay, Skyrim, Elder scrolls, Elder scrolls skyrim, Skyrim, Games, Steam, Steam, Games, Letsplay, Skyrim let's play, First steps, Play on YouTube, Gameplay, Gameplay

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"The thirty-fifth series - We are accepted into nightingales! We are given an awesome thieves' set of armor with which I will now constantly walk. After which I will follow Mercer to some kind of temple. On the way I will meet some strange dragon and kill him of course) I will learn a new scream and all that... And in the new set of thieves it's really cool)) just because the light armor is not pumped, I get quite a lot of damage (
====================
The Elder scrolls skyrim - Probably the best and largest RPG game you can ever dream of playing! There are levels, and skills, and magic, and brute physical strength, even dragons are here xD! I will play Skyrim Legendary, which means there will be pets in the game, and you can build a house, and you can get married! Although I just started playing, I know and generally understand that this game is one of the most atmospheric and exciting! It's full of non-linear plots, open world and all that! This game can be played for years! I'll probably play like this...
====================
Letsplay will shoot purely for my own pleasure! Everything will be very long, and rather stretched) I play through Steam. I will shoot only when I get bored or want Skyrim) And of course, I have the Steam version of Legendary.
Playlist with let's play -
http://www.youtube.com/playlist?list=PL-dRZ0YZommTtD37ctckv2zt3bNywLx9g
If you like it or just want to help grow the channel
- Subscribe
https://www.youtube.com/user/CompleteNonentity
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====================
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The revived triad(orig. Trinity Restored) — Thieves Guild faction quest in the game The Elder Scrolls V: Skyrim .

Brief walkthrough

  1. Listen to Karliah in a Ragged Flask;
  2. Proceed to the Standing Stone to meet Karliah;
  3. Follow Karlia into the cave;
  4. Activate Nightingale Armor Stone;
  5. Put on the Nightingale Armor;
  6. (optional) Agree to take an oath;
  7. (depending on item 6) Follow Karliah;
  8. (depending on item 6) Take a free symbol on the floor;
  9. (depending on item 6) Wait for the end of the ritual of initiation into the Nightingales;
  10. Discuss what happened with Karliah;
  11. Discuss what happened with Brynjolf.

Description

After the conversation that ends the previous quest, Brynjolf tells you to talk to Karliah. She will tell about the murder of Mercer and about the Nightingales and ask to come to the Standing Stone, located not far from the Stone of Shadow, where she will be waiting for the Dragonborn along with Brynjolf. Dunmer will show her companions the Nightingale Hall and guide them through it, talking about the Nightingales. After that, you will need to put on the Nightingale Armor, for which you will need to go to a special pedestal and activate it. Dressed in armor, the hero learns that he and Brynjolf have been given a great honor - to become members of the Solovyov triad. For initiation, Karliah must conduct a special ritual invoking Nocturnal herself. In order for the ritual to begin, you must stand on one of the three symbols (the one on the left) on the floor of the ritual hall. Karliah and Brynjolf must take their places, after which the ritual will begin.

After the end of the ritual, you need to talk with the rest of the triad. Karliah will thank Dovakin, and Brynjolf will also appoint him the head of the guild, saying, however: "...before your coronation, the Guild must be restored to its former glory"(even if it has already been done). Now it's time to visit Mercer.

Bugs

  1. After receiving the armor, Karlia says to go into the hall and stand on the stone, but she herself leaves. Corrected as follows: during a conversation, click on (by default) before answering the question, listen to the dialogue again, and answer.
  2. Karliah may freeze at the stage of taking an oath. Instead of opening the gate, she again and again starts a dialogue about Dovahkiin's readiness to take an oath. Bug option: after the conversation, Karliah leaves and purposefully goes to the exit from the Nightingale Hall. Solution: after the dialogue about the oath, type setstage TG08A 52 in the console. This should send Karliah to the gate, but it won't open the gate. The easiest way out is to click on the gate with the console open and type disable . After that, the quest should continue.
  3. When Karliah approaches the chain, she pulls on it twice, and the grate closes. Solution: after the first time, make a power attack on it, pushing it away from the chain. She persistently fits, and more even the number of times the chain will be pulled. As a result, the lattice will become open.
  4. There is another option: when Karlia comes to the chain, you need to stand next to her. And as soon as she activates the circuit once, immediately talk to her. Then the second time she will not touch the chain, and the passage will be open.
  5. At each stage of the passage to the initiation, Brynjolf begins to leave - turning him into an ice form with a cry helps - while he is frozen, quickly run with Karlia to the next point and wait for Brynjolf to come.

Quest stages

To go to a certain stage of the quest, enter in the console:

Setstage TG08A stage

where the stage parameter is a number, the stage of the quest (all stages are listed below).

Resurrected Triad (ID: TG08A)
StageDiary entry
10 Before intercepting Mercer Frey, Karliah wants to speak with me and Brynjolf.
(Quest updated): Listen to Karliah
15 (Karlia will start a dialogue)
20 Karliah said that Brynjolf and I should meet her at the old standing stone outside the southwest gate of Riften. Why she would do this I don't understand, but I suspect the case has something to do with the Nightingales.
(Quest updated): Meet Karliah at the standing stone
30 (Quest updated): Follow Karlia
40 Karliah informed Brynjolf and me that we would join the ranks of the Nightingales and help restore the triad that fell apart twenty-five years ago when Mercer Frey killed Gallus.
(Quest updated): Activate Armor Stone
45 (Quest updated): Follow Karlia
50 (Quest updated): Stand on the free symbol on the floor
57 Now I am bound by an oath, and I am the Nightingale, guardian of the Twilight Tomb and devoted servant of the goddess Nocturnal.
60 (Quest updated): Talk to Karliah
50 (Quest updated): Talk to Brynjolf
200 Karliah finally opened main task Solovyov... she is guarding the Nocturnal Skeleton Key. This powerful artifact, which was usually kept in the Twilight Sepulcher, was stolen by Mercer Frey. Now the sacred duty to return the Skeleton Key falls on my shoulders.
unknown (Quest updated): Wear Nightingale Armor
The stage indicated in green corresponds to the successful completion of the quest, and in red indicates its failure.
The following steps have been omitted because they have no description or meaning: 0, 25, 35, 42, 47, 52, 55.

Notes

  • Not all quest stages may appear in the quest log. Which of them will appear and which will not depend on how the quest is completed.
  • Stages are not always displayed sequentially. This usually happens if the quest has multiple possible endings, and also if some of the quest steps can be completed in any order.
  • If the stage is marked green, i.e. as the end of the quest, then this means that the quest disappears from the list of active quests in the journal, but new entries related to the quest may still appear in the quest journal.

passage

TG-L Thieves Guild Quests TG-R
Main plot Random meeting. Reliable roof. Clarity. Wrong honey. Scoundrel's whim
Silence conversation. Difficult answers. The pursuit. The revived triad
Blindness. The Return of Twilight
Vex Quests Theft. Toss. Cleaning. Robbery
Delvin's missions Ches. Fishing. Numbers
City assignments Amnesty by hand. Silver blank. Summerset shadows. Picky Sload
Other tasks Look under every stone. Thieves' Adventures. Tonilla's request