Who is the thieves guild fence in whiterun




















Keep your eyes on Gulum at this point because he goes into a secret and hard-to-find doorway leading to 'Brinewater Grotto'. If you lose him, look for a giant barrel on its side and go down the stairs into the water hugging the stone wall. You should see a narrow ramp in the wall that will lead up out of the water by some shelving units and into the Grotto, go in and SAVE. Find Gulum at the end of the cave, kill the bandit boss and talk to him, he will reveal your next lead; a fellow thief called 'Karliah'.

He will reward you with some gold and tell you to visit Tonilia to upgrade one of your Thieves Guild armour pieces. It is advisable to hang on to your armour for now, you still need it later. Meet Mercer outside the entrance where he'll have some words for you and he'll become a temporary follower. Use the chain in a niche to the left to open the metal gate and proceed onwards.

You'll soon encounter another metal gate, open it using the chain to the right. After this you'll go down some stairs and reach a large chamber, take out the draugr here then go up stairs directly ahead, the fourth unique item for the Litany of Larceny, a 'Model Ship', is here on top of a booby-trapped pedestal. To avoid the fire damage and possibly losing the ship; use a telekinesis spell to take it if you have one.

Now find the other stairs to the right of the chamber that leads to 'Snow Veil Sanctum', enter. If he fails to open the door for whatever reason, try waiting an hour and returning, or reloading the previous save. In the next chamber you will find Karliah and a scene will follow. Don't worry she explains herself and following some dialogue you are directed to the Bosmer Sorcerer 'Enthir' in Winterhold.

You must have either not started or fully completed 'The Staff of Magnus' and the 'Eye of Magnus' quests for 'Mirabelle Ervine' at the College of Winterhold before proceeding to Enthir.

He will direct you to the wizard 'Calcemo' in Markarth. He will not help you with your translation so you must steal the guide from his Dwemer museum. Personally I would recommend doing one or both of the side-quests, they will give you more sneaky experience and rewards in general and are the safer of the options. Enter the first room on your left to find an 'Unusual Gem', on a table to your right, it is important to get this now, as returning to the museum later can cause a serious unfixable bug.

In here you'll find the 'Spider Control Rod' use this to control a mechanical spider to attack guards with. It is possible to sneak past all the guards however. Beware the hall with the poison gas; your health will drain rapidly until you exit, and it is not possible to eliminate the damage with poison resistances, even with items such as 'Hevnoraak's Mask'.

Putting 40 pounds of weight maybe the body of a dead guard or some armour on the pressure plate at either end of the poison gas hall will stop the gas from spreading. Activating the valve at the other end of the hallway will also activate the Dwemer blade trap killing the guards in the area. For safe passage, activate it again and the blades will retract. Activating the trap will also send 'Aicantar' into a panic and he and any guards you may have sneaked past, will make a run for it, though the guards will be unlikely to escape due to the thresher trap.

The fifth unique item for the Litany of Larceny quest, a 'Dwemer Puzzle Cube', is located just before the door to the balcony exit. You may fight them if you wish, but can simply sneak past them: If you look towards the exit, you should see a ledge up on both sides of the wall. Jump onto the pipe in front of you then onto the ledge and proceed out of the door. A waypoint will indicate an exit route; hug the right edge of the balcony and you'll see a small hole to the waterfall.

If you fall into the waterfall you will take no damage and you can then fast travel to Winterhold. Alternatively, just look left and down when you reach the waterfall and there will be a path where you can make very small drops to multiple rocks and basically walk back to the entrance of Understone Keep.

You can also just retrace your steps back through the museum, avoiding any guards you didn't kill earlier. Enthir will use the copy of Calcelmo's tablet to translate Gallus' journal. Karliah will give you the 'Nightingale Blade' as a token of appreciation and invite you to meet her in the Ragged Flagon.

Allow Karliah to leave first, if you leave before her you may glitch the next quest. Also continue straight on to the next Thieves Guild quest after this do not complete any other quest yet. Also note: The stone rubbing from Calcemo's tablet will appear on the ground in the College of Winterhold after completing this quest. If you pick it up it'll be marked as a quest item and you cannot remove it from your inventory.

If you then enter the Dwemer museum again this quest starts over and you have to copy the inscription on the stone again. This will cause the final Thieves Guild quest later on to become permanently broken, so do not touch the stone rubbing or enter the Dwemer Museum after this quest. Also note: If you did not pick up the key to the museum from Calcemo's table never return and pick it up.

You may trigger a bug that restarts the quest and halts other quest progression stages. Also avoid the north eastern area of Riften altogether, and head directly to the Ragged Flagon. Before you leave you should first talk to Vex about a certain Nord named 'Vald'. When you arrive you'll find all the gates locked and the house guarded by Vald, at this point you have several options open to you:.

Vald will become hostile and chase you out into the streets, lure him into some guards and they will take care of him, leaving you free to take the key from his body. You should reach the bottom of the stairs, head through the closed doors to the east and find an out-of-place cabinet in the north eastern corner. Activate the secret panel and head down into the cellar which leads into some tunnels, SAVE. Looking at the tiles head south two squares, west two squares, north two squares, west two squares, and south two squares in order to avoid the traps.

Avoid another pressure plate trap right around the corner. Follow the hallway, you'll come to another hallway filled with timed pendulum blades and battering rams. Head down the ramp and stop at the closed door. There is a dart trap trigger on the left side of the door. On the desk is also the sixth unique Larceny item, the 'Bust of the Gray Fox', make sure you take this now.

Speak to Karliah, in order to compete with Mercer Frey both you and Brynjolf must become agents of Nocturnal- known as 'Nightingales'. If Brynjolf fails to move over to Karliah try reloading the previous save. You should find the entrance to the 'Nightingale Hall' here, have any followers wait outside and then proceed inside and SAVE.

Your first stop is the armour chamber. Karliah will explain more about the Nightingales as you walk, if Brynjolf fails to move you can push him along, activate the stone to receive a set of 'Nightingale Armour', you must put this on in order to continue. Now Karliah explains that you need to return the sacred 'Skeleton Key' to the 'Twilight Sepulcher' and in doing so restore the Thieves Guild to glory.

This prompts the next quest automatically and directs you to a large Dwemer ruin to the west of Windhelm called 'Irkngthand'. I recommend you make your way there now as completing any other quests before this can cause stage quest bugs. Before you go however, talk to Brynjolf, he has some news for you and asks you to meet him and Karliah at Irkngthand. Proceed through the first room and take out the wandering Dwarven sphere before proceeding through a gate.

Kill another three spheres before going down some stairs, turn right and follow the path in the upper floor to find a treasure chest. Just follow in the same direction they're spinning and you can make it through unharmed, watch out for a couple of Dwarven spiders that will attack you along the way. At the end of the next corridor, there is a Dwarven spider and another chest.

Activate the lever and you'll descend to 'Irkngthand Grand Cavern'. There is a trap on the left side of the door. After deactivating the trap wire, go through the door and continue down the hall. To open the door you have to activate the levers on either side of the room, once you pull the first lever you have to quickly pull the second before the gears activated by the first lever stop turning. Be careful while crossing the next chamber as there are multiple traps on the floor.

Proceed on and kill any Falmer in your way, go up the ramps until you find a door. In the next room, shoot the 'Dwarven Centurion' with an arrow while still standing on the steps, the Falmer will then fight and destroy him it can also be activated via a button located on the side of the steps, if you drop down on the right-hand side. Moving ahead, you'll find a door leading to 'Irkngthand Slave Pens'. Proceed through the corridor on the left and Karliah will tell you that you have a choice between sneaking or fighting the Falmer.

Further down the room you'll fight more Falmer before going down the path that leads to 'Irkngthand Sanctuary'. Mercer will turn invisible occasionally during the fight, position yourself on the stairs and let Mercer come to you, so he doesn't sneak up behind you. Now you can return to Irkngthand and loot the corpse.

Also note that although the Skeleton Key is a Daedric artifact it does not count for the 'Oblivion Walker' achievement. Run out through the short passage to escape. This takes you to 'Bronze Water Cave' if you had a follower that wasn't told to wait, this is where you'll find them. Be sure to t alk to Karliah before leaving to complete this quest properly , she will give you a present, SAVE. Do not leave this area until this quest is complete.

Talk to him for a while and inquire all you wish about the tasks ahead. Inquiring further will give you a little mini-side quest to retrieve a very helpful journal, it contains clues about the five 'tests' you will be facing so it's worthwhile going for it.

The journal is found on 'Nystrom's' remains on the east side of the chamber. The first test is found just ahead in the form of two 'Nightingale Sentinels', one will be found in a room to the left, along with a secret chamber opened by pressing a button behind the table. The other Sentinel can be found wandering near the steps in the main room. You can either choose to fight them or try sneaking past them. Proceed on into the next hallway watching out for pressure plate traps.

On top of the stairs ahead, there is another Sentinel keeping watch, kill him or sneak past then SAVE. Stick to the shadows to avoid very rapid, automatic health damage from the light. There are some tripwire traps in the shadows to avoid; the first one is on the first flight of stairs across the landing just ahead of you, the second is located just before you go down the second flight of stairs, the third is just before you travel across a wooden bridge, and the last one is located at the top of the last stairs going down.

After you reach the end of the chamber proceed further onward until you reach the next room, SAVE. This test requires you to give Nocturnal an offering- an offering of 'Darkness'. Find the chains hidden behind the stone torches, pull them both to put out the flames and reveal a hidden passage behind the statue, proceed through and SAVE.

However, you can avoid these traps by opening the master level door to the left of the pendulum trap, use your Skeleton Key to open it. This path leads to another chamber which has two Nightingale Sentinels and also contains a copy of the Lockpicking SKill Book 'Proper Lock Design' on the table near the southeast corner of the room.

A copy of the Sneak Skill Book 'Sacred Witness' can be found on the table near the altar on the northwest side. It is very buggy down this well so make sure also to SAVE before dropping down. After this, the floor of the well descends to reveal a room with three closed doors and a lock at your feet. Use the Skeleton Key to re-open the 'Ebonmere'.

After some dialogue with Nocturnal you are given a choice of three special powers:. Agent of Shadow: This gives you a 2 minute invisibility power while sneaking. Agent of Subterfuge: This gives you a Frenzy power causing all nearby enemies to fight each other for 30 seconds. You can return here any time to change your power if you wish, but only once a day. Nothing like free labor to make operating costs cheaper. I was going to have my lazy, good-for-nothing assistant Mallus handle it, but he seems to have vanished.

Although Mallus claims Sabjorn treats him like a slave, it would seem he lives a comfortable existence. From midnight to 6am he sleeps in his bedroll on the third floor, right on top of the entry. After an hour of breakfast, he will be found in front of the bar waiting on potential customers until 8pm, although he does take an hour break for lunch at noon.

He then enjoys a particularly long dinner until his bedtime at midnight. He'll fill you in on all the details. When you approach him he'll cut to the chase: "I'm going to keep this short 'cause we've got a lot to do.

Honningbrew's owner, Sabjorn, is about to hold a tasting for Whiterun's Captain of the Guard and we're going to poison the mead. That's the beauty of the whole plan. We're going to get Sabjorn to give it to us. The meadery has quite a pest problem and the whole city knows about it. Pest poison and mead don't mix well, you know what I mean? You're going to happen by and lend poor old Sabjorn a helping hand. He's going to give you the poison to use on the pests, but you're also going to dump it into the brewing vat.

Maven and I spent weeks planning this. All we need is someone like you to get in there and get it done. Now get going before Sabjorn grows a brain and hires someone else to do the dirty work. If you ask him why he's bothering with killing the rats he'll explain: "Once Sabjorn is out of the way, Maven has plans for this place.

One way or another, we don't want the pests coming back. Consider it just more of the dirty work. Afterwards they will also act as a fence for you, although this is less usefull than those listed above as the caravan's location is constantly changing.

The quest isn't showing in my list of completed quests so I'm assuming it's a miscellaneous quest. Endon , in Markarth is also a fence. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?

Learn more. Who are all the fences? Ask Question. Asked 9 years, 11 months ago. Active 8 years, 5 months ago. Viewed 97k times. Improve this question.

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