It's the house located just North of the circular square in the middle of the district. Enter inside Dynari's place to find Methredhel. Speak with her and choose the last option to know news about the Waterfront.
After the conversation, exit outside and warp to The Arcane University where the red marker has been moved. Imperial City - The Arcane University. Wait until it's night time 2AM will do it and get inside the Arch-Mage's Lobby the tower in the middle of the area. From here, step on the magic platform on the ground to move up to the Arch-Mage's Tower Council Chambers, and then take another warp to the Arch-Mage's Quarters.
In this last room you want to steal the shiny Hromir's Icestaff , which will be located on a drawer in front of the bed. Then approach the Archmage's Night Stand on the left of the bed; try to "open" it to actually put a note inside it.
Note that if you do the things the other way around first the note and then the staff the game will tell you to put a note in the stand again, but you actually don't have to: simply exit outside and report your success to Methredhel in Dynari's house tell her about the Icestaff.
Return to the Waterfront area, in day time 10AM. You want to eavesdrop Lex's conversation. You can find Lex where you found him the last time, that is to say North of Methredhel's House. After some scenes Lex will go away, dropping the Note from Reminus Polus on the ground; read it if you want, then report the situation once again to Methredhel in Dynari's house -- talk to her about Lex to continue.
Exit the house to return to Talos Plaza District. Go South towards the next red marker which will lead you to Ontu Vanin's House. Break into the Hard-locked house, and then force the Average-lock of the room upstairs to access Ontus Vanin's Private Quarters.
In this room follow the green marker to locate the Ontus Vanin's Chest on the ground, and interact with it to place the Icestaff inside. Note that it's possible to loot this very chest and get the Icestaff again, but if you do so you won't be able to complete the quest you can always put it in the box again, don't worry.
Should you be eager for this nice weapon, it will be available for looting in the Arch-Mage's Quarter after completing the quest. When it's all done, return to Bravil and speak with S'krivva tell her about Lex to complete the quest, get your reward Gold and promotion to the rank of Cat Burglar to unlock this achievement:.
For the next quest you need to have earned at least Gold from reselling stolen goods. Speak with S'krivva when you have fulfilled the requirement and accept the next "special job". After arriving via fast-travel, turn around and go through the large door to access the Courtyard of the castle. From the courtyard, locate the door that takes you to the County Hall and enter inside. In the County Hall you want to go upstairs to find the door that leads to the Dining Hall.
Force a Hard-lock to get in the Dining Hall, and from the Dining Hall locate the stairs that go down towards another locked door Easy level this time that leads to the Wine Cellars. In the Wine Cellars you want to approach the middle wooden tank, and check on its right to find a "suspicious" candle. Pull the suspicious candle to activate a mechanism that will open a secret passage through the tank itself -- save the game it's important!
You'll find yourself in front of the "Pale Lady", an enemy that you are allowed to defeat she must be considered like an animal or something since you don't get punished if you kill her. Beware that this enemy will try to inflict the Porphiric Hemophilia disease, which is a dangerous status ailment: if you don't heal it within three days you will become a Vampire, and healing the Vampire status is not a five-minutes task!
Anyway, once you have defeated the Pale Lady examine the dead body on the ground to update your quest. Then speak with the Argonian in the cell on the right, and talk to him about the Lost Histories of Tamriel.
Open the door of his cell for him Average level and make your way back to the Courtyard simply backtrack; Amusei will respawn next to you if you enter a new area, so hurry up and don't bother fighting or sneaking.
When you are in the Courtyard again, follow the red marker to exit outside to The West Weald. From here cross the bridge and go all the way towards the green marker to meet up with Amusei again. Speak with him and ask him about the Lost Histories of Tamriel again. After getting to know where the desired tome is, warp to Skingrad - East Gate. From the East Gate simply follow the red marker to find the book on the ground.
Press A to examine it, then press X to actually take it. You can now warp back to Bravil. Speak with her again once you have fenced over Gold to start the next quest. Fast-travel to Castle Anvil it's the port city far West when you are ready. After arriving via fast-travel, locate the door to enter the Anvil Castle area. Once you are inside the main hall, go right into the "Smithy" area. In here speak with Orrin, who's been waiting for you, and follow him around the place to find a secret passage.
Either way, go through the passage and continue upstairs to find an Average-locked door that leads to the Private Quarters. Enter the Private Quarters and go up more stairs. When the path apparently ends, find and activate the "movable pillar" on the left to open another secret passage.
Go left after the passage and open a Hard-locked door. Inside the next room you may find a woman, Dairihill, if it's still too early in the day. With or without her around, force the Average-lock Dairihill's Desk to find the List of Candidates key item. Grab it and exit the castle. Warp to Anvil Main Gate the North one. Ask the beggars around the city to know where to find a forger. They will tell you to look for a man around the Mage's Guild.
Wait until day time 10AM and follow the next marker on the map to find the man you want. Anyway, speak with him and tell him to "Forge this letter" to hand it over to him. Rest for 24 hours even right in front of him , make sure you have Gold to give away, and then speak with him again to ask for the "Forged letter" -- he will give you the Forged List of Candidates key item in exchange for his fee Gold.
Imperial City - Prison District. Warp to Imperial City - Prison District, where the red marker is. Follow the red marker to locate the Very-Hard-locked door to the Imperial Legion Offices and break inside.
Once inside, check the desk to find a brownish Imperial Legion Seal it's at the bottom of the picture near the wall ; examine it to upgrade your last quest item to the Sealed Forged List of Candidates.
Fast-travel back to Castle Anvil. Tell her about the "New Guardian Captain" topic, then exit outside the castle and warp back to Imperial City - Waterfront.
Enter inside and speak with him; tell him about the "New Guard Captain" news. Then warp back to Bravil to complete this quest where it started.
Speak with S'krivva to receive your reward 1, Gold and be promoted to the rank of Shadowfoot. Exit outside the house. The last four quests of this quest-line will not be given by a "Doyen", but you need to wait until you get contacted by other members of the guild.
This can happen basically anywhere, provided you have fenced enough money Gold for the next quest. You can simply wait outside S'krivva's house for 24 hours; when you wake up it should be a matter of seconds before Methredhel arrives, assigning you the new job. Reach the Southeast part of the city to find the Helvius Cecia's House it's the Southeastern-most of all ; 1AM will be a good time to find the owner of the house just outside of it.
Speak with him if you want, and then enter inside the house. Once inside, go downstairs to find a certain popular character. Start a conversation with him and pick the obvious options to receive the details of this quest. Among the lines of the conversation, this quest-giver will also tell you that the rule about not killing anybody on the job will not be valid for the upcoming quest. Therefore feel free to slay the enemies if you find it necessary to continue I doubt you'll need it anyway.
For an extra courtesy, the quest-giver has also added the icon of the next destination on your map -- exit the house and use the world map to find, directly East of Bruma, the Temple of the Ancestor Moths. Unfortunately you can't simply fast-travel there, and therefore you'll need to get to that place on foot or, better, on the back of a horse steal one from the stables West of Bruma.
Don't follow the red marker, since it's pointing towards Castle Anvil, where you don't have to go. Once you're finally here, wait until it's about 1PM and break into the Average-lock "Monk's Quarter" a small shack.
Here you will find Brother Holger; bribe or persuade him until his disposition is 80 or higher. Then ask him about the Savilla's Stone and get to know more about the catacombs too. He will lead you towards the Ancestor Moth Crypt a place where you could have entered too on your own actually, it had a Hard lock to break though.
From the crypt there is only one door ahead, and it leads to The Temple of the Ancestor Moths building. The Temple of the Ancestor Moths. As explained earlier, in this place you can kill the monks without consequences of any kind well, other than turning them hostile, which happens anyway if they notice you: they might be blind, but not deaf.
You can pickpocket the first monk you find to get the Catacomb Key. Then proceed through the many hallways a Torch will be useful here; as you probably expect these people didn't bother too much with the lights There is just one way to go though, so it shouldn't be hard to continue to find the door to the next area force an Average lock to continue.
Catacombs of The Temple of The Moth. In this area there will be some traps here and there, so open your eyes and be ready to dodge the dangers.
At the first fork Northeast or Southeast go Southeast to reach a room with several ropes that hang from the ceiling. Pull them all until you find the one that will lower a rock wall it's the one Southwest that allows you to continue through more hallways. At the next fork Northwest or Southwest take the path Northwest, since Southwest will take you back to the first fork.
Keep going on and there will be another fork; again Northwest or Southwest. Keep going Northwest and you will find a ghost on your way Faded Wraith ; past it there is a Hard-locked door to open to proceed.
Go on to enter an open cave. In the middle of this area you will find a strange red crystal that periodically "attacks" the nearby zone it doesn't do much damage, don't worry , a monk, and also the circular Savilla Stone on a small altar of some kind. Grab the Savilla Stone and head Northeast to find a passage that will take you to a room with a ladder on the East corner -- use the ladder to exit right away.
Go to the basement of Helvius Cecia's House to find your quest-giver; hand over the Savilla Stone to complete this quest and receive your reward Gold. Exit outside the house, fast-travel to Imperial City any district and wait 24 hours. If you have fenced over Gold you should be contacted by Amusei after waiting for 24 hours in the city wait for longer if necessary.
The house you want is the Southwestern-most of all: it's Malintus Ancrus' House. Fast-travel to Bravil South of Imperial City and the beggars some info if you want. Then fast-travel to Castle Bravil and enter inside the Great Hall of the castle the entrance is far to the East side of Bravil. Inside the North Wing area, go left North to find an Average-locked wooden door -- force it to enter Fathis Aren's rooms.
A quest message will prompt now, telling you to locate the arrow of extinction -- force the two chests on the left as you enter Average locks for both to find Actually there might be two very good items in the second chest Glass Sword and Ebony Cruissar , though they are quite heavy and you may not be able to carry them outside with you they may even not be here in the first place. Anyway, another quest message will prompt after checking both the chests, telling you to look for another secret room.
The secret passage is directly in front of where you entered this room: activate one of the two pillars the right one to reveal it and proceed through another Hard-locked door. This place is quite huge and can get rather complicated and frustrating with all the locked doors, passages and monsters, so try not to get lost.
Defeat a Daedra enemy in front of you. There will be two gates: ignore the one leading West and lockpick the one that takes you North Hard lock. Save the game, just to be safe. At the next fork take either path and go East into the water. If you stick to the North side you can get out of the water to continue on the land, past an Easy-lock door, but this path leads only to an optional area with a few enemies and some items to collect.
To proceed you need to find a secret passage underwater; I would advise saving the game again here. Here is a video showing the way, in case you need a visual reference. Anyway, from the area with a lot of water you want to find a passage that goes to the bottom of the pit. It's a really, really long way to the bottom, but there are actually two paths that you could take. One leads all the way to the bottom of this place and, from there, to a door that takes you outside to the world map you end up in the middle of the ocean.
This is not the way to go, and you must have some very high attributes or simply a Water Breathing effect on in order to survive such a long swim underwater. The path that you have to take is different. You don't have to go all the way to the bottom, but you must stop quite earlier. In particular, when you descend you will see some lights and fishes. The last of the fishes is on a rock just about where the deepest beam of light ends.
From the position of this fish, make sure you are facing North, and go about a couple of meters above the position of the fish. At this point you should see a passage, a cave, right in front of you that is to say, the passage leads North. Follow this passage and you will end up on the land again. From the land continue towards the East, going East or North whenever possible to eventually find a Hard-locked door.
Follow the hallways and go through yet another two Hard-locked gates. Take all the East turns you can and you will finally reach the Hard-locked door to Fathis Aren's Tower. Save the game again. In this area you must get the arrow of the quest and a key, the Aren's Tower Key, which can be looted from Fathis Aren but also simply obtained from the same chest as the arrow, in his laboratory. If you are a member of the Mages Guild you don't want to get caught stealing, and neither you want to kill him: if you do either of these two things you will get expelled from the guild.
On the other hand you should be able to speak with Fathis Aren if you are a member of the Mages Guild, thus raising his disposition towards you as much as you can go all the way to the max to be able to take the key from his chest without him bothering you.
On the third level you will find a room with Fathis Aren, who is working in his laboratory. The chest with the items you want is beyond and to the left of his desk. You'll finally be back in the open world. Fast-travel to Chorrol which is West of Imperial City; you are South of Imperial City now and deliver the bounty to Gray Fox, who is still in the same house Southwest in Chorrol as he was when he ordered the arrowhead.
For your trouble you will be rewarded with Gold , the promotion to the Master Thief rank, and you will therefore unlock:. After fencing Gold, wait 24 hours in Imperial City and you should be contacted by Amusei again.
The first is that the only way to sell stolen property is through fences who are revealed as you progress through the guild ranks. The second is that you will be able to pay off your fines and bounties.
Just go to one of the Doyens those who give you jobs and they can remove any bounty you acrue for half of the cost. This makes it so that you pay off less fines and don't get your stolen property confiscated by guards.
The final reason to join the Thieves Guild is for the abundance of lockpicks. We have only seen one character outside of the Thieves Guild that sells them.
He is Shady Sam and can be found by walking along the outside wall of the Imperial City north of the stables. If you want to do some great stealing and improve your Security skill early in the game, this is the best way to do it. There are some negative aspects to the Thieves Guild. You can't steal from or assault any fellow members of the guild. Likewise, beggars and peasants are off limits.
You also can't kill anybody while on the job. These are grounds for instant expulsion. If you do break one of the rules, you'll have to pay a fine for reinstatement to the guild which can be as high as 1, gold coins for a murder. The rewards far outweigh the downside. We recommend joining this guild to anyone who has Sneak or Security as major skills. One of them, likely the most risky, is to be arrested and imprisoned for whatever reason. It is possible that during incarceration the thief will be able to contact fellow thieves imprisoned with him.
If not, eventually one will contact them, handing the person a note directing them to the location of the guild test. An easier and less risky way of locating the guild is done by extensive questioning of beggars, who reveal that in the Imperial City Waterfront there is a small garden where one of the Guild's two Doyen may be interested in taking on new members if they are able to pass a small test.
Tests are almost always done solo although there have been instances when they were competitive. Once the test is complete the Thief is declared a member although they are not permitted to engage in official Guild activities until a certain amount of money has been donated to the Guild's coffers.
This is done through selling stolen property to one of the Guild's five Fences who are scattered across Cyrodiil but only revealed when a thief reaches a certain standing within the Guild.
After a set amount is sold to a fence then the Thief will begin being invited to perform organized Guild thefts.
The Thieves Guild is a joinable guild where those practicing stealth arts may collaborate with each other. There are only three rules of the guild:. Via his messengers, Methredhel and Amusei , or from any Guild leader.
The Doyen are the hands and eyes of the guildmaster, the Gray Fox , and essentially act as his lieutenants.
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