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Faction Quests: The Thieves Guild

by Jakethesnake14

FACTION QUESTS: 
THE THIEVES GUILD
Contents:
Guild Ranks
The Fences
The Quests
These are the guild ranks of The Thieves Guild:
Rank:   Pickpocket
Rank:   Footpad
Rank:   Bandit
Rank:   Prowler
Rank:   Cat Burglar
Rank:   Shadowfoot
Rank:   Master Thief
Rank:   Guildmaster (At this rank you become the Gray Fox)

These are the fences available to the Thieves Guild: (*Note you have to be a certain rank or beat a certain mission completed to unlock some fences. All fences with a * require a certain rank or mission completed)
Ongar the World Weary- Found in the city of Bruma
*Dar Jee- Found in the city of Leyawiin
*Luciana Galena- Found in the city of Bravil
*Orrin- Found in the Anvil Castle
*Fathis Ules- Found in the Imperial City: The Elven Gardens District

These are the quests you have to do in order to rank up in the Thieves Guild to become the Gray Fox.
Finding the Thieves Guild
May the best thief win
Independent thievery
Untaxing the poor
The Elven maiden
Ahdarji�s Heirloom
Misdirection
Lost histories
Taking care of Lex
Turn a blind eye
Arrow of extrication
The boots of Springheel Jak
The ultimate heist


Finding the Thieves Guild 
There are two routes into the Thieves Guild. One way is to read a wanted poster for the Gray Fox. They are all over the Imperial City. A few of 20-plus locations are: next to the arena entrance, next to the exit from The King and Queen Tavern in Elven Gardens District, on the left wall inside the Divine Elegance shop in the Market District, Next to the exit from the Talos Plaza District to the Temple District, and beside the lighthouse entrance in the Waterfront District. These will give you the topics �Gray Fox� and �Hieronymus Lex�. You can talk to a beggar who will ask �Are you looking for him?� Choose the option that you want to work with the Gray Fox to get a tip to visit the Garden of Dareloth in the cities Waterfront District at midnight. 
The second approach comes in the form of an invitation from the guild that you get only after you commit a crime and spend some time in jail. Any crime will do. It doesn�t have to be a theft. (If it�s a murder, you will also win the interest of the Dark Brotherhood.) Commit a simple crime, under the eyes of the owner so the crime can be detected. You will know from the owner�s reaction that it was seen. Wait for a guard to show up and talk to him. Select the option �Jail�. Go to sleep in the bed to run out your sentence. When you wake, you should be outside of the prison, and then, depending on where you are in Cyrodiil, it may take a while before someone is able to find you. If you are in the Imperial City, it should only take minutes. Myvryana Arano will hand you a note that contains information on a secret meeting in the Garden of Dareloth at midnight.  
May the Best Thief Win 
Finding is not joining. You are not yet a member. Unlike other factions, the Thieves Guild requires a demonstration of your thievery skills. After two other contestants show up, Armand Christophe will give the three of you a challenge. In order to get into the Thieves Guild, you must steal the diary of Amantius Allectus. Armand doesn�t tell you anything about Amantius or the diary. The only thing he tells you, is that the diary is somewhere in the Imperial City. Beggars will help you for a price. There is only one rule, while on this mission; you cannot kill Allectus or your opponents. You shouldn�t be too worried about Amusei. The Argonian is worthless in this stage of the game.
 Methredhel is another matter. During Christophe�s speech, she exclaims that she will have the diary before dawn and after the speech she runs for the causeway that leads northeast to the Temple District. She knows where she is going. Do not follow her, she is faster than you and will only gain a lead on you. Make sure you have lockpicks (Armand will sell lockpicks for 5 gold). Wake up the beggar Puny Ancus, and bribe him. He reveals that Allectus lives at the Temple Districts east end. Fast travel there, run to the east gate, turn south down the last lane before the gate, and pick the two-tumbler lock of the first door on the right. The diary is in the desk on the ground floor. Let�s suppose you are not so quick off the mark. You arrive at Allectus�s house to find the diary gone. Methredhel has beaten you to the punch. Indeed, if it is the same day, she is still here and will taunt you with her triumph. Then she will vanish through a cellar trapdoor into the Temple Sewers, and you will not be able to follow her. 
Your journal prompts you to steal the diary back. You only have to bribe a beggar to learn that Methredhel lives at the northern end of the Waterfront District. She and her friend go to lunch every day at 6:00. Sneak into her house and steal the journal. Then return the journal to Armand at the Garden of Dareloth at midnight. 


Independent Thievery
This is the easiest quest of the Thieves Guild. Armand tells you to find a likely looking house, break in and steal some stuff. This can be done anywhere, at any time. All of Cyrodiil is your beat. The blood price is not even in effect because this is not an actual quest. You can do all of your free-lance burglaries now. If you can manage to fence 1,000 gold, you can do the next 10 quests without interruption. 
For the next quest to activate, you have to fence at least 50 gold worth of stolen items. For the best efficiency and ease of distance, move your operations to Bruma. Castle Bruma has good loot and also your first fence (Ongar the World Weary) is located here. Castles contain the most valuable loot, but have more guards and your chances of getting caught are increased. Shops are extremely decent targets also, but are heavily locked and the best stuff is locked in keyless chests that are inaccessible. Upper-class houses are guaranteed to have something valuable. *Note: If you do the Dark Brotherhood quests first, you will make a number of these burglaries easy as you will find out later in the game. Be warned, burglarizing quest locations might give you problems later in the game. 
Don�t just run off to a fence. These guys drive hard bargain. For example, Ongar has a mercantile skill of 60. In most cases that is probably going to be better than yours. You are not going to get as much as you expect for your fenced items. Boosting your mercantile skill is the first step in fencing. There are a couple ways to do this: permanently, by training with a character for a price, or by reading a mercantile skill book. You can also do this semi-permanently by finding and equipping an item with a �Fortify Mercantile� enhancement. The last way to do this is by finding and �Absorb Mercantile� spell and casting this on somebody (By casting this spell, people will not take this as a threat and want to fight you). Once you have increased, you can barter and take advantage of his low mercantile skill throughout the game. 
Untaxing the Poor
The Imperial City doesn�t collect taxes in the Waterfront District. The people here are poor, and Christophe says the receipts would barely cover the cost of their collection. Hieronymus Lex has broken the tradition. The Gray Fox wants to restore the tradition of no taxes in the Waterfront District. The beggar Puny Ancus can help you. You wake the beggar and bribe him to learn that Lex has an office in the South Watchtower. Your compass now point to a spot near Amantius Allectus�s house in the Temple District. 
Above the ground floor you�re trespassing, so be quick and quiet. Two ladders- the first leads you to the guard sleeping quarters, the second takes you to Lex�s quarters. Don�t worry about the captain; he is out virtually all day on rounds. If by some chance he is there, he is most likely sleeping. So being sneaky is a very big factor in this mission. Unlock the desks level lock and get the gold and records. 
Get to the Garden of Dareloth without getting caught. A midnight, Armand will return. Give him the tax record, he will tell you to keep the gold, promote you to Footpad, and if you have fenced over 100 gold, offer you another mission.


The Elven Maiden
This mission is very simple. Armand dispatches you to steal the bust of the former Countess of Cheydinhal. Travel to Cheydinhal�s west gate and seek out one of the beggars. For a small price, you learn the bust is near the Countess�s guarded and haunted tomb, in the undercroft in the Chapel of Arkay. After you enter the undercroft of the Chapel of Arkay, wait and watch the patrolling guard�s movements. When the guard is in the eastern part of the undercroft, slip in and grab the bust the slip back out. *Note: If you enter her Sarcophagus, the former Countess�s ghost will attack you, thus alerting the guard. 
When you fast-travel back to the Waterfront District, you learn something surprising. Guards are all over the place! There is normally only 1 guard on duty. Now there are 5, and all of them are looking for Armand Christophe and the bust. This makes your midnight meeting impossible. Christophe is hiding in the Imperial City. Your journal suggests asking fellow thieves about him, you will not learn anything but the obvious. What you will hear is that Methredhel is looking for you. When she finds you, she tells you that no one commissioned the theft of the bust, the mission was made to nab a leek inside the guild. Unsurprisingly, this turn out to be Myvryana Arano. Methredhel tells you to pin the theft on the spy. Plant the bust in her Waterfront District home, and then tell Lex that she is the thief. 
Arano lives in a shack to the west of Lex. The chaos of the guards running around makes it hard to get into the leveled lock undetected. *Note: It is better to sneak into her house at night; this will make it easier to get inside undetected. When you get inside go to the cupboard near her bed. When activated, the sculpture is automatically inserted. In order for Lex to listen, you are going to have to persuade him of Arano�s guild. Boost his disposition to 70, and he will blow what�s left of Arano�s cover. Follow him into Arano�s shack. He will search the cupboard, confront the informer, and charge her with the theft. Arano will be in jail forever. You can meet Armand in the usual spot at the usual time. He will bring along your 100 gold reward, you will also get promoted to the level Bandit, and the name of your next fence. You will also receive a referral to S�krivva for future quests.


Ahdarji�s Heirloom
This quest involves a lot of running around and waiting. S�krivva has sent you out to recover a ring that has been stolen. A Khajiit named Ahdarji has commissioned the theft. Ahdarji is the widow of a former gild fence. Find Ahdarji through the beggars in her home town of Leyawiin for a small bribe. Either Rancid Ra�dirsha or Deel the Scalawag reveals that she lives on the west side of town. Guess who took the ring. Amusei, our rival in �May the Best Thief Win�. Ahdarji wants him dead but you explain about the guilds no-killing rule. 
Too bad the guards have beaten you to Amusei. Ask a guard with a disposition of 45 or pay off a beggar to learn that Amusei has been jailed for trying to blackmail Leyawiin�s countess. The beggars throw in the wisdom that the guards can be bribed to allow a visitor to see a prisoner. Armed with this knowledge, make your way to the castle dungeon, where you will be refused admittance to see Amusei before you can even ask. You must find a way into the jail. You have two choices. You have two options, bribe the guard, or you can sneak down the hall past the guard and pick the lock on the door. Either way will get you to see Amusei. Offer him a lockpick, and he will tell you how a fence told him the ring was too hot to handle. It has already been stolen before Amusei touched it. Inscribed �To Alessia� the ring belonged to Leyawiin�s countess. Amusei planned to sell it back to her, and that�s how he got caught. Now the countess has the ring. �The countess rarely leaves the castle� says Amusei. 
A direct assault on the castle is next to impossible. Consult your journal. It suggests you check with Ahdarji or the beggars again. If you talk to Ahdarji, she reveals that her attachment to the ring is more than sentimental. It is professional; the ring allows the wearer to read the count�s private messages. Ahdarji is now going to pay double for its return. If you talk to a beggar, you will get the name of a contact within the castle. Countess Hlidata Mothril, you will pay 10 gold and also get a suggested place and time for your approach. Ms. Mothril eats dinner in the castle at 8 p.m. not to mention a reference to a hidden torture chamber used for interrogation of Argonian immigrants from Black Marsh. 
Mothril is not a willing participant in the burglary and she needs encouragement to spill the beans. A disposition of 60 will get her to speak about Alessia Caro�s schedule. She goes to bed after 11 p.m. She is also away in Chorrol from the 15Th to the 17Th. 70 disposition will get her to talk about the ring. If you get her to 80 disposition, she will tell you about the secret passage that links the cellar to the royal quarters. Use the door in the caste lobbies southwest corner to reach the cellar. In the storage room at the hall�s end, throw the switch I the barrel against the west wall to open a secret door nearby and follow the hall beyond first to the torture chamber, then to the royal quarters. If you observe and use caution while moving, you shouldn�t have to deal with anything worse than locks along the way. In fact, the only serious obstacle is the jewelry box on top of the dresser near the bed. Leave the castle as you entered and make your way to Ahdarji and S�krivva. You will get rewards from both Ahdarji and S�krivva and get a promotion to prowler.


Misdirection
Hieronymus Lex has done it again. He was sent guards from all over the Imperial city to the Waterfront District with orders to capture the Gray Fox. If you have fenced goods worth 300 gold, S�krivva sends you to the city to locate Methredhel, who is handling the guild�s response to this crisis. Sure enough, if you visit the Waterfront, there is a massive amount of guards asking you if you have seen the gray fox. Armand is under house arrest, and Lex is in his old spot. You can find out about Methredhel�s location, Dynari Amnis�s house in the Talos Plaza District by bribing a beggar. *Note: Puny Ancus has been moved to the Abandoned Shack. 
Methredhel has a plan to force lex to redeploy his resources and thus loosen his grip on the Waterfront: Five guild operatives will simultaneously stage burglaries at prominent locations across the city. You mission is to steal the Arch-Mages ice staff from the Arch-Mages room at the Arcane University, and leave a note from the gray fox inside the nightstand next to the bed. This theft is easy. Visit the topmost room in the central Arch-mages tower either as instructed, when he is asleep (1a.m.-7a.m.), or when he is downstairs (9a.m.-11p.m.). Take the staff from the table, and activate the nightstand to insert the note. Wondering why this is so easy? All the guards in the Waterfront are the guards from the Arcane University! 
Return the staff to Methredhel, and she will dispatch you to the Waterfront to spy on Lex. Stick close to him enough to overhear a conversation. Eventually he will get an order to restore the borrowed guards to their original duties. Return to Methredhel, and she gives you one last job. Return the staff to mages guild. Not directly, but to a chest in the home of former university researcher Ontus Vanin. This house I in the north wall in the district�s southwest corner; and the chest is upstairs. Sneak into the house on a weekday in the afternoon and Vanin won�t be home. The staff is automatically inserted when the chest is activated. You�re done! If you stop to see Methredhel on your way to Bravil, you will find she has already returned home. Your meeting with S�krivva will be accompanied with a reward of 300 gold, promotion to Cat Burglar, and the identity of a third fence. 


Lost Histories
A thief named Theranis was sent to Skingrad to retrieve a book called The Lost Histories of Tamriel for the Gray Fox. He has not returned. If you have fenced good worth 400 gold, S�krivva will send you in his footsteps. Fast travel to Skingrad and find the beggar Foul Fagus or Nigidius the Needy. Bribe either one with 20 gold, and he will tell you that Theranis was bragging at the Two Sisters Lodge about having stolen something from Castle Skingrad. The watch captain Dion was present for this confession, as for the result: Theranis was imprisoned. The beggar doesn�t rate your chances of seeing Theranis on visitor�s day that highly. He suggests two options: get arrested, or break into the jail. There is also a third; there is an opening for �Slop Drudge� in the castle. This is the person who feeds the prisoners. Talk to Shum gro-Yarug about �Work in castle Skingrad�. Now you can go to the jailer and identify yourself. He will admit you to the cell block. One way or another you�re in jail, and Theranis isn�t. Tell the lone inmate you�re here to save him. Then talk to him about Theranis. He tells you that the pale lady has taken him three times. This time he has not returned. Theranis�s argonian was taken a short time ago and put up a hell of a fight, now there is a blood trail on the ground. Follow the blood trail that leads from the cell next door to the blank at the halls end. *Note: To make this mission go much faster, go to the wine cellar. Go to the big barrel on the far right. On the third pillar on the far right, activate the candle. The barrel in the center will open. Walk down the passage, until you are attacked by the pale lady. *Note: She is a vampire, so be careful not to get her disease. 
After you have killed the pale lady, you will find Theranis dead and Amusei in the cellar. He also has a message for you, if you can get him out of the castle. Sneak out of the castle and run down the path toward the gate, your journal will tell you to speak with Amusei. Theranis�s message says to �Look under the bush near the well, behind Nerastarel�s house. Nerastarel�s house is in the southern part of Skingrad, north of the south gate. The message is correct; the book is near the well behind the house, between a bush and a rock. Return the book to S�krivva for a 400 gold reward. 


Taking care of Lex
S�krivva wants to eliminate Hieronymus Lex to make sure he isn�t a problem anymore. Turns out, the countess of Anvil is looking for a new guard captain. The commander of the Imperial Watch has sent her a list of candidates. This list does not carry a strong recommendation for Mr. Lex, who appears nothing more than a screw-up. This letter is currently residing in the desk of Dairihill, Countess Umbranox�s Steward. The gray fox wants you to steal that list and arrange a manufacture of a new one that makes Lex look like the best thing since sliced bread. 
First off you need that letter. Most people in Castle Anvil will tell you the steward�s office is in the private quarters and that Dairihill is not there much. She spends her mornings in the audience chamber and takes dinner at 8 p.m. with the countess. You will have to get through two locked doors, slip by a guard, and open a locked desk. There is an easier way also. Find a beggar in Anvil; bribe him to learn that there are secret passageways in the castle. �Find the blacksmith� say the beggars. There is a blacksmith north of the castle lobby. Orrin�s a thieves guild member, and one of your fences. He will show you a secret door that bypasses the guard and one of the locks, it is in the little wine cellar north of the main smithy room, and is opened by activating the right�hand column of the two that bracket a niche in the north wall. At the top of the stairs, press the left-hand column to open a second secret door. The steward�s office is around the corner to the west. You will have to master the leveled locks on the door and desk before you can grab the list. 
Now that you have the list, you need to find a forger. Again, the Anvil beggars are helpful; either will point you to an individual known only as �A Stranger�, who lives near the Anvil Mages Guild. The stranger, will need 24 hours for the forgery and a fee of 500 gold to turn over the document. 
Now for the seal, the imperial legion commanders office is in the northwest part of the outer ring of the same Imperial Legion District that houses the prison. This will not be easy. The area is patrolled, the building is often inhabited, and it is locked up tight. The three lock on the path to the seal, will test any player�s lockpicking skills: the left-handed outside door, the door inside and to the right, and the lock on the trunk to the left of the Legion Commanders desk. You will not take the seal, but use it automatically o the forged letter when you select it. It is now off to Anvil for a mooring audience with the countess. Looks like you got there just in time : she was prepared to give the job to the steward�s cousin. She approves the assignment and asks you to deliver the reassignment order to Lex personally. 
So where is Lex? He is on his rounds. You can catch up to him on the road or wait for him to catch up to you at the South Watchtower in the Temple District, or the Gloated Float on the Waterfront. He sees the Gray Fox�s dirty hand in his transfer. Lex takes off for Anvil disappointed. After traveling to Anvil twice and the Imperial City twice, you are done with this mission. Go see S�krivva for a promotion to Shadowfoot, a reward of 1,000 gold. (Reimbursement for the forgery), and access to a fourth fence. This is your last mission from S�krivva, but be patient, if you have fenced over 600 gold you will soon be summoned by someone great. 


Turn a Blind Eye
If you want Methredhel to find you quickly, stay put in Bravil. She will not 	look for you in the smaller settlements, or the wilderness. She will hand you a note 	from the gray fox, who is requesting a meeting. The house he want's to meet you at is 	in Bruma's southeast corner. Cecia is waiting for you outside. The fox, with the Gray 	Cowl hiding his face, is sitting by the fireplace downstairs. Its a retrieval mission, the 	Gray Fox wants a great crystal called Savilla's Stone from the Temple of the Ancestor 	Moths. 	he is not specific about the stones powers. After you recover the stone, you 	are to meet the gray fox in Bruma again. 
You're forbidden to shed "Innocent Blood" in this quest, but no blood price 	attaches to the deaths of the stone's guardians. Your first step is to feel out the 	beggars. For 20 gold, any beggar will give you more background information than 	anybody in Cyrodiil. The Moth priests serve in some Elder Scrolls. When their age 	advances or their sigh declines to the point at which they cannot work, they go to the 	temple. Here, they live in a secret labyrinth and are said to be masters of fighting in 	darkness.
This is going to be a long trip. First, you need to visit the three monks in the 	Monk's Quarters. Holger is the better of the three, he will reveal that Savilla's Stone 	lies in the catacombs. *Note: The blind monk's are good with swords. If you can get 	Holger's disposition up to 80, he will take you up the hill to the chapel and unlock the 	crypt door. There are four levels of catacombs. Three are lightly guarded with 	enemies, and one (The Fourth) heavily laden with traps. It is OK to kill these folks, 	but be careful, they will try to kill you the moment they detect you. The easiest way 	to do this, is to drink Strong Invisibility potions, and run. So I will skip to the last 	catacomb.
You should not have much trouble with the traps in the Caverns of the Moth. 	Savilla's Stone is on the central dial in the Shrine of the Moth. Terribly, it is not the 	only stone up there. The Dark Welkynd Stone on the pedestal above will zap with s 	Frost Spell. Approach the stone from cover. After you get the stone, you don't have to 	sneak back through the catacombs. The ramp in the east wall of the shelf leads up to 	an emergency exit that places you beside a well behind the Monk's Quarters. Get 	yourself back to Bruma for your reward.


Arrow of Extrication
This time the messenger is Amusei. Yes he has joined the guild. You are to meet 	the Fox at Malintus Ancrus's house in Chorrol. The Gray Fox has been expirimenting 	with Savills's Stone, and discovered he needs something special for his plans. (I have no 	idead what his plans are, but man do they sound big) You are to steal the Arrow of 	Extrication from the Bravil court Wizard Fathis Aren. You are allowed to kill Aren if you 	want, just not in Castle Bravil. Accept the mission and it's off to that city once again. 	People in Bravil offer that Aren is very gloomy, and has been said to hand around 	Deadra. A beggar will mention that Aren has a tower on the outside of town. There are 	links that connect the tower and the castle. Start out at the castle and go to the north 	wing. Pick the lock on the middle door on the balcony above the castle lobby, and you 	are there. Inside take a left and pick another lock, enter and your journal will tell you 	that you have found Aren's chamber. You can search through his chests or cut to the 	chase. If you open boh chests your journal tells you to look for a secret chamber. The 	doorway to this is activated by the right pillar of a niche in the wall. 
Beyond another locked door lies the passage to the Bravil Wizard's Grotto.This 	is the first of two Sequential dungeons, the others are the Wizard's Lair. At the first 	junction, kill the past creature and unlock the gate that is straight ahead of you. Take 	the left of the two ramps curving down to a broad watery channel to the south, and 	continue south until you see the floor fall away ahead of you. The deep pit of water 	houses a giant slaughterfist with some treasure in its belly. Dive down and look at the 	east wall until you see a cave in the middle of the wall. *Note: If you cant find the cave, 	it is hidden by some overhanging rocks. Once past this point, everything is easy peasy 	lemon squeezy. You unlock more gates and face a couple of Conjurers and Daedra. In 	the wizard's lair is a lage room with stairs in the back right corner that lead up to a 	tower entrance. Aren, is waiting near the top of this tall ruin. There are also some 	Daedra. Sneak into Aren's little lab at the top of the tower, and open his chest aginst 	the wall. Grab the arrow and scat. Meet the Gray Fox in Chorrol and give him the arrow. 	You will get your 500 gold reward and a promotion to Master Thief.


Boots of Springheel Jak 
Hang out in chorrol after completing the last task to get the mission quickly. The 	messenger once again is Amusei. He tells you to meet the Gray Fox at Ganredhel's 	house in Cheydinhal. The house is near the front of the Chapel of Arkay. Sprinheel Jak is 	a famous their who died 300 years ago and was said to be burried with his boots on. 	You are to locate his tomb and recover the boots. Jak's only descendant is the Earl of 	Imbel, he lives in the Imperial City. Bribe a beggar to learn his location is along the 	central rotunda of the Talos Plaza District. It is very easy to break in. You will not find 	much information, but if the Earl is home. Raise his disposition and he will tell you the 	crypts are under the house. 
Earl will give you the key and tell you to leave him alone. *Note: The Earl of 	Imbal is a vampire, so are everyone in the crypts, be careful. Go down to the basement 		and locate the locked door. Open it and to the left should be a cave door the the crypts. 	Go to the crypts and open his Sarcophagus to find the booots are gone but you will find 	a diary. (Reading it is pointless) If yo turn around, Jakben, is attacking you! Kill him and 	search him, he has the boots on. Grab them and take them back to the Gray Fox in 	Cheydinhal, for your 500 gold reward.


The Ultiamte Heist
This is the last quest and boy oh boy its a doozey. Amusei tells you to meet with the Fox at Othrelo's house in the northeast corner of the Elven Gardens District. You are to steal the elder scroll from the Imperial Palace. Your first step is to find the Glass of Time in the palace basement. Fast travel to the Palace district, and enter the Elder Council Chambers and hang a left. Follow the ring corridor to the locked door that leads to the crypt. Be stealthy for a guard is patrolling, walk to the giant hourglass and take it, this is the Glass of Time. Your journal tells you to look for the old way. 
That was easy, now it gets tougher. The old way is three sewers away, and one of those sewers is home to vampires and their pals. Start in the city's Arboretum, near the exit that leads east into the Arena District a grate leads down under to the southeast tunnel just north of the path. Use it, in the sewer follow the passage north and east to a gate with a lock. In the room beyond use the wheel in the west wall to open the door in the east. Beyone that door, drop into the trench and head either north or south.
Passages both the north and south rooms lead east to under the bloodworks, both take you to the exit , but the northern route is longer and more dangerous so take the southern route. The arena and palace sewers after are vampire and undead lairs. Open the door to the east and descend the stairs blocked by a remotely operated gate at the moment. open the gate to the south kill the wolf climb the stairs in the room beyone and follow the corridor to another gate. 
Turn the wheel in the room beyond open the gate to the north, drop off the bridge, and head east through the newly opened echanical gate. Cross a trench room with a closed northern exit to a gate mounted room with another wheel in the north wall, turn the wheel to open the north exit from the trench room. Use that exit and take the western passage to a locked gate. Opened with the key you recieved from the gray fox. In the middle of the room a manhole leads to the sewers. You don't have to look far for the old way. In the palace sewers, open the gate and descend the stairs. Head north through a sexong gate to a pair of cisterns and across a trench. On the far side of the trench, right of the bridge, an area where the sewer wall has collapsed reveals the door to the old way. 
The old way is just a tomb. Numerous undead roam its halls with traps accompanying them. Make your way to the entrance to the Lost Catacombs. Keep an eye out for holes that have been knocked in the dungeon walls. The entrance is artfully concealed in the southwest corner of the level is a well. Look south from the well, there is a section of sandy sub-structure with niches in the walls where loose soil has been colecting similar to the starter dungeon. The last niche on the left is not a niche at all, but a makeshift ramp leading down to the final door.
Part palace crawlspace, part cave, part Ayleid ruin, this level is just a standard run n' gun with undead buddies and rats. You can see the exit from a good ways off; you just can't open it. The iron gate down to the Hall of Epoch s operated remotely nd there aren't any remote controls in sight. Use your springheel enhanced jumping ability to reach the switches on the blacony. Use the ruined staircase against the east wall as a launching pad if this provides difficuly. Push the buttons and the door opens. Those same switches also activate the two Dark Welkynd Stones that flank the exit. They fire chain lightning at you. Its easiest to dodge these bolts and run for the door while they regenerate. 
At the top of the first flight of stairs you get a journal entry telling you there must be a secret way to open this door. It involves ther Arrow of Extrication and you have to stand in a special spot with a clear view of a pillar for the keyhole to open. Unlock that side gate in the east wall of the upper level this puts you on a balcony. Push the block at the balcony's south end to open a secret door in the room below that leads to a large chamber. In the southwest corner are descending stairs and another set to the east in the roo at the botton. Go all the way to the bottom, at the east end of this room behind the altar is a second block, push it. 
	
Nothing happens at first. But as you retrace your steps, you see new zombies. When you return to the big room with the statue the stone walls at the north end of the room have been removed. Formerly, these walls blocked access to a bridge that you passed under on your way to this room. Now you can walk on the bridge itself. On the center of the bridge is a pressure plate. The statue at the fay end of the room does a 180-degree turn and a hatch opens in its belly to expose what must be the keyhole. If you can fire the Arrow of Extrication into it you will reveal the door. Your marksman skill does have an impact on the accuracy of this shot, but not a big one. You should be able to hit the target with a reliably low skillif you kow where to aim. Aim to the spot where the figures hand holds the sword. If you hit the keyhole, there should be a loud banging sound. *Note: SAVE THE GAME BEFORE TRYING THIS. Activate sneak mode and go into the doorway that is revealed. 
Most of the guards here are sleeping, however you may also find guards coming and going on their rounds. Don't let them detect you they will kill you on sight. Bear left down the hall. The little ramp at the end leads to the palace library. Make sure a guard is not watching when yo pick this lock and another leading to the inner library's corridor. A third door leading into the library proper is down the hall to your left, but you have to pull the lever at the end of the hall to the right to open it, and a blind priest is sitting practically on top of it. 
Inside the library, take a seat at the round table at the foot of the stairs. When you hear footsteps, a blind priest appears on the stairs and brings you the scroll. Pick it up from the table. Now make your escape. The remotely operated door has closed behind you and cannot be reopened. But a second door can be found on the library's upper level. Pick the lock on the second door. Go up and lok for an unconventional route. Octao's chamber holds the exit. Dive into the flue beneath the loose grate in the chancellor's fireplace. You will fall and the boots will be destroyed in the process, but you will be alive. Get out of the tower and report back to the Gray Fox. He asks your to bring a ring to the Countess of Anvil. Tell her it is a gift from the stranger and to report back on her reaction. 
Check with the countess again in the morning and you notice that the stranger is in his traditional place on the bench in the Great Hall. Approach the countess once she is seated and offer her the ring. In the end, Corvus repsonds by renouncing his life of crime and passes both the title and the cowl to the new guild master. 
	    

	    That would be you. 
	Congratulations, Mr. Fox