Clarity - Thieves Guild - The Elder Scrolls V: Skyrim - Catalog of articles (walkthrough) - A gamer's dream. Clarity - Thieves Guild - The Elder Scrolls V: Skyrim - Articles catalog (walkthrough) - Gamer's dream How to join the Thieves Guild

Clarity
Job SourceMercer Frey
Reward200 gold
PreviousReliable roof
NextWrong Honey
LocationGoldflower Manor,
Riften
ComplexityLight
IDTG02

Walkthrough

After completing the last task, Brynjolf will be immediately ready to give you the next one. To do this, he will ask you to follow him. Go and after several corridors you will meet with Mercer Frey - the head of the Riften Thieves Guild. Mercer will briefly outline the essence of the task: Goldenglow Manor brought a lot of good to the Guild, until one day the shop was closed - the local owner suddenly refused to cooperate with the Guild. Current guild partner Maven Black-Briar wants to harm his rival and asks you to burn the honey hives on the island. And Mercer wants you to loot Aringoth's safe.

Mercer will also proclaim you a newly minted member of the Thieves Guild, this time - officially. At the exit, talk to Vesk. She will report on the sewer passage leading to the estate and advise you to use it. So we'll do it.
Swim up to the island from the side of the sewers and follow into the dungeon. When you get upstairs, you will be standing at the Goldenglow Manor.

Our task is to clean the safe Aringota(owner of the estate) and burn three bee hives. The safe is located inside the house itself, the entrance to which is locked (expert). The key to the safe will be with the owner of the house, and it will not be possible to pick it up unnoticed, just like that. (It is possible to complete this quest without killing a single mercenary and stealing the key without using potions. However, this will require Cicero's clothes and a pumped stealth skill.) Having made your way to the second floor, you will soon find the owner, if you do not want a fight, become invisible. In another case, you will have to do without a key and open the safe with a master key (expert). The safe is located in the basement of the house.

The hives are located on the island itself - the best way to get to them is to swim up and jump up over the rocks.

When the work is done, go back and hand over the bill of sale to the estate that was in the opened safe. As a reward, you will receive your two hundred gold.

In the world of Skyrim, you can be both a defender of the weak and poor, and a villain and a thief. To play the last role, the Thieves Guild is just intended.

How to join the thieves guild?

The Thieves Guild is one of the few guilds in Skyrim where you can't just walk up to the right NPC and join.

In order to join the thieves guild, you need to complete two "introductory" tasks. We leave for Riften and find Brynjolf there. I found him in a tavern, although he may be elsewhere.

As soon as you meet him, he himself will start a dialogue and offer to turn the "business".

chance meeting

The essence of the task is to rob one merchant and frame another. For a fee, of course.

Go to the square and find Brynjolf there (if it's night, you'll have to wait until morning). Tell him you are ready. He will start advertising his new "product" so that everyone will take a break from their work and gather around him. Your goal is to pocket the key from the lizard's pockets, and his counter (at first I thought that his counter was a house, in fact it is a simple stand in the market.

A small guide to pickpocketing:

  • in order for the steal option to appear, you need to enter a secret rack (Ctrl);
  • the chance of theft is checked on each item separately, so take only the most necessary;
  • if the theft skill is low, save before theft, so that in case of failure it will load.

You can take anything, the main thing is to take the ring. Now, you need to put this ring on another (I forgot the name, open the magazine - it will be written to whom). An object is placed in the same way as it is stolen.

After a successful operation, wait for Brynjolf to finish, and if he still won't let up, enter and exit any building. After that, talk to him, say that everything is done, and you will receive a reward.

Reliable roof

Talk to Brynjolf again. He will say that he likes smart and nimble guys like you. And he will say that he will accept you into his guild if you complete one more task.

Note: he can give you this task right away, or he can send you away, subtly hinting that you need to find a suitable place - such a place is from the "headquarters" in the dungeons under the city, that's where, in my case, he gave second task:

It consists in the fact that you need to knock out a debt from 3 people. And the most important thing, as it turns out, is not money. It is necessary that people understand that the guild of thieves must be reckoned with. The only rule is that the victims must survive.

Instructions for knocking out money:

  • Kirava. It will not work to knock out money directly, you need to talk with the Argonian Talen-Jay, and convince him to influence Kirav. He does not want anything bad to happen to her, and will find a peaceful way to persuade her;
  • Helga. Her weakness is a beloved statue. Find the statue in her tavern and steal it. Then talk to Helga, threatening that if she does not give the money you will break her;
  • Bercy. To hurt Bersi to the quick, you will need to break his favorite vase. He will scream for a long time, but then he will return the debt.

We return to Brynjolf, we talk about the successful completion of the assignment, and - welcome to the thieves guild!

List of members of the Thieves Guild

Primary:

Mercer Frey - Leader of the Thieves Guild

Brynjolf - accepts us into the guild, in fact - Mercer's deputy.

Vex - master locksmith, gives small contracts

Delvin Melory - gives small contracts, buys a variety of unique interesting things

Tonilla - a buyer of stolen goods

Gravedigger - guard

Vekel Warrior - bartender

Minor:

Clarity

Gives: Brynjolf
The essence of the task: Punish Aringolf

So. Our first task in the Thieves Guild. You need to get into the estate of a certain Aringolf, rob the safe and burn three beehives. It would seem empty. In fact, as usual, there is a catch. And it lies in the fact that Aringolf's guard consists of mercenaries. Not very happy news. Is there a way to sneak in somehow? Yes, you can. We speak with "baby Veksy". She will tell us that you can get into the estate through the sewers. Classics of the genre. Yes, do not forget to go to Tonilla for armor, you will like it.



Well, go. Goldenflower Manor is waiting for us.

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

Everything is simple there - go along the corridor, kill the malevolent, and reach the stairs. Get up, go into the house. And here the most interesting begins. There are guards in the house. Most sit, two or three walk. In general, getting around them with the proper stealth skill will not be difficult. But beginners will have to sweat. To begin with, I advise you - walk around the house and take everything that is not nailed to the floor, and only then go to the safe.

We get to this grid.

Here you can turn back and go to the second floor - there will be the owner of the mansion, who has the key. And you can go further and open the safe with master keys. Choose. But getting the key is more cumbersome than opening it with master keys. For those who still want to open the key.

We go to the second floor and see this picture:

Getting around is very simple - we go in the door. We pass through the room, exit, go a little further and see this:

You won't get around here anymore. You just need to sneak very slowly. And here is the next surprise:

The owner is in an uncomfortable position for us. I don’t advise talking to him - it won’t be possible to kill him to give the key, besides, he will raise the alarm and the guards will come running. Just try to steal the key from his pocket.

Regardless of the action option, we look to the right into the corridor, if we see the back of the guard - we open the grate and make our way further, if we see his face - we wait until we see his back and only then we open the grate and make our way further. In the basement we will see such a careless guard:

No, well, you should have thought of putting a chair on a puddle of flammable oil. Okay, you're an idiot. It will be extremely difficult to get past it - the space between it and the stairs we need to climb is well lit. You can try to get through, or you can set fire to the oil with a fire spell. But he won't die instantly - you'll have to finish him off. And there can still come running two guards from the next room. But with luck, you can already run the stairs and hide in the shadows there. In general, the choice is yours.

So we found the safe.

We open it or open it with a key, take everything we have and exit through the sewer or through the front door. Who cares, because the next part of our cunning plan is vandalism. Namely, setting fire to the hives. Through the front door will be closer in my opinion. We carefully pass along the bridges, bypassing or waiting for the guards, and set fire to three hives with fire spells. The beauty:

All right, we can leave. We return to the shelter (a secret passage is now available to us) and get a well-deserved reward - 200 coins. Plus what you honestly managed to steal from the estate.

Wrong Honey

Gives: Brynjolf
The essence of the task: Talk to Maven Black-Briar and fulfill her request.

We go to Maven (I found her in a tavern or on the street near the stalls)

She wants us to eliminate her competitor, Honning's Meadery. She sends us to Whiterun, to the tavern "Prancing Mare" to a measure named Mallius Makius:



Mallius tells us that Sabjorn is hosting a tasting of his mead for the Captain of the Guard the other day. And here's the bad luck - he had skeevers at the meadowry. It would be necessary to poison, and Sabjorn is looking for someone who will take on this. "And rat poison and honey don't mix well." But the rats will still need to be disposed of - Maven plans to take over the meadery when Sabjorn leaves it. As usual, all the rough work falls on our shoulders. Well, where to go? I'm going to the honey factory.

We go into the building and talk to Sabjorn.

We offer him help with his problem, demand a deposit (if possible) and go to the basement. We kill skeevers, Crazy named Heimlin:

(look at it and read the diary - we again thwarted the plan to take over the world with a psycho. This is already becoming a routine), pour rat poison into the nest and go to the mead factory itself. Pour poison into a vat of honey. Well, he did something nasty - joy to the heart. Yes, and wallet:

Now we need to attend the tasting. The commander of the Whiterun guard will try the honey, but he will not like it (and who will like honey with the taste of rat poison?) And he will take Sabjorn to prison, and Mallia will appoint him in charge. Happy end. Almost. All that remained was to look around Sabjorn's room for an explanation of how he was able to open his meadery so quickly. We take the key from Mallius and go up to Sabjorn's room.

We open the chest of drawers, pick up the coins and the document. But don't rush to leave. Hack the second door and take away the Carafe of Honning's Honey there. Delvin will give 200 coins for him and put him on a shelf where he will put all the interesting items you brought. We go to Maven, give the document and as a reward we get ... the Holy Orc Dagger.

Hmmm ... Well, at least you can sell it.

We go to Brynjolf. He says that Mercer Frey urgently wants to see us.

Caprice of the Scoundrel

Gives: Brynjolf
The essence of the task: Find out from the lizard named Gulum-Ai about the buyer of the estate "Goldflower"

We go to Solitude, to the Laughing Rat tavern and talk to the lizard.

We try to bribe - and he tells us about a box of fire wine in the Blue Palace, which one person really wants to get. And we, therefore, must help him in this. There is nothing difficult - there is no one near this box at all. They came, took and left. We give the wine, and in return we get information about a certain woman who came to Gulum-Ayu with a purse of gold and offered to represent her interests in one case. Namely, to take the payment for the estate to Aringot. He, of course, did not remember the name and face. But something this lizard darkens. We are not in a hurry to leave when we finish the dialogue. Let's follow him to the East Empire Company Warehouse.

We go after him. Be careful, there will be guards on the way. I advise you to take all the torches from the holders along the way - less light, which means less chance that we will be noticed. Kill the guards silently or walk past - depends on your preference. The main thing is not to make noise. By the way, the guards also walk with torches, which complicates our following the lizard.

We reach the entrance to the Salt Water Grotto. That's where Gulum-Ai went. We follow, but the lizard is already in an unimaginable way at the very end of it, and we will have to make our way through the robbers. Proceed in the same way as with the guards before. We reach Gulum-Aya. Nearby are two robbers. We have no choice but to kill them. We kill, threaten Gulum-Ayu - and he tells us about a certain Karliah - a thief who killed the former head of the Gall guild, and now is hunting for Mercer. Where she doesn't know Gulum-Ai, she just said "went to the beginning of the end." Don't forget to talk to him again, and say that he owes him a favor - another buyer of stolen goods will appear. We open the secret door with one of the levers and go to Mercer. We tell him about Karliah and the "beginning of the end." From which he concludes that Karlia went to the ruins, where she once killed Gallus. And that he would go there with us and help kill her. Okay, but first, let's go to Tonilla for a reward - exchanging one of the armor components for a better one.

Conversation with Silence

Giver: Mercer Frey
The essence of the task: Go to the ruins of the Snow Veil and kill Karliah.

We go to the ruins and meet Mercer there. He declares that Karliah is still here, he is sure of it. And he lets us go forward, and he follows us. Okay, we need to hurry before she disappears again. We approach the door, observe how Mercer opens it, and go inside. Be careful - there are a lot of traps and draugrs. Mercer will warn you about most of the traps. In the Sanctuary you can find one of the words of power:

We reach the door, for the opening of which a claw is needed. But since we don't have a claw, Mercer has to cheat and opens the door without a claw (here, no, to tell us how to do it). We go in and ... we fall from an arrow shot at us. We lose consciousness, but we wake up almost immediately, and we see that Mercer and Karliah are talking.

From the conversation it turns out that not Karliah, but Mercer killed Gallus! Mercer wants to send Karliah after him, but she runs away. But we will not succeed, and therefore we get a sword in the stomach. But we won't die. And when we wake up, we will see Karliah in front of us.

She tells us everything that we have already guessed. And she says that, fortunately for us, her arrow was poisoned with a special paralytic poison that slowed our heartbeat and prevented us from bleeding. Thank her for this. She also found Gall's diary in these ruins - not just because she came here. But the diary is written in a language unknown to her, but she knows who can translate it - Enthir, a friend of Gallus. It is to him that we must go. To Winterhold.

We need the Frozen Hearth Inn.

Enthir will tell us that Gall kept a diary in the Falmer language. Original, given that only a few people in all of Skyrim know him. He himself cannot decipher, but he knows someone who can. Kolselmo, Jarl's court magician in Markarth. Let's go there:

And here is Calcelmo himself:

He really is an expert on the Falmer language. But he categorically refuses to show his work. You can ingratiate yourself with him by completing the quest, or you can steal the key from the pedestal behind him and sneak past the guard into the museum. By the way. The guard will talk to you for the first time anyway, even if you are invisible. Learn it. So, regardless of the path, we made our way to the museum. There will be guards and a lot of light. Carefully make your way to the entrance to Calcelmo's laboratory. But if you are confident in your abilities, you can roam around this room and look for something useful or expensive. It will be there. In the laboratory, at the very beginning, you can steal the control stick with a spider. The instructions are in the diary. And here is the pouch:

There are guards in the lab too. You can sneak past them or kill them. Or you can set traps to make "accidents" happen. After all, the Dwemer mechanisms are old, who knows what kind of failures can happen there? In the room where Aikantar is sitting, you can also set off a trap - you will kill faster. Don't forget to pick up the cube in that room - give it to Delvin.

From this room we go out to the balcony, and from there we get to the Calcelmo Tower. The deed is almost done. In his office, take the coal and the roll of paper. If you want to inspect his office for usefulness, now is the time, then he will be gone. We leave 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 linger a little in the passage - a good chance to quietly cut his throat. Then one will stand at the stairs, and the other two will go up. We kill him quickly. Then one will reach the top of the stairs and turn back, and the second will go further, to the stone. We kill one, then the second. Everything, you can return to Enthir in Winterhold. We go into the basement and see Karlia next to Enthir:

We give him the copied text of Kolselmo, and he begins to translate. It turns out that Gall had long had suspicions about Frey's loyalty. Gall learned that Mercer was leading too luxurious a life. Looks like he robbed the guild. Robbed the Thieves Guild. Ironic. In addition, Gall mentions that Mercer defiled a certain Twilight Tomb. Karlia says that the transfer must be delivered to the guild immediately so that everyone knows what a bad Mercer Frey is. But first, let's talk with Enthir - he will offer us to visit him at the College if we want to sell the stolen items. Another buyer. Fine. Now we are talking with Karliah, and the mosaic is starting to take shape little by little. The Twilight Sepulcher is a temple to Nocturnal, patroness of the night and thieves. The nightingales swore to protect the temple to the last drop of blood, because all her gifts are stored there. And even more - through him she interacts with our world. And Mercer defiled the temple. Hence the fall of the Thieves Guild - Nocturnal herself turned away from them. We need to go to Riften as soon as possible and punish Mercer. Finally, Karliah will give us the Nightingale Blade - Gall's sword:

The pursuit

Gives: Karliah.
The essence of the task: Expose Mercer Frey.

We go to Riften, to the "Rampant Flask" and talk to Karliah. Together with her we go into the guild, and we are greeted with a warm welcome - Brynjolf, Vex and Delvin. And all with drawn blades. Wonderful.

But Karliah gives Brin Gall's diary, he does not believe his eyes and offers to open the vault. Delvin claims that two keys are needed to open the vault. Vex says it's impossible to pick this lock. But Brin insists on his own, and he and Delvin open it. It turns out that Gall was right - we see empty chests.

Vex is furious, she threatens to kill Frey with her own hands, but Bryn reassures her, and sends her along with Delvin to the Flask to notify them. If Mercer sticks his head in here. And we have to go to his estate "Riftveld" and look for clues where he could go. And we are allowed to kill anyone who gets in our way. It's lovely.

The easiest way to get into the estate is from the courtyard, along the ladder that Mercer made in case of an emergency departure. But there is a small snag - Wald. Mercer's bodyguard. Talk to Vex - she once knew Wald very well. Vex will tell us that you can't make friends with him - he's only friends with money. But you can promise him that Maven will close his debt. Do as you like - you can close the debt, or you can just kill him and take everything you need from his corpse. No difference.

This is actually the ladder mechanism itself, where you need to shoot so that it goes down.

The house itself is empty, but there is one secret. One of the cabinets is the door to Narnia. Well, I mean, at Mercer's hideout. It is located on the second floor. In the shelter, look both ways - the traps are not asleep. Yes, and there will be something to profit from, as in the house. We reach his room, pick up the plans, a good sword in the window (glass, cold damage) and the Bust of the Gray Fox - give it to Delvin. Well, and what else will appeal. There is no need to go back - there will be a passage to the Rat Hole. We go through it to Brynjolf and give the map. It turns out that Mercer is after the Eyes of the Falmer, huge gems that are worth a fortune. If he finds them, we will never find him. This money will be enough for him until old age, and there will still be children left. We must stop him at all costs! You need to talk to Karliah. There is little time left.

Reborn Triad

Gives: Brynjolf
The essence of the task: Become a Nightingale.

Yes Yes. We will become Nightingale. As usual, our hero is an uber-super-duper-many-who. Well, okay, everything is in order. Karliah asks us to meet her at the ancient standing stone beyond Riften.

Upon arrival there, we see both Karliah and Brin. Karlia asks us to follow her, she will explain everything on the way. And we enter the Word Hall. Karliah really wants us to become Nightingales. To do this, you need to put on their armor and go through the rite of passage. We go to the Stones and, taking the armor, dress it.

Now the rite of passage. We need to stand on the left circle, stand and listen. And so, the initiation happened, and we became the Nightingales. So, what is next? And then Karliah will tell us about the true crime of Mercer. It is that Frey stole... the Skeleton Key. If you have played Oblivion, you should remember what it is. But this key opens not only physical constipation. After all, the possibilities of the human body are very great, and we use only a part of them. And when you realize that the key can open even such "locks" - the possibilities become almost limitless. It is impossible for such a thing to fall into the hands of a man like Mercer.

Before moving forward, talk to Brin. He will offer us to become the main Guild of Thieves. Of course we agree. Where are we going? Now let's go for Mercer. The path lies in the ruins of Irktand. The entrance will be guarded by bandits - I counted six. We kill or sneak, we go inside. The first level is nothing interesting. A bunch of corpses of bandits, broken Dwemer robots, 4-5 living robots and that's it. We go to the second level and immediately stumble upon Karliah and Brin. Kariya claims that Mercer was here recently. We need to find him. Next, we watch the scene of the murder of two Falmer by Mercer. Move on. We find a huge room with a grate at the end. To open it, you need to pull two levers - on the left and right of the room on the dais. By the way, there is a ballista nearby - behind the door with the Expert lock. We pull the levers, shoot from the ballista at Falmer and move on. And look under your feet - these are still Dwemer ruins. Traps have not been canceled. In general, these are ordinary Dwemer ruins. Enemies - mechanisms and Falmer. True, the Centurion can deliver trouble.

A healthy colossus, tenacious and painfully beats. Going into hand-to-hand combat with her is not the smartest idea, of course, but with good armor you can. And you can give Brynjolf this honor, and join Karlia himself and shoot him with a bow. Or magic. Improvise, show imagination.

And finally, we got to Mercer. We go into the Sanctuary and see how he gouges out Falmer's Eyes from the statue.

But suddenly the platform on which we are standing breaks off and falls. Karliah and Brin stay upstairs. You will have to fight Mercer alone. And he also bewitched Brin so that he was forced to fight Karliah. We need to hurry. This fight is difficult because Mercer is tenacious. And no more. Yes, he likes to go into invisibility, but at the same time it is not difficult to see him. After his murder, the cave, in the best traditions of the genre, begins to collapse, and the room itself begins to flood. The door does not open. What to do? Wait until the room is flooded. No, I'm serious. Wait. When the room is flooded, stones will fall over the head of the statue and open a passage leading to the Bronze Water Cave.

Return of the Twilight

Gives: Karliah
The essence of the task: Walk the Path of the Pilgrim.

We speak with Karliah, and she will tell us that we need to return the Nocturnal key. But to get to it, you need to go through the Path of the Pilgrim. She can't go there because the tomb was desecrated because of her, Brin needs to return to the guild and maintain order there. Who stays? That's right - we are. Before leaving, she will give us her bow - a useful little thing.

By the way. After all, it is not necessary to immediately give the key, right? And the Eternal Master Key is a very good thing. You can, for example, keep it with you until you have such a perk. But at the end of this task, a very good reward awaits you. But more on that later.

Our path lies in the Twilight Sepulcher:

The Nightingale-Guard will stand at the entrance:

When talking with him, it turns out that this is none other than Gallus himself. But he himself cannot return the key to the Tomb - the closer he comes to the Well of Night, the weaker he becomes. And even now he feels like dying. We'll have to. Don't forget to read Nystrom's diary - it lies against the wall to the left of the Warden Nightingale, by the skeleton.

The quest marker will then disappear. But even without it, everything is transparent here. In the first room, three Nightingale Guards are waiting for us. Two together and one a little further. In the next room, you need to walk through the shadows without touching the light - you will die very quickly. Light is light, but you should not forget to look under your feet. Next will be a room with a statue of Nocturnal and a dead bandit nearby (I wonder how he got here?). Seems like a dead end. Although ... And what is there behind the right torch in the form of a bird's head? Aha! Chain! We pull and ... Nothing happens, except that the torch goes out. Hmm ... And if you look behind the left? Also the chain. We pull it, and the door opens behind Nocturnal.

In the next room, banal pressure plates and pendulum blades. There will be a surprise at the door. And for you, it will most likely be unpleasant. I can only say that no one has died from caution and quicksaves. And here you are in front of such a door:

And finally, we are in the Sanctuary. But ... there is only a pit with a skeleton at the bottom and nothing more. Don't get upset and jump. It won't hurt too much. But there is no way out of the hole, is there? Not scary. Sit a little or run around it - soon our hero will get the key, turn it and suddenly - lo and behold! - the floor will dissolve and we fall into the holy of holies of the tomb.

It remains only to stick the key into the lock (logically, isn't it?) and ... listen. Nocturnal herself will speak to us. Frankly, I thought that her face would be prettier.

But maybe it's just my graphics. Does not matter. The important thing is that we will be called selfish. That, they say, neither honor, nor duty, nor fidelity lay here and there - the main reward. Well… well, she's right. And the reward is really worth it. Standing on a circle with a picture of the month, we will get a talent, which, when applied, gives an excellent buff for thieves - invisibility is automatically applied when sneaking up. Standing on a semicircle - frenzy spell - all creatures in the area of ​​​​the spell attack everyone indiscriminately for 30 seconds. And standing on a full moon, we will get a spell to drain health from the enemy - I don’t know if it’s leveled or not, but at level 18 it eats 100 health from the enemy. Agree not a little? But, unfortunately, these are not spells, but talents. This means you can only use it once a day. Sorry, but there's nothing you can do. And you can't take all three either. Choose. After the selection, we will see Gallus. He came to say goodbye to Karliah.

Here you go. The adventure is over. You can complete the generated endless quests from Vex and Delvin, or you can just forget about the guild, and visit only to sell stolen goods. Good luck to you. Look both ways - go to the Shadows.

Leave a message for a former client of the Thieves Guild.

QUICK PASS:

  • Talk to Brynjolf.
  • (Optional) Talk to Vex.
  • Infiltrate Goldenglow Manor.
  • Set fire to three beehives.
  • Open Aringoth's safe.
  • Collect the bill of sale for Goldflower.
  • Return to Brynjolf.
  • After completing the quest A Safe Roof, talk to Brynjolf and Mercer about membership and the next task. You can speak with Vex before leaving Ragged Flask to gather some information about Goldenglow Manor, including the presence of a sewer system to facilitate your entry.

    Get to the island

    The easiest way to get into the estate is to approach from the west side, in the same area where the hives are located. Some of the mercenaries patrolling the island may spot you, but you can still get to the hives without any problems. Killing these mercenaries will not incur any punishment. To set the hives on fire, you can use a torch, the Breath of Fire shout, or one of the fire or electricity spells from the school of destruction.
    Burning more than three hives will forfeit your reward. Maven and Brynjolf will both scold you for this.
    The entrance to the Goldenglow Sewers is on the north side of the island. There are traps and oil spills in the sewers. The rear entrance is locked with an expert level lock. If this door is too difficult to open, you can try sneaking into the manor at night.

    Breaking and entering

    Once inside, examine the many chests containing gold and orphan items. There are mercenaries on both floors that you can kill or sneak past them. If you go up the stairs, Aringoth will be squatting next to the bookshelf in his room, to the left of the bed. You can talk to him to try to get the key to his safe or steal it. 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 a queen bee statue that you can pick up to the right of the bed. It's worth nothing to common merchants, but if you take it to Delvin Mallory at the Thieves Guild, he'll give you an extra gold reward as it's one of the thievery quests.

    Your next quest will open in a reward dialogue with Brynjolf. Make sure you follow through the dialogue option to find out why Maven wants to meet you.

    Quest steps:

    Clarity (TG02)

    Stage

    Completes a quest step

    Log entry

    Brynjolf invites you to meet with the head of the guild.
    (Marker available): Follow Brynjolf.
    Thanks to Brynjolf's support, you became a member of the guild. And now we are ready to accept your first task and prove that the recommendation was not in vain.
    (Marker available): Listen to Mercer Frey.
    (Marker available): Talk to Brynjolf.