The Thieves Guild (Questions)

Post » Fri Jun 01, 2012 6:12 pm

1. Inside the Thieves Guild (Cistern) there is a business ledger on the Guilder Leader's desk. Apparently you can interact with it. OK, even after becoming Guild Master, still unable to interact with it. Anyone got a clue what it does, much less for? (I seriously doubt Delvin will ask you to change the numbers on their own business ledger :tongue: )


2. Inside the Ragged Flagon on a table there is a note to Delvin. In the note it states there is a large chest of glass arrows in the usual spot at the docks. Went all over and under the docks, could not find what this note spoke of. Is it in a different city, perhaps? Or am I completely blind and missed it?


3. I think its Nirn (sorry bad with names) said there is a chest I can use for lock picking practice in the Training Room. I head in there thinking it's like the never ending lock picking chest in Oblivion's DLC. But to my surprise there are many. I tried to "train" and I got yelled at. I came back in when no one was there and managed to open them and got loot (no complaints there) but where is this chest this guy is speaking of?


4. Rune apparently needs me to find information about his past. The game seems like its going to fold into a quest, but it does not. Is there information for this guy? And if so where? (Google did not help).


5. When you upgrade the Thieves Guild you get more merchants. Well it looks as if you get three merchants but there are four empty rooms. Whats the forth room for? (Again no help from Google).


6. According to the Shadowmark book, a certain symbol means they are protected by the guild and should not be looted. So when I come across these type of marks I leave the house alone. But then Vex gave me a quest and low and behold it was a house protected by the guild. So my question is, can you steal from these protected houses or will you get in trouble?


Thanks for your help :biggrin:
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Olga Xx
 
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Post » Fri Jun 01, 2012 3:56 pm

Good questions. I wish I had answers for you.
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AnDres MeZa
 
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Post » Sat Jun 02, 2012 4:06 am

1. Inside the Thieves Guild (Cistern) there is a business ledger on the Guilder Leader's desk. Apparently you can interact with it. OK, even after becoming Guild Master, still unable to interact with it. Anyone got a clue what it does, much less for? (I seriously doubt Delvin will ask you to change the numbers on their own business ledger :tongue: )

Wish I knew myself xD


2. Inside the Ragged Flagon on a table there is a note to Delvin. In the note it states there is a large chest of glass arrows in the usual spot at the docks. Went all over and under the docks, could not find what this note spoke of. Is it in a different city, perhaps? Or am I completely blind and missed it?

I've heard several people talking about this, and the general consensus is that you can't get to the glass arrows. I could be 100% wrong on that, but thats what people generally believe around here.


3. I think its Nirn (sorry bad with names) said there is a chest I can use for lock picking practice in the Training Room. I head in there thinking it's like the never ending lock picking chest in Oblivion's DLC. But to my surprise there are many. I tried to "train" and I got yelled at. I came back in when no one was there and managed to open them and got loot (no complaints there) but where is this chest this guy is speaking of?

The few chests back there, I believe, *are* the practice chests. If I'm wrong, please correct me someone, because an infinite locking chest would be helpful.


4. Rune apparently needs me to find information about his past. The game seems like its going to fold into a quest, but it does not. Is there information for this guy? And if so where? (Google did not help).

Wish I knew myself...


5. When you upgrade the Thieves Guild you get more merchants. Well it looks as if you get three merchants but there are four empty rooms. Whats the forth room for? (Again no help from Google).

I could've sworn there were four merchants after I fully finished everything? I may be wrong though. It might be a glitch in your game, or I may have just miscounted the amount of shops that appeared at the end...


6. According to the Shadowmark book, a certain symbol means they are protected by the guild and should not be looted. So when I come across these type of marks I leave the house alone. But then Vex gave me a quest and low and behold it was a house protected by the guild. So my question is, can you steal from these protected houses or will you get in trouble?

You can steal from any house you please...at least, I haven't run into any trouble at all regarding these houses.


Thanks for your help :biggrin:
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Horse gal smithe
 
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Post » Fri Jun 01, 2012 9:07 pm

1) It's just scenery.

2) Devlin have collected those arrows already.

3) Those chests are the practice chests. There isn't any never-ending locks to pick.

4) There's no quests currently. Consider him the token guy with a mysterious past.

5) You get four merchants when the guild is fully upgraded. Blacksmith/Alchemist/Fletcher/Armorer iirc.

6) I think it's just flavor. Save beforehand and see for yourself?
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Lexy Corpsey
 
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Post » Sat Jun 02, 2012 2:33 am

I do not have any answers for you.

However, congratulations on becoming a Guild Master.
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Harry Leon
 
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Post » Sat Jun 02, 2012 5:27 am

Warning - Possible Spoilers Below!


1. Inside the Thieves Guild (Cistern) there is a business ledger on the Guilder Leader's desk. Apparently you can interact with it. OK, even after becoming Guild Master, still unable to interact with it. Anyone got a clue what it does, much less for? (I seriously doubt Delvin will ask you to change the numbers on their own business ledger :tongue: )

All ledgers have the interact option. I guess it just made it easier for the developers to do it this way. If you go into an inn or shop that you do not have a numbers job for you'll find the same thing. So yeah, don't lose sleep over it.

2. Inside the Ragged Flagon on a table there is a note to Delvin. In the note it states there is a large chest of glass arrows in the usual spot at the docks. Went all over and under the docks, could not find what this note spoke of. Is it in a different city, perhaps? Or am I completely blind and missed it?

On the same table you will find another note from Vex implying that Delwin is not as good as sneaking as he thought because she saw him peeking at her while she was bathing in the river. She also makes it quite clear if she catches him again she will cut off his most valuable asset. It's background stuff put there to flesh out the characters and enhance the immersion. There are no glass arrows in other words.

3. I think its Nirn (sorry bad with names) said there is a chest I can use for lock picking practice in the Training Room. I head in there thinking it's like the never ending lock picking chest in Oblivion's DLC. But to my surprise there are many. I tried to "train" and I got yelled at. I came back in when no one was there and managed to open them and got loot (no complaints there) but where is this chest this guy is speaking of?

There are 5 chests in the training room ranging from novice to master level. They reset every couple of days after you unlock them. I'm not sure why you got yelled at but yeah, those are the practise chests.

4. Rune apparently needs me to find information about his past. The game seems like its going to fold into a quest, but it does not. Is there information for this guy? And if so where? (Google did not help).

This is most likely just more character building. There is a note in the Ragged Flagon somewhere from a guy that Rune hired to find his parents stating that all traces of them have been removed. You can read it at http://www.uesp.net/wiki/Skyrim:No_Word_Yet. Perhaps they will develop this story in future DLCS but for now there are no other clues. Of course, Skyrim has many shipwrecks so maybe the answer lies in one of them.

5. When you upgrade the Thieves Guild you get more merchants. Well it looks as if you get three merchants but there are four empty rooms. Whats the forth room for? (Again no help from Google).

You know those quests you get after doing a couple of jobs for Delvin and Vex? The ones where you have to go help out someone from one of the major holds and they tell you afterwards that the guild now has their full support in that hold? There are 5 major holds in Skyrim. Since Riften is already guild territory that leaves 4 to win over namely Whiterun, Windhelm,Markath and Solitude. You missed one. To get the quest for a specific hold you just have to do 5 jobs in that hold for either Vex or Delvin.

6. According to the Shadowmark book, a certain symbol means they are protected by the guild and should not be looted. So when I come across these type of marks I leave the house alone. But then Vex gave me a quest and low and behold it was a house protected by the guild. So my question is, can you steal from these protected houses or will you get in trouble?

It's just more story building material. You can rob any house without it having any impact on the game. Besides, Vex usually says something like "This guy double crossed us and has to pay the price". So it still makes sense if you role play.
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Arnold Wet
 
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Post » Fri Jun 01, 2012 9:16 pm

Good info here. Good answers.




:cool:
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Harinder Ghag
 
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