House, design, repair, decor. Yard and garden. Do it yourself

House, design, repair, decor. Yard and garden. Do it yourself

» Peel into the chloro ducts through the sewer Skyrim passage. Clarity - Torah Guild - The Elder Scrolls V: Skyrim - Catalog of Articles (Game Passage) - Game Dream

Peel into the chloro ducts through the sewer Skyrim passage. Clarity - Torah Guild - The Elder Scrolls V: Skyrim - Catalog of Articles (Game Passage) - Game Dream

Clarity
Source of taskMercer Frey.
Remuneration200 Golden
PreviousReliable roof
FollowingWrong medical
LocationManor Zlatocevet,
Rift
ComplexityEasy
IdTG02.

Passage

After completing the last task, the brignolf will immediately be ready to give you the following. To do this, he will ask for him. Coming and after several corridors you will meet with Mercer Freme - the head of the thieves of Rophietna. Mercer will briefly present the essence of the task: the estate of Zlatootzvet brought the guild a lot of good, until one day the shop did not cover - the local owner suddenly refused to cooperate with the guild. Current partner of Guild Maven, Black Heather wants to harm its competitor and asks you to burn honey hives located on the island. And Mercer wants you to clean the Safe Aringot.

Mercer also proclaims you with a newly minted member of the thieves guild, this time - officially. At the output, talk to Veskov. She will report on the sewer progress leading to the estate and will advise them to take advantage. So we will do.
Swim to the island from the collectors and follow in the dungeon. When you choose to the top you will stand at the estate Zlatocevet.

In our task it includes to clean the safe Aringota (Holder of the estate) and burn three bees hiles. Safe is located inside the house itself, the entrance to which is locked (expert). The key from the safe will be at the owner of the house, and to pick it up imperceptibly, just it will not work. (It is possible to pass this quest, without killing a single mercenary and staging without the use of potions. However, for this you will need a Cicero clothing and pumped skill. In another case, you will have to do without a key and open the safe to the launder (expert). Safe is located in the basement of the house.

Hives are on the island itself - the best way Get to them to swim and jump upstairs on the stones.

When the work is done, come back and pass the bumping on the estate that lay in an open safe. As a reward, get your two hundred gold.

In the world of Skyrima, you can be both a defender of weak and poor and villain and thief. For playing the last role, the thieves guild is intended.

How to join the thieves guild?

The thieves guild is one of the few guilds in Skyrim, which you can simply come to the necessary NPC and join.

In order to join the thieves guild, you need to perform two "entrance" tasks. We go to Riften and find a brignolf there. I found it in the tavern, although he can be elsewhere.

As soon as you meet with him - he will start a dialogue itself, and will suggest to turn the "Delz".

Casual meeting

The essence of the task is to ride one merchant, and substitute the other. For remuneration of course.

Go to the square, and find a brignolf there (if night - then you need to wait until the morning). Tell him what you are ready. It will start advertising his new "product" so that everyone is distracted from his work and gathered around him. Your goal is the pocket key from the pockets of the lizard, and his counter (he first thought that his counter was a house, in fact it is a simple rack on the market.

Small instruction on pocket thefts:

  • to appear the option of theft, you need to enter a secretive rack (Ctrl);
  • the chance of theft is checked at each subject separately, for this take only the most necessary;
  • if the skill is small - saves before theft so that in case of failure to boot.

You can take anything, the main thing to take a ring. Now, you need to put this ring to another (I forgot your name, open the log - it will be written there to someone). Lined the subject as well as it is faced.

After a successful operation, wait until the brignolf finishes, and if he still won't be able to - enter and exit any building. After that, talk to him, tell me that everything is done, and get a reward.

Reliable roof

Talk to Brinolf again. He will say that he likes smelting and nimble guys like you. And will say what will take in you in your guild if you complete one more task.

Note: It can give you this task as immediately, can and send you away, hinted thinly that you need to find appropriate place - Such a place is from the headquarters of the apartment in the dungeons under the city, it was there, in my case, he gave the second task:

It is that you need to knock out the debt of 3 people. And most importantly, as it turns out, not money. It is necessary that people understand - that with the guilty thieves should be considered. The only rule - the victims must survive.

Money knocking instructions:

  • Kiryva. You can't lose money directly, you need to talk to the argonian Talen Jeme, and convince him to affect Kiryva. He won't want something bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is a favorite statue. Find a statue in her tavern and steal it. Then talk to Helgoy, threatening that if she won't give money, you break her;
  • Beri. To hurt bersi for living, you will need to break his favorite vase. He will shout for a long time, but then will return the debt.

We return to Brinolf, talking about the successful implementation of the order, and - Welcome to the thieves guild!

List of members of the thieves guild

Primary:

Mercer Frey - leader of the thieves guild

Brinolf - takes us to the guild, in essence - Deputy Mercer.

VEKS - Master-Place, gives minor contracts

Delwin Melori - gives small contracts, buys a variety of unique interest

Tonylla - stolen

Mochinger - guard

Vellar Warrior - Barman

Minor:

Clarity

Gives: Brignolf
Essence of the task: punish Aringolf

So. The first our task in the thieves guild. It is necessary to get into the estate of some Aryingolf, drove the safe and burn three hiles. It would seem vanish. In fact, as usual there is a catch. And he lies in the fact that Aringolf security consists of mercenaries. Not very joyful news. Maybe you can somehow get hidden? Yes, you can. We speak with the "Baby Insty". She will tell us that in the estate you can get through the sewer. Classics of the genre. Yes, do not forget to go to Tonilla for Armor, you will like it.



Well, on the road. The estate "Zlatocevet" is waiting for us.

It is best to go at night - less chance of being noticed by guard. And here is our entrance to the sewer.

There everything is simple - go along the corridor, kill Zokrysov, and reach the stairs. Climb, go to the house. And here it begins the most interesting. The house has guards. Most are sitting, two or three go. In general, it will not be difficult to get around them with due skills. But newcomers will have to sweat. To begin with, I advise you - go around the house and take everything that is not attached to the floor, and even then go to the safe.

We reach here this lattice.

Here you can turn back and go to the second floor - there will be the owner of the mansion, which has a key. And you can go further and open the safe to the launders. Choose. But it is hemorrhaway to get the key than to open with the launders. For those who still want to open the key.

We go to the second floor and see such a picture:

Get around very simple - go on the door. We pass through the room, we go out, go a little further and see this:

There will no longer go here. You just need to melt very slowly. But further surprise:

The owner occupies an inconvenient position for us. I do not advise you to talk to him - to kill him give the key will not work, besides, he will raise the alarm and fed up. Just try to pull the key from his pocket.

Regardless of the version of the action, we look at the right to the corridor if we see the back of the guard - we open the grille and make your way further, if we see his physiognomy - we wait until we see His back and only then we open the grid and make your way further. In the basement we will see this careless guard:

No, well, it was necessary to think about it - put a chair on a puddle with flammable oil. Well, well, the fool itself. It will scream past him will be extremely difficult - the space between it and the staircase, which we need is well lit. You can try to get back, and you can set fire to the fiery spell. But it will not die instantly - you have to finish. And there can still be part of two guards from the next room. But when you have luck, you can already run a staircase and hide there in the shade. In general, the choice is yours.

So, we found a safe.

We open or open the key, take everything that is and exit through the sewer or through the main entrance. As it is more convenient, because the next part of our insidious plan is vandalism. Namely, the ignition of the hives. Through the main entrance will be closer in my opinion. Carefully pass through the bridges, bypassing or overlooking the guards, and we set on three ultrasound with fiery spells. Beauty:

Everything can leave. We return to the refuge (a secret passage is now available) and we receive a well-deserved award - 200 coins. Plus, what you manage to honestly steal in the estate.

Wrong medical

Gives: Brignolf
The essence of the task: Touch with Maven Black Heather and fulfill her request.

We go to Maven (I found it in the tavern or on the street near the shopping trays)

She wants us to eliminate her competitor - Honning Mednogarn. She sends us to Waitran, in the tavern "Garzing Mare" to the measure name of Mallli:



Mally tells us that Sabjorn is like a tasting of his honey for captain of the Guardians. And it is not enough - Zokrysi appeared on his medical worn. It would be necessary to refuel, and Sabjorn is looking for someone who takes it. "And the rat poison and honey are poorly combined" But from rats everything will be needed to get rid of - Maven plans to take a medical worn to his hands when Sabjorn leaves her. As usual, all the blacks work falls on our shoulders. Well, where to go? We go to the medical worn:

We go to the building and speak with Saborno.

We propose to help him with his problem, we demand a deposit (if it turns out) and go to the basement. Kill Zokrysov, Psychic named Hayymin:

(Inspect it and read the diary - we again disappeared a plan to capture the peace of the Psycho. This is already becoming a routine), we have a rattling poison in the nest and go to the horsepower. We have a poison in Chan with honey. Well, I made a nasty - the heart is joy. Yes, and wallet:

Now we need to attend tastings. Waitran's Guardian commander will try honey, but he will not like it (and who will like honey with the taste of rat poison?) And he will take the Sabjorn in prison, and Malnia will prescribe the main one. Happy end. Almost. It remains only to explore the Sabjorn room for explaining how he could open his medical worn so quickly. We take the key to Malnia and throw in the Sabjorn room.

Open the chest of drawers, take coins and document. But do not rush to leave. Hack the second door and pick up a decanter with Honning honey. Delwein will give 200 coins for him and put on the shelf, where all interesting items that brought by you will put all the interesting items. We go to Maven, we give the document and get a reward ... Holy Orochy Dagger.

M-yes ... Well, at least you can sell it.

Go to the brignolf. He says that I urgently wants to see Mercer Frey.

Caprice Rotary

Gives: Brignolf
The essence of the task: to find out from the Lizard named Gulum-ah about the buyer of the estate "Zlatootsvet"

We go to Solitude, in the tavern "Laming rat" and speak with a lizard.

We are trying to bribe - and he tells us about the box of fiery wine in the blue palace, which one person really wants to get. And we, it became, should help him in this. It is difficult - there is nothing - there is no one in this box at all. They came, took and left. We give wine, and in return we get information about a kind of woman who came to Gulum-ay with the walle of gold and offered to represent her interests in one matter. Namely - attribute Aryngot fee for the estate. He, of course, did not remember the name and face. But something this lizard is dying. Do not rush to leave when we finish the dialogue. Let's follow him to the warehouse of the Eastern Imperial Company.

Let's go after him. Careful, the guards will come across the way. I advise you to take all torches from holders along the way - less light, and therefore less chances that we will notice. Kill quietly guards or pass by - depends on your preferences. The main thing is not to raise noise. By the way, the guards also go with torches, which complicates our following for the lizard.

We reach the entrance to the grotto "salted water". Gulum-ah came there. We go to the trail, but the lizard is already unimaginable in its late, and we will have to be watched through the robbers. Act the same as custody earlier. Return to Gulum-Aya. Near two robbers. Nothing remains to us, except to kill them. We kill, threatening Gulum-ay - and he tells us about a certain Karlya - thief who killed the former chapter of Galla Guild, and now hunting Mercer. Where she gulum-ah knows, she said just "went to the beginning of the end." Do not forget to talk to him again, and say that for him the debtors - another stolenist will appear. Opening one of the levers of a secret door and go to the Mercer. We tell him about Charhood and about the "beginning of the end." What makes the conclusion that Carlia went to the ruins where Gaul had once killed. And that he will go there with us and help you kill her. Well, but first let's go to Tonylla for a reward - the exchange of one of the components of the armor for better.

Conversation with silence

Gives: Mercer Frey
The essence of the task: Go to the Ruins of the Snow Curtain and kill Carly.

We go to the ruins and we meet there Mercer. He declares that Carlia is still here, he is sure of that. And let us go ahead, and himself goes for us. Okay, you need to hurry until she disappeared again. We approach the door, we see how Mercer opens it, and go inside. Be careful - here are full of traps and draped. Most Mercer traps will warn you. In the sanctuary you can find one of the words of power:

We reach the door, to open which you need a claw. But since we have no claw, Mervesra has to be sick, and it opens the door without claws (here is not to say how to do it). We go and ... fall from the arrows to us. We lose consciousness, but almost immediately wake up, and we see that Mercer and Carlia speak.

From the conversation, it turns out that not Karlya, and Mercer killed Galla! Mercer wants to send and Carly after him, but she runs away. But we will not work, and therefore we get a sword in the stomach. But I will not die. And when we'll see, we will see Karlya in front of them.

She tells us all what we already guessed about. And he says that her happiness of her arrow was poisoned by a special paralytic poison, which slowed out our heartbeat and did not give us blood. Thank you for it. She also found the Diary of Galla in these ruins - not just the same she came here. But the diary is written in the language unknown to her, but she knows who will be able to translate it - the entry, a friend of Galla. We must go to it. In Winterhold.

We need a tavern "frozen hearth".

The entor says to us that Gall led the diary on Falmers. Original, considering that he knows the units in all Skyrim. He himself cannot decipher, but it knows who can. Colelmo, the dowred magician of the marcage. We go there:

And here is Colelmo himself:

He is really a specialist in the language of Falmers. But it is categorically refused to show his work. You can lure himself in trust by completing the quest, but you can steal the key from the pedesta behind it and get a guard past the museum. By the way. The guard for the first time in any case will speak with you, even if you are invisible. Consider this. So, regardless of the way, we sneak into the museum. There will be guards and a lot of light. Carefully take care of the entrance to the laboratory of Colelmo. But if you are confident in your abilities - you can suck on this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the rod of the spider equation. Instructions in the diary nearby. And here and spiders:

The laboratory also has guards. You can rush past them or kill. And you can run traps to have "accidents". After all, the bormer mechanisms are old, who knows what fails can happen there? In the room where the Akakar is sitting too, you can run the trap - kill faster. Do not forget to pick up the cube in that room - give it Delwin.

From this room we go to the balcony, and from there we get to the tower of Colelmo. The case is almost done. In his office, take the carbon and roll of paper. If you want to examine his office on the subject of utility - now it's time, then it will not be. Let's go through the door in the office to the stone and redraw it on paper. Ready. Op-pa And here is the cavalry:

You can wait and slip past them to the exit. And you can kill them. The captain will restore a little in the aisle - a good chance of imperceptibly cut his throat. Then one will rise at the stairs, and the other two will go upstairs. Kill it quickly. Then one comes to the top of the stairs and turn back, and the second will go further to the stone. Kill one, then the second. Everything can be returned to the enthir in Winterhold. We go to the basement and see Carly near the enthir:

We give him a copied text of Colelmo, and it begins to translate. It turns out that Galla has long been suspicious about Frey's devotion. Gall found out that Mercer leads too luxurious life. Looks like he robbed the guild. Rocked the thieves guild. Ironically In addition, Gall mentions Mercer desecrated a certain twilight tomb. Karlya says that you need to immediately deliver the translation to the guild to find out everything, what a bad mercerr Frey. But first let's talk with the enthir - he will suggest us to tear to him in the board, if we want to sell stolen things. Another buyer. Excellent. Now we are talking to Carly, and Mosaica is generily folded. Twilight tomb - the temple of the Nochturnal, the patroness of the night and thieves. Nightingle swore to protect the temple to the last drop of blood, because all her gifts are stored there. And even more - she interacts through it with our world. And Mercer desecrated the temple. From here and drop the guild of thieves - the Noktornal itself turned away from them. It is necessary to go to rifen as soon as possible and punish Mercer. Finally, Karlya will give us a nightingale blade - the sword of Galla:

The pursuit

Gives: Karlya.
The essence of the task: to expose Frey Mercer.

We go to Rift, in the "Brown Flag" and speak with Carlya. Together with her go to the guild, and we are welcomed by a warm welcome - Brignolf, Veks and Delwein. And all with naked blade. Perfectly.

But Carlia gives the brine Gaul's diary, he does not believe his eyes and offers to open a repository. Delwin argues that in order to open the repository you need two keys. Vex says that it is impossible to open this lock. But Brin insists on his own, and they open it with Delvin. It turns out that Gall was right - we see empty chests.

Wales in rage, she threatens to kill Frey with her own hands, but Brin calms her, and sends it with Delvin in the "Flagu" to notify them. If Mercer comes here. And we will also have to go to his estate "Rifteld" and search for a prompt where he could go. And we are allowed to kill everyone who gets on our way. Charming.

The easiest way to get into the estate from the courtyard, along the ladder, which Mercer made an emergency waste. But there is a small snag - Wald. Guard Mercer. Let's talk to Veks - she once knew Wald very well. Vex will tell us that it is impossible to make friends with him - he is friends only with money. But you can promise him that Maven will close his debt. Do how you want - you can close the debt, and you can simply kill it and take everything you need from his corpse. There is no difference.

It is actually the mechanism itself, where you need to shoot so that it goes away.

The house is empty, but there is one secret. One of the cabinets is the door to the narnia. Well, in the sense, in the refuge of Mercer. It is on the second floor. In the shelter, look in both - the traps do not drell. Yes, and rejuvenation will be what, as in the house. We reach his room, we take plans, a good sword in a shop window (glass, damage to cold) and a bust of gray fox - Give Delwin. Well, and also that would like. It is not necessary to return - there will be a passage in the rat hole. We go through it to Brinolf and give the map. It turns out that Mercer hurts the eyes of Falmers - huge precious stones that have a whole condition. If he finds them - we will never find it. I will have enough money to graduate from the old age, and still children will remain. It must be stopped by anything! You need to talk to Carlya. Time remains little.

Reed Triad.

Gives: Brignolf
The essence of the task: become a nightingale.

Yes Yes. We will become a nightingale. As usual, our Hero Uber-Super-Power-Many-Who. Well, okay, everything is in order. Carlia asks us to meet her from an ancient standing stone behind Ripten.

On the parish there we see and Carly and Brin. Carlia asks us to go after her, she will explain everything on the road. And we enter the Sliver's hall. Carlia really wants that we become nightingales. To do this, you need to put on their armor and pass the rite of initiation. We go to the stones and, taking armor, dress it.

Now the rite of initiation. We need to get up on the left round, stand and listen. And so, the dedication was accomplished, and we became nightingales. So, what is next? And then Carry will tell us about the true crime of Mercer. It lies in the fact that Frey stole ... Skeleton key. If you played in Oblivion, you must remember what it is. But this key opens not only physical constipation. After all, the possibilities of the human body are very high, and we only use them part. And when you understand that the key can open up such "constipation" - opportunities become almost limitless. It is impossible that such a thing gets to such a person like a mercerr.

Before moving forward, let's talk to Brin. He will suggest us to become the main guild of thieves. Naturally we agree. Where are we going? But now go for Mercer. The path lies in the ruins of Irktanda. The entrance will guard the gangsters - I counted six. We kill or prohibit, go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken dormant robots, 4-5 live robots and all. We go to the second level and immediately stumble upon Carlya and Brin. Karia claims that Mercer was here recently. It is necessary to find it. Next, just follow the scene of the murder of Mercer two Falmers. Go ahead. We find a huge room with grille at the end. To open it, you need to pull two levers - on the left and right room on the elevation. By the way, there is a nearby ballest - behind the door with the castle expert. Dreak behind the levers, shoot from the ballests on the Falumera and go on. And look under your feet - this is still the dormant ruins. Nobody canceled traps. In general, these are ordinary dormant ruins. Enemies - Mechanisms and Falmers. True trouble can deliver Centurion.

Healthy Mahina, alive and hurts. To go with her to hand-to-hand - not the smartest thought of course, but with good armor you can. And you can provide a brignolf this honor, and to join Carrya himself and shoot it from Luka. Or magic. Improvise, show fantasy.

And finally, we got to Mercer. We go into the sanctuary and see how he jumps the Falmer's eyes from the statue.

But suddenly the platform, which we stand, is rolled and falls. Carlia and Brin remain upstairs. You will have to fight Mercer alone. And he was also bringed so that he was forced to fight Carlya. Need to hurry. This fight is complicated by the fact that Mercer whims. And no more. Yes, he likes to go into invisibility, but at the same time see it is not difficult. After his murder of the cave in the best traditions of the genre, it begins to collapse, and the room itself is to sleep. The door does not open. What to do? Wait until the room floods. No, I'm serious. Wait. When the room is flooded, stones are cut over the head of the statue and open the passage leading to the Cave "Bronze Water"

Return of dusk

Gives: Karlya
The essence of the task: go through the pilgrim.

We speak with Carly, and she will tell us that it is necessary to return the key of the knockturny. But to get to her, you need to pass the path of the pilgrim. She can't go there, because because of her the tomb was defiled, the brinse need to return to the guild and maintain order there. Who remains? That's right - we. Before leaving, she will give us their bow - a useful thing.

By the way. After all, it is not necessary to give a key not necessarily, right? And the eternal lock is a very good thing. You can, for example, leave it until you have such perk. But at the end of this task you expect a very good reward. But about this below.

Our path lies in the twilight tomb:

At the entrance will be a nightingale guard:

When talking with him it turns out that this is none other like Gall himself. But he himself can not return the key to the tomb - the closer it comes to the night's well, the weaker it becomes. And even now he feels that he dies. We will have to us. Do not forget to read the nistroma diary - it lies with the wall to the left of the nightingale, the skeleton.

Next, the quest marker disappears. But without him everything is transparent. In the first room we are waiting for three nightingale-guards. Two together and one a little further. In the next room you need to go on the shadow, without touching the light - very quickly die. Light with light, but also to look at the feet. Next will be a room with a statue of a knockturnal and a dead gangster nearby (I wonder how he got here?). It seems to be a dead end. Although ... and what is there for the right torch in the form of bird heads? Yeah! Chain! Durge and ... nothing happens, except that the torch goes out. Hmm ... And if you look at the left? Also chain. Drech for her, and the door behind the back of the knockturnal opens.

In the next room, banal pressure plates and pendulum blades. Behind the door will be a surprise. And for you, he is most likely unpleasant. I will only say that no one has died from caution and quixais. And here you are in front of this door:

And finally, we are in the sanctuary. But ... There is only a pit with a skeleton at the bottom and nothing else. Do not upset and jump. It will not be particularly painful. But after all, and from the pit there is no exit? Not scary. Sit a little or run along it - soon our hero will get the key, turns him and suddenly - about a miracle! - Paul will dissolve and we fall into the holy of the Holy Tombs.

It remains only to stick the key to the castle (logical, isn't it?) And ... listen. With us will say the nocturnal. Acknowledge, I thought that she would be prettier from her.

But might be just to blame my schedule. No matter. It is important that we will have mercented. What, they say, nor the honor nor the debt, nor loyalty here, and nearby lay - the main reward. Nuuu ... Well, she is right. And the reward is really worthy. Looking for a circle with a picture of the month, we will get talent, when using which the BAF is excellent for thieves - during subcutting, invisibility is automatically superimposed. Having rolled into the semicircle - rabies spell - all creatures in the zone of the spell attack everyone without disaster during 30 seconds. And putting on the full moon, we will get a spell of pulling health from the enemy - I do not know, level it is or not, but at level 18 it eats up the opponent 100 health. Agree not enough? But, unfortunately, it is not spells, but talent. I can use only once a day. Sorry, but nothing can be done. And take all three either will not work. Choose. After the selection, we will see Galla. He came to say goodbye to Carly.

Here you go. Adventure completed. You can perform generated endless quests from Vex and Delwin, and you can simply forget about the guild, and to go out only to sell stolen. Good luck to you. Watch both - go in shades.

Leave a message to the former client of the thieves guild.

Fast passage:

  • Talk to the brignolf.
  • (Optional) Talk to Vex.
  • Peel into the estate of chilot.
  • Google three hiles.
  • Open Safe Aringot.
  • Take the bumping on Zlatocevet.
  • Return to Brignolf.
  • After completing the quest "Reliable roof", talk to the Brignolf and Mercer about membership and the next task. You can talk to the bulbs before leaving the brown flask, collect some information about the estate of Zlatocevet, including the presence of sewer system To facilitate your penetration.

    Get to the island

    The easiest way to get into the estate is to come from the west, in the same area where the hives are located. Some of the mercenaries who patrol the island can detect you, but, nevertheless, you can easily get to the hives. The murder of these mercenaries will not suffer any punishment. For a lift of the hives, you can use a torch, a crock "fiery breathing" or one of the fire spells or electricity destruction schools.
    Burning more than three hives will deprive you of remuneration. Maven and Brignolf Both will scold you for it.
    The entrance to the sewer of the crutches is located on the north side of the island. In the sewage there are cacks and spills of oil. The back entrance is closed on the expert level castle. If you open this door too hard, you can try to sneak in the estate at night.

    Hacking and penetration

    Once inside, inspect the many chests containing gold and inconsolable items. On both floors there are mercenaries, which you can kill or sneak past them. If you go on the stairs, Aringot will sit in squatting next to the bookshelf in their room, to the left of the bed. You can talk to him to try to get the key from his safe or steal. If you talk to him, you can convince him to give you the key, but if he refuses, you will have to kill him. Nearby is the statue of Queen Bee, which you can pick up to the right of the bed. It is not worth anything for simple merchants, but if you can attribute her Delwin Mallory in the thieves guild, he will give you an additional remuneration from gold, as this is one of the qualifications of theft.

    Your following quest will open in the dialog about the reward with Brinolf. Make sure you follow the option of dialogs to find out why Maven wants to meet you.

    Quest steps:

    Clarity (TG02)

    Stage

    Complete stage quest

    Recording in the journal

    Brignolf offers you to meet with the head of the guild.
    (Marker is available): follow the brignolf.
    Thanks to the support of Brinolf, you became a member of the guild. And now they are ready to take your first task and prove that the recommendation was not in vain.
    (Marker is available): Listen to Frey Mercer.
    (Marker is available): Talk to the Brignolf.