Oblivion Thieves Guild Questline Walkthrough

If secretly acquiring and selling items that don’t belong to you appeals to you, then you might be well-suited for the Thieves Guild. Operating covertly across Tamriel, this group specializes in stealing and making a profit from illicit goods. Unlike their bloodthirsty counterparts hidden in the darkness, The Dark Brotherhood, the Thieves Guild strictly prohibits killing during jobs. This guide will walk you through the intricate questline of the guild, quickly elevating you from a novice to a seasoned master thief.

Joining the Guild

In the vicinity of the Imperial Capital, I’ve noticed a series of posters plastered on walls, each featuring someone wanted. Approaching one of these posters and then striking up a conversation with a local beggar – say, Simplicia the Slow – and once her spirits are high enough (above 75%), inquire about the Gray Fox. Express your interest in working alongside him, and she should direct me towards the Garden of Dareloth in the Imperial Waterfront District, suggesting I be there at midnight.

The Garden can be found in the backyard of an abandoned shack. Once there, wait until midnight.

Talk to Armand Christophe once you’ve boosted his mood to a minimum of 50, and request an opportunity to join the Thieves Guild. This initial encounter will serve as your first trial and introduction into the guild.

 

QUESTS

May the Best Thief Win

I had a conversation with Armand Christophe, a fellow member of the Thieves Guild. He extended an invitation for me to join their guild, but there’s a catch: three of us – Methredhel, Amusei, and myself – are competing against each other. The one who manages to snatch Amandtius Allectus’ Diary first will be welcomed into the Thieves Guild. It seems it’s hidden within the Imperial City. Armand hinted that perhaps some beggars might provide clues on where to locate him.

To gain entry into the guild initially, your task is to secure the journal of Amandtius Allectus. Instead of resorting to bribery for information, you might find it more direct to locate his residence. You’ll discover his house nestled in the southeastern part of the Temple District.

Make sure to carry a set of lock picks with you since his residence has an easily accessible lock. If you don’t have any, you can purchase them for 5 gold coins each from Armand.

Inside the house, I stumbled upon a tiny desk to the right where my coveted Diary was hidden. Hurry, grab it before Methrendhel does! If she beats me to it, I’d have to trail behind her as she exits the house, and seize it from her when the coast is clear.

Returning to Armand in the Waterfront area with the diary in your possession, hand it over to him, and you’ll be welcomed into the Thieves Guild. A warm congratulations to you!

 

Independent Thievery

Armand explained to me that he won’t offer me any commissioned work until I manage to sell a significant amount of stolen items to Ongar, the fencer. Approximately 50 gold pieces’ worth of stolen merchandise is needed for him to feel confident in my abilities.

To demonstrate your abilities as a skilled thief and qualify for the exclusive tasks provided by the guild, you’ll have to exhibit your talents by disposing of items you’ve acquired through your exploits. Your contact for these transactions is Ongar, who operates from a humble dwelling in the southern part of Bruma town.

In order to unlock other Thieves Guild quests you will need to fence the following amounts:

  • 50gp : Untaxing the Poor
  • 100gp : The Elven Maiden
  • 200gp: Ahdarji’s Heirloom
  • 300gp: Misdirection
  • 400gp: Lost Histories
  • 500gp: Taking Care of Lex
  • 600gp: Turn a Blind Eye
  • 700gp: Arrow of Extrication
  • 800gp: Boots of Sprinheel Jak
  • 1000gp: The Ultimate Heist

 

Untaxing the Poor

Armand from the Criminal Syndicate wants me to retrieve the revenue documents and payments made by the Imperial Guard, which are currently with a meticulous officer called Captain Hieronymus Lex, stationed at the Southern Lookout Post.

For your initial assignment with the guild, you’ll be tasked with retrieving misappropriated taxes and related tax records from the uncooperative watch captain, Hieronymus Lex. Once prepared, make your way to the Temple District in the Imperial City, specifically to the Southern Watchtower. The items you need are located on the uppermost level.

You’re welcome to access the tower from its ground level, but if you want to go up, please note that there’s a restricted ladder located at the back for your ascent.

waiting until the wee hours of the morning (specifically between 2 and 3 a.m.) offers an ideal opportunity, as it is likely that both the guards and Lex himself will be sleeping soundly, thereby simplifying your task.

The entrance to Lex’s room, along with the documents, can be found secured by a simple lock, so go ahead and unlock it, then make your way up the staircase.

Directly to your right upon entering, you’ll spot a desk secured with an Average lock. Your task is to open it and retrieve the tax records stored inside.

Returning to Armand in the Waterfront district with the documents, I’ll deliver them to him, finish my task, and if all goes well, I will receive a promotion within the guild as a “Footpad.

 

The Elven Maiden

As a cunning gamer, I’ve been tasked by Armand of the Thieves Guild with snatching the Llathasa Indarys bust from Cheyhindal. The Thieves Guild promises 100 gold coins for my services.

Once you’ve secured 100 gold pieces’ worth of merchandise with Ongar and finished the prior guild assignment named “Untaxing the Poor”, Armand will assign our next mission for you – to acquire a statue.

Make your way to Cheydinhal, specifically the eastern section of town where you’ll find a prominent temple – the Great Chapel of Arkay. You’ll discover the statue inside.

Right next to and opposite the altar, there are some stairs that take you down to the chapel’s basement area. Open one of the ordinary doors with a key, then proceed inside.

In the basement, make your way to the left along the hidden nook, ensuring no guards are watching, and there you’ll discover the bust by a coffin. Be sure to exit stealthily and avoid any unnecessary harm or violence!

Upon your arrival at the Waterfront District, you’ll receive a message that Armand won’t be found in his customary location because of heightened security presence. Meanwhile, Methredhel will hurry up to you and inform you about the task of secretly placing a statue of a mole inside the Thieves Guild – Myvryna Arano.

Arano’s house is in the Waterfront District and marked on your map, to head over, 

Her main entryway is her front door, and with more guards present, even including Lex himself, it might prove challenging to slip in and open the ordinary lock without detection. If you possess the power of invisibility granted by the Shadow, make use of it. Otherwise, exercise patience and wait until the ‘stealth’ indicator shows that no one is observing you before attempting entry.

Inside Arano’s home, slightly to the right of her sleeping area, stands her wardrobe. This is the spot where you should place the statue.

Or:

Inside Arano’s residence, just off to the side of her bedroom, is her closet. It’s here that the figurine needs to be positioned.

Go outside and chat with Lex. To make him trust you, try to improve his opinion of you by either using persuasion or humor with him, or offer him a bribe using some of the money you’ve earned from selling stolen goods.

The next evening, after Lex has apprehended Arano and moved on, revisit your usual spot in the garden to interact with Armand and accomplish the task at hand. This action will lead to your promotion within the ranks to ‘Bandit’ and the acquisition of a new fencing contact – Dar Jee from Leyawin.

From now on, this is your final assignment from Armand, after which you’ll start receiving tasks from Skri’vva in Bravil, located within the Loneyl Suitor Lodge.

 

Ahdarji’s Heirloom

Make your way to Bravil, where you’ll meet the newly appointed Doyen – kajit S’krivva. You can find her at either her house (provided it’s unlocked) or at the Lonely Suitor Lodge inn. Prior to this encounter, ensure you’ve fenced 200 gold pieces and completed ‘The Elven Maiden’ quest. After conversing with her, accept her mission to retrieve a stolen ring from Ahdarji in Leyawin.

Journey to the town of Leyawin where you can encounter Ahdarji. You’ll find her most likely at her residence, the Three Sisters Lodge, or perhaps at the Five Claws Lodge. By conversing with her, you will uncover the true identity of the individual who pilfered her treasured ring.

In the dungeons of Leyawin’s castle, you’ll encounter Amusai. Talking to him initiates a mission that involves conversing with other beggars, gathering additional information, befriending a stewardess who will share insights on how to obtain the ring. However, if you prefer a more direct approach, you can simply go and retrieve the ring yourself.

Without giving away crucial plot details, the noblewoman who resides in the castle possesses the ring. To secure it, you must quietly enter her sleeping quarters by stealth. Fortunately, a hidden passage connects to their chambers, located within the castle’s basement and can be accessed through the door situated on the right side of the thrones.

At the back of the basement room, you’ll discover a hollow drum. Inside, there’s a lever. Pull it to uncover a concealed doorway.

Make your way down the corridor, opening any doors you encounter along the way, until you find a lever on the wall. This will grant access to the private quarters of the count and countess. It’s best to visit after midnight (1 am or later), ensuring that the countess is fast asleep.

After exiting the passage, proceed to the main chambers by turning left, then continue straight ahead until you reach the door at the end of the hallway, which leads you to the bedrooms. This door is quite simple to unlock.

On the left side, there’s a bed placed, while on the right, you’ll find a locked jeweler’s box containing the ring (which is of average size).

Slip out through the same exit, making sure to dodge the watchful guard on duty. After exiting, make your way back to Ahdarji and give him the ring.

Go back to S’krivva and inform her about your achievement, which will lead to her promoting you to the position of ‘Prowler’. This promotion comes with a reward of 200 gold pieces.

 

Misdirection

Hieronymus Lex, Commander of the Imperial Watch, has mobilized guards from across the Imperial City and secured the Waterfront area, vowing not to leave until they’ve caught the Gray Fox. To assist, I need to locate Methredhel who is hiding somewhere within the city.

After securing 300 gold pieces and retrieving Ahdarji’s ring, it’s time to consult with S’krivva for your next assignment. Your objective is to distract Lex from his pursuit of the Waterfront by locating a fellow thief named Methredhal. Your journey takes you to the Imperial City.

In the Talos Plaza of the city, you’ll find Methrendhal at Dynari Amnis’ residence. When you speak with her, she’ll instruct you to retrieve a staff from the Archmage at the Arcane University, and leave a message behind.

Once it’s quite late (around 2am), proceed towards the two violet portals and ascend to the ArchMage’s chambers. There, retrieve the specified staff and stealthily move to the nightstand beside the bed to place your note. Then, exit discretely. If there are individuals in the tower still awake, maneuver stealthily behind them or employ concealment charms to pass unnoticed. While they won’t arrest you if they spot you, they may pursue you into the ArchMage’s quarters, so be swift.

With a staff in tow, make your way back to Methrendhal and subsequently to the Waterfront District, where you’ll covertly observe Lex to discover his actions.

In the Waterfront District, make your way towards Armand’s usual houses close to the garden. You may find Lex and several guards patrolling around. Position yourself strategically, perhaps on a nearby rooftop for a better view, and wait. Over time, you will witness an intriguing scene where Armand receives a visit from a creature dispatched by the mages, instructing him to depart. Lex leaves behind a note, retrieves it, and then heads back to Methredhal.

Methredhal requests that you return the staff you’ve taken, so as to prevent your relationship with the mages from becoming strained. He also instructs you to put it safely in the house of Ontus Vanin, who lives in the Talos District, specifically in its southern region, where you currently reside.

Breaking open an uncomplicated lock to gain entry, ascend the stairs to his bedroom (which has a simple lock on its door) and to your right lies his treasure chest. Engaging with it will insert the loot within and accomplish your task. Having done that, make your way back to Bravil and converse with S’krivva, receive a promotion to Catburglar and also gain a new contact, Luciana Galena in Bravil, who can buy your pilfered goods from you!

Lost Histories

As a gamer, I’ve got 400 gold pieces secured and a staff that was once taken but now returned. Now, I’m on the hunt for a mysterious book. Chatting with S’krivva will lead me to my next objective: finding this book and hopefully recovering our missing guild member who was sent to grab it earlier. Time to head to Skingrad to crack this case open.

Make your way to Castle Skingrad, then descend into its dungeons where you’ll find the missing guild member, Theranis. There are various paths to reach the cells where he is being detained:

– You could break the law and get yourself arrested to access these areas.

– Alternatively, speak with Shum gro-Yarug in the castle and ask for a job that might lead you to Theranis.

– Lastly, consider using stealth; some lock picking skills and invisibility would be beneficial for this method as there’s a guard stationed near the door.

Upon entering, make your way towards the rear area; there’s a candlestick affixed to the wall back there. Interacting with it will reveal a hidden tunnel. Proceed along it.

Use the lever by a nearby wall to open stone door.

By tracing the trail of blood stains on the ground, you’ll eventually reach a wine cellar. In the rear of this room, there is a massive barrel and beside it stands an odd-looking candelabra. Engage with it to unveil another concealed entrance.

In due time, you’ll encounter a rather intimidating pale woman. However, since she isn’t someone you’re planning to rob and this action violates the guild’s regulations anyway, you’ll find yourself in a position where you must eliminate her.

Hidden behind the lifeless form of the Pale Lady lies the deceased body of our comrade Theranis, soaked in his own blood. However, we’ve got our old acquaintance Amusei confined within a cell. Talk to him about Theranis and the mysterious book.

As a gamer, I’ve been tasked by Amusei to gather information from a certain book, but he won’t spill the beans until we manage to break out of this castle together.

Before departing with Amusei, make sure to search the Pale Lady’s corpse for the Skingrad Castle Key. This key will help unlock several doors as you exit. After passing through the wine room, rather than going left (as you initially came in), take a right instead and use the door at the end of the hallway that leads to the Dining Hall.

Inside the hallway, move towards the spacious dining area located at the back of the room on your right-hand side. You’ll find another door there that leads to County Hall.

After moving beyond the castle’s vicinity, a notification will emerge. Speak with Amusei, who will guide you towards the location of the book – it’s tucked beneath a shrub close to the well, situated at the back of Nerstarel’s residence.

Head up north towards Skingrad, where Nerstarel’s residence is located. Once you arrive (and if necessary, deal with any guards along the way), retrieve the book you’re after.

Holding a book, make your way to S’krivva in Bravil, then pass the book to her to finish the guild mission, and receive 400 gold pieces for yourself as a reward.

 

Taking Care of Lex

Initially, I’ll secretly take a document from Steward Dairihill’s desk in Castle Anvil. Then, I’ll arrange to have a fake copy made by someone other than Dairihill. Since I can’t rely on him, I will need to personally find and hire this forger. After that, I’ll obtain the Imperial Watch seal from the legion commander’s desk in the Imperial City. Once prepared, I’ll deliver the counterfeit letter to Countess Umbranox of Anvil. In return, I’ll receive 500 gold pieces, along with the cost of creating the forgery.

After securing 500 gold pieces through fencing and successfully completing various missions, it’s now time to address the nuisance known as Lex. Speaking with S’krivva, she presents a strategy for getting him transferred, but this plan involves some effort on your part. Venture over to Anvil and begin conversing with the beggars.

By chatting with the street beggars, you might learn about a blacksmith who knows a hidden entrance within the castle that could prove useful for your quest. So, consider exploring the castle next.

Inside the castle, proceed to your right after entering through the main door. You’ll find the blacksmith’s forge there, or you can exit via the back door of that room and turn right instead. Continue in this direction until you reach a small room filled with wine bottles and casks. Interact with the pillar on the right wall in this room to uncover a hidden passageway. Follow it through.

First, open the eastern door leading to the private chambers. After reaching a dead-end, engage with the pillar on your left to unveil another pathway.

Instead of taking a left, proceed towards Dairhill’s office, find an ordinary door that requires unlocking, and once inside, you’ll come across his desk (which has an easy-to-open lock) where you’ll discover a list of potential candidates.

To depart from the castle, follow the entrance route you came in. Head towards Anvil town, specifically to the Abandoned House situated south of the main gate. Inside this house, there’s a person waiting. Request this individual to draft a letter for you. After 24 hours have passed, come back for your letter. Remember to carry 500 gold pieces with you when you return to pay for the letter.

Exit the castle through the same path, then make your way to Anvil town and find the Abandoned House near the main gate. Inside, speak with someone there about making a letter for you. Come back exactly 24 hours later with 500 gold pieces to get your letter.

To acquire the Imperial Seal, make your way to the area surrounding the Imperial City Prison. Inside this locale, you’ll discover the entryway to the Imperial Legion Offices. Behind a heavily fortified door, you’ll find a desk with the seal resting upon it. Interacting with the seal will prompt your mission to progress, at which point you should return to Anvil Castle.

In the grand throne room lies the Countess; have a chat with her after presenting the note. Following this task, it’s time for you to share the exciting news with Lex!

Locating Lex might sometimes prove challenging due to his wandering nature, but setting him as your current mission will ensure the quest marker guides you straight to him, greatly reducing the hassle involved.

After handing over duties to Lex, it’s time to head back to Bravil and share the positive update with S’krivva. This news will be well-received, and in return, you’ll receive a 500 gold piece reward, attain the rank of Shadowfoot, and meet your new contact – Orrin from Castle Anvil!

 

Turn a Blind Eye

Methredhel approached and handed over a message from the Gray Fox. It instructs me to rendezvous with him at Helvius Cecia’s residence in Bruma. Apparently, he has an urgent assignment for me, and this encounter will mark my first face-to-face meeting with the leader of the Thieves Guild.

As a devoted follower, I can’t help but feel my heart pounding with anticipation as I’ve just pocketed 600gp and fulfilled missions for the enigmatic S’krivva. It won’t be long before Methredhel, the Grey Fox himself, seeks me out amidst the bustling crowds of major cities. The call to adventure has been issued, and I must heed it – Bruma beckons, where I will find Helvius Cecia’s residence to encounter the living legend that is the Grey Fox.

You need to find Savilla’s Stone hidden in the Temple of the Ancestor Moths, which is located to the north of Cheydinhal. To get there, you can either walk to Cheydinhal and then proceed towards the temple on foot, or you could borrow a horse for a quicker journey if one is available.

Upon arrival, I embarked on a quest to locate the sealed crypt, its entrance guarded by a formidable door. With deft hands and quick wit, I managed to bypass the lock and ventured forth. The journey led me to an accessible pathway that guided me towards the Temple of the Moth Halls.

As a gamer, I find my way through the dungeon rather smoothly, but it’s not the monsters that give me trouble, it’s the traps – springwires, pressure plates, and ground spikes – that are cleverly hidden. However, if you keep your eyes peeled, they’re simple to disarm or dodge. Plus, a Potion of Nighteyes or any ability that enhances night vision comes in handy since it can help me spot these traps more easily.

During your journey, you may face adversaries too, such as spectral entities. To ensure preparedness, always carry a silver-made weapon or have a magical charm/weapon at hand. Also, be mindful of the monks who protect this location.

In the last location where the stone is kept, there’s a monk who guards it – a monk you’re allowed to eliminate. Choose your method (firing multiple arrows at him might work well). Just remember to search his body for the ring of spell reflection and then claim Savilla’s Stone in the center. Be cautious of the magical cannon nearby.

Here, I’ve tried to make the text more engaging and easier to understand while still conveying the same information.

Slip away from the temple with the stone in your possession, then retrace your steps and exit the same way. Once you’re beyond the temple walls, use the fast travel option to return to Bruma and find the Gray Fox.

Deliver the stone to the Gray Fox, and he’ll compensate you with 500 gold pieces and promises to summon you whenever he requires your assistance in the future.

Arrow of Extrication

Amusei approached me with a message from the Gray Fox, instructing me to meet him at Malintus Ancrus’ residence in Chrorrol. It appears he has another mission for me, as Amusei now seems to have reformed and become a member of the Thieves Guild, even trusted enough to deliver messages on behalf of the Gray Fox.

Just as my last encounter with the Gray Fox, following the completion of 700 gold pieces fencing, it is I who eagerly awaits your summons – this time, it’s Amusei who will extend the invitation! To make it easier for him to track me down in the bustling metropolises, I suggest you give it a day or two, and chances are he’ll appear. Our rendezvous this time is set at Chorrol, within Malintus Ancrus’s residence, graced by the presence of the elusive Gray Fox. Remember to gather an ample supply of lockpicks from your trusted fence before embarking on our next adventure, as we’ll likely encounter numerous challenging locks along the way.

In this instance, your mission involves retrieving a specific artifact called the “Arrow of Release” from the court magician of Bravil, a man named Fathis Aren. Make your way to the city of Bravil for this task.

Upon reaching Bravil, make your way to the castle and ascend the stairs leading to the Lord’s Manor North Wing. If necessary, wait for the guards to cease monitoring the door around 9am, then seize the opportunity to bypass the lock and slip inside stealthily.

Inside, take the first left to another locked wooden door, this will be Aren’s room. 

Straight ahead from the entrance, you’ll spot a wall flanked by two pillars. Engage with the pillar on your right side to unveil a concealed pathway. Then, proceed to walk through it.

Inside, take care as there are daedra lurking about but you are allowed to kill them.

As a gamer, I’d navigate through the winding passages until I reach a large underground lake. Heading North, I plunge into the water and after a short swim, I discover an underwater tunnel that leads further below.

Progress a bit more through the tunnels, and you’ll reach a sturdy door leading into the Wizard’s Tower. Manage to open it and venture inside.

Within lies a cluster of tightly sealed barriers and enraged sorcerers who wish you harm, so tread cautiously. Beyond these obstacles and past the wizards awaits a gateway leading to Aren’s Tower, where the coveted Arrow is hidden.

You will encounter numerous securely fastened gates and irate sorcerers intent on your demise along the way. Exercise care. At the end of this path, beyond the sorcerers, you’ll find a passage to Aren’s Tower, where the sought-after Arrow resides.

The threat persists, for the tower teems with monstrous creatures and Aren, who shows no mercy in taking lives. Swiftly make your way to the third floor using the closest set of stairs.

On the opposite side of the tower lies a cozy little room adorned with a desk, but what catches my eye is a small chest hidden behind that very desk. The contents within this chest could be quite valuable for selling and might just provide me the means to escape. Make sure to snag everything from it before moving on. Then, head down towards the bottom, close to where I entered initially.

From where I stand, there’s another unique entrance, distinct from the one we previously exited, leading to hidden tunnels. With one of the keys discovered in that mysterious chest, you can unlock this passage and find yourself outside Bravil. Make a swift escape or teleport back to Chorrol instantly by choosing a fast travel location!

Go back to the Gray Fox, hand over the arrowhead to him, and he’ll compensate you with 500 gold pieces, promote you to the rank of Master Thief, and provide you with a new contact for fencing in the Imperial City, Fathis Ules located in the Elven District.

Boots of Springheel Jack

I’ve been disguised to locate the burial place of Springheel Jak, an infamous thief from long ago who is believed to have possessed enchanted footwear and was buried with them. This legend dates back 300 years. There’s a nobleman named Jakbe, Earl of Imbel, who is said to be a descendant of Springheel Jak, and he resides somewhere within the Imperial City.

After securing the Arrow of Extrication and amassing 800 gold pieces worth of merchandise, Amusei will reconnect with you in a city, bringing word from the Gray Fox about a fresh assignment. Your destination this time is Cheydinhal, specifically Ganrendel’s residence, where you’ll find him waiting to meet up.

Task: You’ll be required to locate and snatch the boots belonging to the renowned thief, Springheel Jak. Since his only heir, Jakben, Earl of Imbel, resides in the Imperial City, begin your investigation there.

Jakben can be found Talos Plaza District and you can find his home. 

As a devoted admirer, I find myself stealthily making my way to Jakben’s residence come late afternoon, ascending to the uppermost floor where an attic door awaits me, securely locked. This very attic will be where our encounter unfolds. Now, here comes the crossroads – shall I opt for the expedient route or the protracted one? Both paths lead to acquiring Jakben’s boots, but the swift choice saves you from navigating a dungeon and its associated challenges. Here is the speedy path: eliminate Jakben.

It’s revealed that Jakben is a vampire. When you try to attack him, he’ll retaliate. However, you can defeat him without breaching your guild’s code. The strategy is to act swiftly and eliminate him before guards arrive to apprehend you. Regardless of whether you kill him now or later, Jakben’s fate is sealed – his life is forfeit.

After Jakben’s demise, search his corpse for his boots. If the guards should apprehend you, remember that anything taken from the deceased won’t be considered stolen property – such as the boots of Springheel Jak.

Since Jakben is dead, take his boots. Even if the guards catch you, whatever you’ve taken from him remains yours, including Springheel Jak’s boots.

With the boots under your control, you’re all set to accomplish the task at hand. However, upon encountering Gray Fox and delivering him the boots that boost your acrobatics by 50 points, you will forfeit them. It might be wise to tackle some additional missions or quests beforehand while you still have those boots on hand. Once prepared, then you can hand them over to the Fox.

Your reward will be 500gp, and the promise that the Gray Fox will call upon you again.

 

The Ultimate Heist

I’ve received another message from the Gray Fox, sent by Amusei. He wants me to meet him at Othrelo’s residence, which is located in the Elven Gardens area of the Imperial City.

Here’s your mission: The Gray Fox has one final task for you. Once you’ve earned 1000 gold by fencing and handed over Jak’s boots to him, he will send Amusei to fetch you one last time. As before, if Amusei doesn’t show up immediately in the bustling cities, just be patient. After stocking up on lockpicks, make your way to Othrelo’s House in the Elven Gardens district of the Imperial City.

As I converse with the cunning Gray Fox, he unveils a complex and captivating scheme that involves navigating the ancient pathways known as the “Old Way.” This journey will also include outwitting some sightless clerics in order to obtain a powerful artifact called an Elder Scroll. What makes this mission different from others is that the Gray Fox has given me the go-ahead to employ lethal force if the situation demands it, adding an intriguing twist to my usual adventures.

 

1. Retrieve the key from the Vault Dweller’s Shack.
2. Locate and disable the security system at the Reactor Building.
3. Find and secure the Neutron Cannon from the Tech Lab.
4. Gain access to the Cathedral by using the Password of Light.
5. Recover the Holy Razor from the Brotherhood Outpost.
6. Retrieve the Keycard from the Necropolis and open the vault therein.
7. Eliminate the Traitor within the Cathedral.
8. Find the missing component for the GECK at the Hub.
9. Deliver the GECK to the Citadel.

  1. Activate the Old Way using the Glass of Time. It is located inside the Imperial Palace. I do not know what it looks like or exactly where to find it
  2. Find the entrance to the Old Way. It is rumored to be somewhere in the sewers under the Imperial City.
  3. Inside the Old Way is an entrance to the heart of the Imperial Palace. Savilla’s Stone was only able to scry the two most important obstacles. For one of them you will need to use the Boots of Srpingheel Jak.
  4. To enter the Imperial City you must use the Arrow of Extrication to to unlock the final door.
  5. Inside the Imperial Palace you must find the Imperial Library. On the bottom floor is some sort of viewing room.
  6. I have arranged to have a particular scroll made available in the Chamber.. The blind monks that care for the scrolls are expecting Celia Camoran, but you will take her place. Just find the chair assigned to visitors to the library. You must not speak or they will know it is not her. Just let them bring you the scroll.
  7. Once you have the scroll, retrace your steps and deliver it to me. Of course, the chances of something going wrong with this plan are very high. When that happens, you’ll just have to get creative.

As a gamer, I’d kick things off by striding towards the Palace District and pushing open the grand wooden doors to the council chambers. Once I’m in, I’ll veer left and make my way to the end of the hallway, where a secure door to the basement lurks. With a stealthy touch, I’ll carefully pick the stubborn lock on that door and slip inside.

You’ll find a few guard patrols keeping watch around the perimeter of the circular area. Beyond the oversized throne, you’ll spot the massive hourglass known as the Sands of Time. Give it a try, then make your escape quietly. It’s time to move towards the sewers now.

As an enthusiast, venture towards the captivating Arboretum district. In the northeastern corner, you’ll spot a modest grate leading to the enchanting southeast tunnel beneath. Give it a try!

Take the given route, opening gates along the way by finding the keys, and at the wall, pull the handle to unlock the adjacent gate door. Proceed straight ahead until you discover a door labeled “Beneath the Bloodworks”; go through it to gain entry.

Indoors, for amusement, expect encounters with Vampire Agents and other ominous entities roaming about. Tread lightly (or eliminate them) as you proceed. Upon entering, opt for the right route which should guide you to another handle that will unlock a barrier. You’ll eventually reach a chamber containing a wolf guarding the waterway to the west, and another room to the north. In the northern room, manipulate the lever that will lift the water gate, enabling further progress west through the sewer. Use the key provided by the Gray Fox to unlock the gate and descend into the palace sewers via the manhole.

Following the instructions here as a curious explorer, I shimmy down from the overhanging bridge ahead, veering northwestward. Circling the rooms clockwise, I traverse two round open spaces along the way. Not too much further and there it is – an ancient door, its stone archway half-obscured by debris. This must be the “Old Way”. I push my way inside.

Right away, take the southern path and it’s a pretty straight shot to the next door.

As I step into the next gaming zone, I notice it’s swarming with those shuffling undead creatures. Fortunately, they seem to be on the slow side. If you’ve got the patience to pick them off, go for it! But if you’re like me and prefer a more fast-paced approach, just sprint past these guys and head towards your next objective marker.

Hereafter, you find yourself in a locale referred to as “the Forgotten Catacombs,” which houses the unliving. The density of threats eager to claim your life within this area is immense, hence, it’s advisable to sprint through as swiftly as possible. If you wish to accumulate experience, eventually, you will encounter a vast open expanse, and on your left, you’ll see a crumbled staircase that can be scaled (the location of the blue-gem switches). Utilizing this spot as a vantage point, enemies will be unable to reach you. It serves as an excellent platform for setting up a lethal ambush if you have ammunition at hand.

 

After feeling content, make your way directly through the large chamber and past the stone entrance into the Hall of Ages.

Within the building, you’ll encounter instructions indicating that you should utilize the Arrow Extraction in this specific zone; however, you’ll need to locate a suitable spot first. Ascend to the second floor, and toward the south, you’ll find more guidance about shifting some substantial stone barriers and a sturdy locked door nearby. Select the door and venture inside, then press the button on your left side. Subsequently, descend and proceed through the southern door.

Here’s your guide: Travel northwards, eliminating any undead creatures along the way. In the last chamber, you’ll encounter a robust skeleton armed with a silver mace and steel shield. Once he’s defeated, find the wall-mounted button behind the reliquary and then retrace your steps to the Hall of Epochs. Your next task is to fire an arrow there.

The large stone obstacle in your path has been removed, but beware, the room is swarming with more undead creatures. Eliminate them first, then step onto the pressure plate positioned between two glowing red gems. This action will unveil your goal – aim for it with your Arrow of Extrication. To ensure you don’t lose track of the arrow if you miss, save your game here. When you’re prepared, select the Arrow of Extrication and release it. Strive to hit the hands grasping the sword overhead; from this distance, you should successfully hit your target.

As you draw near to the uncovered path, the guardian statues on either side will suddenly spring to action, attacking you. Shock seems to be an effective weapon against them.

After taking care of the statues, walk downwards and pass through the now-open door that leads to the Imperial Guard Quarters.

Inside, stealth around to the south towards the Elder Scrolls Library and head through.

Keep strolling around in a direction opposite to clockwise motion, and continue until the designated spot on your map appears. Once there, locate the ordinary entrance that leads into the library.

Follow the correct direction upon entering, locate the lever on the floor close to the blind librarian, proceed in the opposite direction after that to find the door leading to the reading room. Sit down in the chair facing the fireplace and await.

Proceed to the Elder Scrolls room, then ascend the winding staircase stealthily bypassing or evading the monks (Invisibility can be quite useful in this scenario). Once you’ve cleared the library door, which is quite tough to open, move on. Follow the path that goes around in a counter-clockwise direction for several floors, maintaining vigilance against guards and monks while moving steadily towards your quest marker.

Eventually, you’ll be guided to a room that offers an exit opportunity. Interact with the fireplace to reveal a hidden escape tunnel. Make sure you’re at full health and wearing the Boots of Sprinheel Jak, as you’ll take a significant fall. Consuming a Potion of Fortitude can lessen the impact of the fall. Upon landing, you’ll return to the beginning of the Old Way, close to the sewer door. To ensure your safety, re-enter the sewers and follow your previous path to emerge back outside.

Head back to the Gray Fox, hand him the scroll, and he’ll then provide you with a ring. Take this ring and deliver it to Countess Umbranox in Anvil as swiftly as possible by fast traveling there. Once accomplished, an event will unfold, and your reward will follow – congratulations, you are now the Gray Fox!

Due to the Elder Scroll’s manipulation of time, the Thieves Guild now boasts a permanent base. Feel free to visit it anytime, located within the Imperial Waterfront District, conveniently found near Delethor’s Garden – the very place our story unfolded initially.

Great job! You’ve completed The Thieves Guild questline and now hold the title of Gray Fox Guildmaster. Wearing his cloak offers you ongoing perks such as a 25% boost to your Sneak skill and the ability to detect life up to 120 feet away. However, keep in mind that guards will attempt to eliminate you while you’re wearing it, but they’ll forget about you if you remove the cloak.

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2025-04-22 18:45