When you get to the right one you will travel with a man named Mercer to a cave to find and assassinate his enemy. But that's just a guess. All I have left available are repeatable quests … Brynjolf doesn't say anything to me, I can't seem to find Karliah, and as far as I can tell, I am finished with the plotline quests for the Thieves Guild. Also, you will need to complete all these special quests before you are given the chance to become the guild master, which has its own set of benefits. Still, that doesn't make the Thieves Guild any nobler than graverobbers. Thus, quests in the main quest appear first, but quests involving the Thieves Guild appear later. The quest may not start even after completing all other Thieves Guild quests. This category contains a list of Thieves Guild quests in Skyrim. One of the achievements for the Thieves Guild says "Restore the Thieves Guild to its former glory." 3,039. They may be either friendly or hostile. Hey guys. Nobles; Wharf Rats Then head off and do Companions, Main quest, Winterhold, etc. Pretty simple - This mod lowers the requirements to get the rewards for the radiant quests of the Thieves Guild. There are Four main capitals you want to worry about, Solitude, Windhelm, Whiterun, and Markarth Goto Vex and Delvin and choose any job you prefer but you only need to complete Five in each of those Four cities. Still, regardless of what the player chooses to do, there is a decent amount of things the player can do once they beat the game. You may now register with your Facebook or Steam account! Once you have completed three reputation quests for the Thieves Guild, speak with Tonilia in the Ragged Flagon. His enemy(who is a female Dunmer named Karliah,) will shoot an arrow poisoned with paralysis at you. Complete that quest to "upgrade" the Thieves Guild's status in that area of Skyrim. Beside that, none of the quests available through this guild involve any actual thievery, and many of them devolve into simple and repetitive dungeon-based fetch quests. Solitude, Markarth, Whiterun, and Windhelm. Unless you attack named members of the Thieves Guild (found in the Ragged Flagon/Ragged Flagon Cistern) then the actual members won't be hostile. Welcome to Skyrim Forums! Speaking with him is how you initiate the quest itself. - in order to progress in the Thieves Guild you have to do those quests in all major cities (not those added by 3.00 is up to you if you want to do that, they count towards the 125 target but no special job, for now, if you do 5 in those minor cities), so in the long run don't forget to choose all of them. Both were idiotic because they don't the PC's decisions into account. When that quest is beat you unlock a new shop in the ragged flagon and sometimes new people will join the guild. I found an unusual gem early in game and just found out that it’s for a quest to join the Thieves Guild. 3.0. Version. You need to do FIVE quests for EITHER Vex or Delvin in EACH major hold capital. (more info here). Thieves Guild Quest is Kind of Dumb. The Guild needs a reliable way to transport goods across Skyrim, and Tonilia believes the This will cause the quest line to break. *Disclosure: Some of the links above are affiliate links, meaning, at no additional cost to you, Fandom will earn a commission if you click through and make a purchase. Discussion in 'General Skyrim Discussion' started by Pretty Vampires, Apr 15, 2013. I dont want to have to start a quest Im never going to do since its ganna continuously bug me. There are supposed to be random hostile bandits in the Ratway; you'll have to defeat them to get to the Ragged Flagon and continue the Thieves Guild questline. 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