Don't worry she explains herself and following some dialogue you are directed to the Bosmer Sorcerer 'Enthir' in Winterhold. Also avoid the north eastern area of Riften altogether, and head directly to the Ragged Flagon. He'll then tell you his scheme: while he's creating a distraction, you'll need to steal Madesi's Silver Ring from Madesi's stall and place it in Brand-Shei's inventory. It is very buggy down this well so make sure also to SAVE before dropping down. Proceed through the corridor on the left and Karliah will tell you that you have a choice between sneaking or fighting the Falmer. They mainly deal with contracted burglaries and smuggling, but they also have their hands, literally, in the pockets of many businesses and influential people around Skyrim. If they accept, thus starting the quest. Talk to her, she wants you to replace the proprietor of the 'Honningbrew Meadery'. > You'll usually find Endon in the 'Silver-Blood Inn' near Markarth's main entrance, he wants you to retrieve a unique 'Silver Mold' from the bandits at 'Pinewatch'. Brynjolf in Riften seems to be involved in some nefarious activities and has convinced me to take part in one of his schemes. This walkthrough is the property of TrueAchievements.com. In the next chamber you will find Karliah and a scene will follow. The character instructs the hero to steal Madesi's ring. > Upon arriving SAVE, be wary of a hostile high level conjurer and some skeletons at the stone, they will attack you if you get too close. He will direct you to the wizard 'Calcemo' in Markarth. With the locket or with Linwe and her Shadows dead and the banner burnt leave the cave the way you came in and return back to Torsten in Windhelm. For safe passage, activate it again and the blades will retract. Try to visit the 'Dockmaster's Office', it overlooks the warehouse at the side, you'll find another special item for the Litany of Larceny quest; the 'East Empire Shipping Map' inside, you can return for it later but a lot of guards will respawn inside, so try to grab the map now. Wait until the next day after 4pm, find Brynjolf again and then tell him that you're ready. 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'. > Either way you choose, lower the ramp and climb up and into the house. There is a dart trap trigger on the left side of the door. You should complete the Thieves Guild quest line before beginning the 'Dragonborn' DLC quest line. In some games, where a lot of days have passed, Erikur may have glitched off the map of Skyrim. To burn a hive; equip either a torch, a fire Shout or a fire spell and carefully set the hive on fire, the standard 'Flames' spell is best, since there is a small chance that using other spells can fail to ignite the hives and forfeit your bonus. > During Scoundrels Folly - The Blue Palace - In the Jarl's bedroom, right side of the bed on top of the wardrobe. Before you leave you should first talk to Vex about a certain Nord named 'Vald'. The Elder Scrolls V: Skyrim> Workshop > ilhe's Workshop > Friendly Brynjolf This item has been removed from the community because it violates Steam Community & Content Guidelines. 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. The gem is located in 'Dead Crone Rock' on the stone altar opposite the 'Dismay' Word Wall. If the hour isn't right, you can use any bed or just wait until morning comes. > Return to Tonilia for her thanks and your reward, SAVE. > Lastly head across to the 'Pawned Prawn', enter and SAVE. > Once you go up the stairs SAVE, move around to the door, you will see a frostbite spider nest with a few living spiders around, and several bear traps strewn across the room. The exit is on your left if you fought across the bridge and right if you sneaked up from behind. Brynjolf will have more work for you, even if you failed the first time. Brynjolf can initially be found during daytime or nighttime. Help us fix it by posting in its. Several Thieves Guild members have infiltrated various banks for an upcoming heist. Enter and SAVE, then talk to 'Sabjorn' and offer to take care of the skeevers in the basement. Lockpick the sliding door beneath from behind the stand. Talk to Delvin or Vex to receive a job. > Return to Winterhold, SAVE, Karliah and Enthir are waiting in the cellar of the Frozen Hearth inn. Proceed through the first room and take out the wandering Dwarven sphere before proceeding through a gate. This will restore full access to the guild. > During the Silver Lining - Pinewatch Bandit's Sanctuary - Head down to the basement and press the hidden button to the right of the bookcase, providing access to the bandit's hideout. Have fun using it on our WWW pages. Take the Silver Mold and all the loot you can carry from here. Brynjolf asked him to steal a ring from one of the local traders and plant it on someone else to frame them. > After completing all four of the Reputation quests, the Darkness Returns main Thieves Guild quest, and restoring the Thieves Guild to it's full former glory, you will be offered to attend a ceremony to become the official new Guildmaster. > Go and talk to Enthir at the 'Frozen Hearth' inn in Winterhold. Go up the ladder at the end and you will emerge at the back entrance of the estate. > Once inside SAVE, you'll find the first journal on a table guarded by some ghosts and draugr, defeat them and pick up the journal. You need to make sure that you're hidden (screen above) and the eye icon doesn't appear, as otherwise you would get noticed by a guard at once. Mercer lives in 'Riftweald Manor' in Riften, it's adjacent to the 'Temple of Mara'. Otherwise, you will have to plan your journey there. Head to the marketplace between 8 am and 8 pm and speak with him to begin. Other advantages include: unique sets of stealth armour unrivaled in the game for stealth attributes, exclusive access to master trainers for Sneak, Lockpicking, Archery and Pickpocket skills, access to illegal fences- allowing you to sell stolen items and buy rare discounted goods, the ability to avoid thief and highwayman attacks on the roads, the ability to bribe guards without a high speech skill or the 'Bribe' perk, and many other advantages to help you become the sneakiest thief in Skyrim. > The secret entrance is located on the northern side of the main island, enter and SAVE, proceed through the sewers but be wary of the trip-wires and skeevers, About half-way through is an adept-locked cell where you'll find the Pickpocket Skill Book 'Guide to Better Thieving'. Use the chain in a niche to the left to open the metal gate and proceed onwards. Approach Madesi's stand and stand by the sliding door. Open the door then pick up 'Mercer's plans', a note titled 'Many Thanks' and the Sneak Skill Book 'The Red Kitchen Reader'. > Proceed through the ruin avoiding the traps and taking care of the leveled draugr inside. > Once inside, SAVE, kill the draugr and use the chain on the left to open the metal gate. At the end of the next corridor, there is a Dwarven spider and another chest. These easily attainable items can be sold to a specific person at the Thieves Guild and they will be displayed forever in the guild's main hall. Enthir will use the copy of Calcelmo's tablet to translate Gallus' journal. > Once on the balcony SAVE. Proceed on into the next hallway watching out for pressure plate traps. > The first mate will be guarding here, you can either sneak by him and pick the adept lock, pickpocket the key from him, or kill him and take the key. Crouch and once again make sure that you're hidden (the game should inform you about that, instead of showing an icon of an eye). When you come across a merchant named Brynjolf at the Riften bazaar during the day or in The Bee and Barb at night, he will propose that you frame a vendor by planting a stolen ring on his person. Also note: If you did not pick up the key to the museum from Calcemo's table never return and pick it up. > After some dialogue Brynjolf will task you with searching Mercer's house for clues. He will now go down some steps into the water. > SAVE then return to Delvin at the Ragged Flagon, he will reward you also and inform you that a new merchant has opened a shop in the Thieves Guild and another portion of the Guild has been restored to full glory. Simply steal the ring stealthily from the strongbox at any time then drop it on the ground, return to Brynjolf, he will be disappointed but you can progress into the Guild. The achievement for unlocking '20' Shouts, 'Thu'um Master', requires the completion of the first six primary quests of the Thieves Guild. Complete the 'Tending the Flames' quest then talk to 'Inge Six-Fingers' about the lost lute. Talk to him and offer to help him frame a Riften merchant, but if it is daytime exit out of dialogue when you see the 'I'm ready' option and consider the options below, SAVE. Moving ahead, you'll find a door leading to 'Irkngthand Slave Pens'. Job well done! You can complete the randomly generated mini-quests given to you by Delvin and Vex indefinitely and you can steal and pickpocket and fence your stolen wares for as long as you like. The Thieves Guild is also a great place to buy and sell your goods, stolen or otherwise and has some great master trainers and other training tools to be exploited as long as you remain, in the shadows. ; Plant Madesi's Silver Ring or drop Madesi's Ring and speak to Brynjolf. If this is your first Unusual Gem you will activate the quest 'No Stone Unturned' (see the related section at the bottom of this page for details). 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