How to Start and Master the Thieves Guild in Oblivion: The Ultimate Guide
Are you ready to walk the shadows of Cyrodiil and join the most secretive organization in the Elder Scrolls IV: Oblivion? The Thieves Guild offers players a thrilling questline full of stealth, intrigue, and lucrative rewards.
This guide will help you start your journey from common criminal to master thief under the legendary Gray Fox.
The Thieves Guild is not just about stealing – it provides access to exclusive fences who buy your stolen goods, special abilities, and an engaging storyline that reveals the true identity of the mysterious Gray Fox.
Key Takeaways
- The Thieves Guild is a secret organization in Cyrodiil that operates under the guidance of the legendary Gray Fox
- There are multiple ways to join the guild including going to jail, reading wanted posters, or talking to specific NPCs
- The guild follows three strict rules: never steal from guild members, never kill on the job, and never steal from the poor
- You must meet at the Garden of Dareloth in the Imperial City Waterfront District at midnight to start the initiation
- Your first task involves competing against other thieves to steal a diary from Amantius Allectus’ house
- The guild provides access to fences who buy stolen goods, with better fences unlocking as you progress
- You need to fence stolen items worth specific amounts to advance through guild ranks
- The questline features 11 main missions that take you across different cities in Cyrodiil
- The ultimate heist is the final mission that reveals the true identity of the Gray Fox
- Guild membership gives you access to special perks like improved stealth abilities and reduced bounties
Finding the Thieves Guild: How to Start Your Criminal Career
Finding the Thieves Guild in Oblivion is your first challenge as an aspiring thief. The guild operates in secrecy due to constant pressure from the Imperial Watch. You can join the guild through several different methods, each offering a unique roleplaying experience.
The first method is to get arrested for a non-violent crime like stealing or pickpocketing. When you get released from jail, a Dunmer named Myvryna Arano will approach you with a mysterious note from the Gray Fox. The note directs you to meet at the Garden of Dareloth in the Imperial City Waterfront at midnight.
The second method involves finding and reading one of the many wanted posters for the Gray Fox posted around the Imperial City. These posters add a new conversation topic about the Gray Fox. You can then speak to any beggar with high enough disposition (around 70) to learn about the midnight meeting at the Garden of Dareloth.
The third method is to speak with an Argonian named City-Swimmer in Bravil. If you talk to her about Bravil and select the option “Gosh. Thieves Guild? What’s that?” she will tell you about the meeting location.
You can also simply wait around the Waterfront where Armand Christophe (the Doyen of the guild) meets with potential recruits at midnight. When you find the Garden of Dareloth, which is located in the backyard of an abandoned shack next to Methredhel’s house in the Waterfront District, speak to Armand about joining.
Remember that the Garden of Dareloth can be tricky to find. From the Waterfront District fast travel point, head down the left path, turn left through an archway, then left again toward a walled garden with red bushes and a trapdoor.
The Initiation Test: May the Best Thief Win
Once you meet Armand Christophe at the Garden of Dareloth, he will explain that you need to prove your worth to join the Thieves Guild. This initiates the quest “May the Best Thief Win” where you compete against two other thieves, Methredhel and Amusei, to steal a diary.
Your target is Amantius Allectus’ diary located in his house in the Temple District of the Imperial City. Armand suggests talking to beggars to find the location, but you can head directly to the house if you know where it is. The house is on the east side of the Temple District – when leaving toward the Arboretum, it’s the first house on the right.
When the competition begins, you need to act quickly because Methredhel will also try to steal the diary. If you beat her to it, simply grab the diary from the desk on the right side of the room and return it to Armand. If Methredhel gets there first, you’ll need to either pickpocket the diary from her or wait until she deposits it in her house and then break in and steal it from her chest.
Succeeding in this test proves your skills as a thief and earns you membership in the guild. Armand will explain the three rules of the Thieves Guild:
- Never steal from another member of the guild
- Never kill anyone on the job (animals and monsters can be killed if necessary)
- Never steal from the poor, who are under the personal protection of the Gray Fox
Breaking any of these rules results in expulsion from the guild, though you can pay a blood price to rejoin.
Understanding Guild Ranks and Progression
The Thieves Guild has a structured ranking system that you progress through by fencing stolen goods. This system is tracked through the “Independent Thievery” quest, which monitors the value of items you sell to guild fences.
The ranks in the Thieves Guild from lowest to highest are:
- Pickpocket: Initial rank when you join
- Footpad: Requires fencing 50 gold worth of stolen goods
- Bandit: Requires fencing 100 gold worth of stolen goods
- Prowler: Requires fencing 200 gold worth of stolen goods
- Cat Burglar: Requires fencing 300 gold worth of stolen goods
- Shadowfoot: Requires fencing 400 gold worth of stolen goods
- Master Thief: Requires fencing 500 gold worth of stolen goods
- Gray Fox: Special rank only attainable through completing the entire questline
As you progress through these ranks, you gain access to better fences who have more gold available for purchasing your stolen goods and higher Mercantile skill levels. The first fence you gain access to is Ongar the World-Weary in Bruma, who has 600 gold available. By the time you reach Master Thief rank, you’ll have access to Fathis Ules with 1,500 gold and maximum Mercantile skill.
Each rank also unlocks new quests from the guild’s Doyen. Initially, you’ll receive assignments from Armand Christophe, then later from S’Krivva in Bravil, and finally from the Gray Fox himself through messengers.
Meeting Your First Fence: Selling Stolen Goods
After joining the Thieves Guild, one of the most valuable benefits is access to fences who will buy your stolen items. Normal merchants in Oblivion refuse to purchase stolen goods (marked with a small red hand icon), making fences essential for profit-minded thieves.
Your first fence is Ongar the World-Weary, located in Bruma. To find him, head to the northern part of Bruma near the castle and look for a small house where he lives. Ongar has 600 gold available for purchasing your stolen goods, which resets every few days.
When selling to fences, focus on items with high value but low weight for maximum profit. Jewelry, gems, and enchanted items are particularly valuable. The gold you make from fencing items counts toward your rank advancement in the guild.
As you progress through the guild ranks, you’ll gain access to better fences:
- Dar Jee in Leyawiin (800 gold)
- Luciana Galena in Bravil (1,000 gold)
- Orrin in Castle Anvil (1,200 gold)
- Fathis Ules in the Imperial City/Chorrol (1,500 gold)
Unlike regular merchants, fences have specialized skills that make them particularly useful for thieves. They can identify magical properties of stolen items and offer fair prices based on their Mercantile skill level. This makes higher-ranked fences particularly valuable for selling rare or powerful items you’ve stolen.
The Doyen: Your Guild Contacts and Quest Givers
The Doyen serve as the eyes and hands of the Gray Fox, acting as lieutenants and quest givers throughout your time with the guild. These important contacts are your direct link to guild operations and will provide you with increasingly complex and rewarding assignments.
Armand Christophe is the first Doyen you’ll meet, found in the Waterfront District of the Imperial City. He gives you the first three quests after your initiation:
- May the Best Thief Win: Your initiation test
- Untaxing the Poor: Stealing tax records to protect Waterfront residents
- The Elven Maiden: Recovering a stolen ship model
Armand has a strong moral code despite being a thief. He firmly believes in the guild’s rule about not stealing from the poor and takes a Robin Hood-like approach to thievery. Building a good relationship with Armand is important, as he can provide useful information about potential targets.
After completing Armand’s quests and reaching a certain rank, you’ll begin receiving assignments from S’Krivva, the second Doyen located in Bravil. Her quests include:
- Ahdarji’s Heirloom: Recovering a stolen ring
- Misdirection: Stealing from the Arcane University
- Lost Histories: Retrieving valuable books
- Taking Care of Lex: Dealing with a persistent guard captain
S’Krivva is a Khajiit with excellent connections throughout Cyrodiil. She’s more mysterious than Armand and closer to the Gray Fox. Her assignments tend to be more complex and require greater stealth skills.
In the final stages of the guild questline, you’ll receive assignments directly from the Gray Fox through messengers like Methredhel and Amusei. These culminate in the legendary Ultimate Heist that reveals the true nature of the Gray Fox.
Mastering Stealth: Essential Skills for Thieves
Success in the Thieves Guild requires mastering several stealth-related skills. While not mandatory, developing these skills will make your thieving career much easier and more profitable.
Sneak is the most important skill for any thief. Invest points in this skill to move silently and remain undetected. When sneaking, pay attention to the eye icon – closed means you’re hidden, open means you’ve been spotted. Sneaking works best in shadows and at night, so plan your heists accordingly.
Security governs your ability to pick locks and disarm traps. Higher security skill means fewer broken lockpicks and the ability to tackle more complex locks. Always carry plenty of lockpicks (at least 20-30) for any serious thieving expedition. The Skeleton Key is an unbreakable lockpick obtained later in the game that’s invaluable for thieves.
Acrobatics helps you reach hidden areas and escape quickly when detected. Jumping to rooftops or ledges can provide alternate entry points to buildings and escape routes when guards pursue you.
Marksman can be useful for triggering distant mechanisms or creating distractions. A well-placed arrow can activate a pressure plate or make noise to draw guards away from your target area.
Illusion magic provides valuable tools for thieves. Spells like Chameleon increase your stealth, while Charm can temporarily improve NPC disposition. The Invisibility spell is particularly valuable for difficult heists.
Mysticism offers the useful Detect Life spell to locate NPCs through walls, helping you avoid patrols and plan your movements.
Remember that light and sound affect detection. Wearing light armor or clothing reduces noise, while avoiding lit areas reduces visibility. The Gray Fox Cowl obtained late in the questline provides significant stealth bonuses.
The Guild Questline: Advancing Through the Ranks
The Thieves Guild questline consists of eleven primary missions that take you across Cyrodiil and reveal the mysterious history of the Gray Fox. Each quest presents unique challenges and rewards that help you advance through the guild.
After completing the May the Best Thief Win initiation, you’ll need to fence stolen goods to unlock more quests. The next mission, Untaxing the Poor, has you steal tax records from the Imperial City’s South Waterfront District to protect the poor from excessive taxation.
In The Elven Maiden, you must recover a stolen ship model from the home of Countess Umbranox’s steward in Anvil. This introduces you to more complex breaking and entering techniques.
After reaching the rank of Bandit, you’ll start receiving quests from S’Krivva in Bravil. Ahdarji’s Heirloom tasks you with recovering a stolen ring from Alessia Ottus’ house in Anvil, requiring careful timing and stealth.
Misdirection is a challenging quest where you must steal a valuable staff from the well-guarded Arcane University while framing someone else for the theft. This introduces the concept of planting evidence and misdirection.
In Lost Histories, you search for valuable historical books in Skingrad, dealing with unexpected complications along the way. Taking Care of Lex has you scheme to get the persistent Captain Hieronymus Lex transferred away from the Imperial City by forging official documents.
The final set of quests come directly from the Gray Fox. Turning a Blind Eye involves bribing the Imperial Palace guard captain. Arrow of Extrication sends you to recover a special arrow from Bravil Castle. Boots of Springheel Jak has you steal magical boots from an undead count’s tomb.
The questline culminates in The Ultimate Heist, where you break into the Imperial Palace itself to steal an Elder Scroll. This final mission reveals the true identity of the Gray Fox and the curse of the Cowl of Nocturnal, bringing the questline to a dramatic conclusion.
Each quest provides specific rewards including gold, special items, access to new fences, and advancement in guild ranks. Completing the entire questline grants you the Gray Fox’s Cowl and the highest position in the guild.
The Gray Fox: Unveiling the Mystery
The identity of the Gray Fox is one of the most intriguing mysteries in Oblivion. As you progress through the Thieves Guild questline, you gradually uncover clues about this legendary figure who has supposedly led the guild for over 300 years.
The Gray Fox is both feared and respected throughout Cyrodiil. Imperial guards post wanted posters offering large rewards for his capture, while the poor view him as a protector who ensures thieves don’t target those who have nothing. His legend has grown to mythical proportions, with some believing he possesses supernatural abilities.
Initially, you’ll only hear rumors and secondhand accounts about the Gray Fox. The Doyen act as intermediaries, delivering his orders while maintaining his anonymity. As you prove your loyalty and skill, you’ll gradually earn the right to meet him directly.
When you finally meet the Gray Fox in person during the later quests, you discover he wears a distinctive gray cowl that obscures his face. This cowl is more than just a disguise – it’s the source of both his power and his curse. The Cowl of Nocturnal was stolen from the Daedric Prince Nocturnal centuries ago, and she placed a curse on it that causes anyone who wears it to have their identity erased from history and memory.
During The Ultimate Heist, you learn that the Gray Fox is actually Count Corvus Umbranox of Anvil, who disappeared mysteriously years ago. He donned the cowl and became the Gray Fox, but the curse made everyone forget his true identity – even his own wife. His elaborate plan to steal an Elder Scroll from the Imperial Palace is actually part of his scheme to break the cowl’s curse.
The revelation of the Gray Fox’s identity adds depth to the questline, transforming it from a simple series of heists into a tragic tale of lost identity and redemption. This complex storytelling is one of the reasons the Thieves Guild questline is considered among the best in Oblivion.
Advanced Thieving Techniques: Beyond the Basics
Once you’ve mastered the basic skills and completed a few guild quests, you can employ advanced thieving techniques to increase your success rate and profits.
Timing your thefts is crucial for avoiding detection. Most NPCs follow predictable schedules – they sleep at night, work during the day, and often eat at regular times. Learn these patterns to identify the best windows for breaking into homes and businesses. The ideal time for most burglaries is between 1am and 4am when most NPCs are asleep.
Creating distractions can help you access guarded areas. Drop a low-value item in plain sight to make guards investigate, or use spells like Frenzy to cause chaos. Some thieves place poisoned apples where guards can find them, temporarily incapacitating them.
Memorizing guard patrol routes in cities helps you avoid unwanted attention. Guards typically follow fixed paths with predictable timing. With enough observation, you can identify safe windows to move between buildings or pick locks without being spotted.
Develop a system for targeted theft rather than grabbing everything in sight. Focus on high-value, low-weight items like jewelry, gemstones, and enchanted daggers. A single diamond is worth more than several heavy silver plates and takes up minimal inventory space.
Use magic to enhance your thieving abilities. The Feather spell increases carrying capacity, Night-Eye improves vision in dark areas, and Open spells can unlock doors without lockpicks. Custom spells combining effects like Chameleon, Silence, and Feather create the perfect thieving toolkit.
Marking targets in advance saves time during actual heists. During the day, scout locations in plain sight, noting valuable items and their positions. Return at night when you can steal unobserved, heading directly for your pre-identified targets.
For emergency escapes, prepare bounce-back points like inns or guild houses where you can quickly fast travel if guards detect you. Alternatively, if you have a bounty, consider paying a fine rather than risking jail time that might interrupt guild quests.
The Ultimate Heist: Completing the Guild’s Final Mission
The culmination of the Thieves Guild questline is The Ultimate Heist, a mission of unprecedented complexity and significance. This legendary theft targets an Elder Scroll within the Imperial Palace itself – a seemingly impossible task that will test all your thieving skills.
The heist begins when the Gray Fox gives you detailed plans for infiltrating the Imperial Palace’s inner sanctum. Unlike previous missions, this requires extensive preparation and collecting several special items:
First, you need the Arrow of Extrication from Bravil Castle, which unlocks a special entrance to the Palace sewers. Next, you must obtain the Boots of Springheel Jak from an undead count’s tomb in Skingrad, which allow you to survive a significant fall during your escape.
With these items secured, you follow the Gray Fox’s meticulous plan to enter the Palace through the Old Way – an ancient passage built during the Ayleid era. This path takes you through forgotten sewers, abandoned ruins, and hidden chambers beneath the Imperial City.
The most challenging part comes when you reach the Imperial Library, guarded by blind monks who can hear even the slightest sound. You must move with perfect stealth, as any noise will alert these guardians who compensate for their blindness with supernaturally acute hearing.
After navigating past the monks, you reach the Elder Scroll chamber with its complex security system. Using the Arrow of Extrication and precise timing, you disable the magical barriers and claim the scroll.
Your escape route involves a daring leap of faith using Springheel Jak’s Boots, followed by a race through the sewers as the Palace Guard mobilizes to catch you. Successfully delivering the Elder Scroll to the Gray Fox triggers the quest’s dramatic conclusion.
The Gray Fox reveals his true identity as Count Corvus Umbranox and explains that he needed the Elder Scroll to break the curse of Nocturnal’s Cowl. With the curse lifted, he returns to his position as Count of Anvil and rewards you with the Cowl, making you the new Gray Fox and leader of the Thieves Guild.
This final mission brilliantly combines challenging gameplay with narrative payoff, concluding the guild storyline while rewarding you with leadership of the organization you worked so hard to climb.
Beyond the Guild: Building Your Thieving Empire
After completing the Thieves Guild questline and becoming the new Gray Fox, your criminal career doesn’t have to end. You can build your own thieving empire across Cyrodiil, focusing on both profit and role-playing opportunities.
With all fences now available to you, establish efficient theft routes that maximize profits. Create a rotation between major cities, hitting valuable targets like castle treasuries, guild halls, and wealthy merchants’ homes. Allow enough time between visits for inventories to reset, typically 3-5 in-game days.
Invest in multiple safe houses across Cyrodiil where you can store stolen goods. The houses in Skingrad and Anvil make excellent bases due to their large storage capacity. Organize your loot by type – keep jewelry in one container, rare books in another, and magical items in a third for easy access.
Use your guild connections strategically. Beggars remain valuable sources of information, and maintaining high disposition with them ensures you always know about promising targets. The guild members you helped during quests can sometimes provide tips about valuable items or poorly guarded locations.
Consider specializing in certain types of theft. Some players focus on becoming master pickpockets, others on home burglary, and some on shop theft. Each specialization requires different skills and approaches, adding variety to your gameplay.
Create your own personal code as the new Gray Fox. Do you maintain the traditional guild rules strictly, or do you introduce your own modifications? This role-playing aspect can add depth to your experience after the main questline ends.
Seek out legendary items across Cyrodiil that complement your thieving abilities. Artifacts like the Skeleton Key, Ring of Khajiiti, and Boots of Blinding Speed enhance your stealth capabilities and make you an even more formidable thief.
Remember that as guild leader, you can mentor new members by bringing companions along on heists. While Oblivion’s game mechanics don’t fully support this, you can role-play this aspect by bringing followers from other questlines with you on certain missions.
Ultimately, the end of the Thieves Guild questline is just the beginning of your career as Cyrodiil’s master thief. The systems and connections you’ve established provide endless opportunities for creative theft and role-playing.
FAQ: Common Questions About the Thieves Guild
How do I find the Garden of Dareloth?
The Garden of Dareloth is located in the Imperial City Waterfront District. From the Waterfront fast travel point, go left down the path, left through an archway, then left again toward a walled garden with red bushes and a trapdoor.
Can I join both the Thieves Guild and the Dark Brotherhood?
Yes, you can join both factions. They are separate organizations with different questlines, and membership in one does not affect the other. Many players find the skills for both guilds complement each other well.
What happens if I kill someone during a Thieves Guild quest?
Breaking the no-killing rule results in expulsion from the guild. You can rejoin by paying a blood price to a Doyen, but repeated violations may lead to permanent expulsion.
Can I steal from other guild members?
No, stealing from guild members violates the first rule and results in expulsion. You can rejoin by paying a blood price.
How much stolen goods do I need to fence to advance in rank?
The requirements are: Footpad (50 gold), Bandit (100 gold), Prowler (200 gold), Cat Burglar (300 gold), Shadowfoot (400 gold), and Master Thief (500 gold).
Where are all the fences located?
Ongar the World-Weary in Bruma, Dar Jee in Leyawiin, Luciana Galena in Bravil, Orrin in Castle Anvil, and Fathis Ules in the Imperial City or Chorrol.
What is the best item to steal for maximum profit?
Jewels, gems, and enchanted items provide the best value-to-weight ratio. Flawless diamonds, enchanted daggers, and rare soul gems are particularly valuable.
Do guards remember me if I wear the Gray Cowl?
When wearing the Gray Cowl, you take on the identity of the Gray Fox. Any crimes committed are attributed to this identity, not your regular character. Removing the cowl returns you to your normal identity with its separate bounty.
Can I complete the Thieves Guild quests if I have a high bounty?
Yes, but it makes some quests more difficult as guards will try to arrest you on sight. Consider paying off your bounty before starting major guild quests.
What happens if I get caught during a guild quest?
Being caught doesn’t automatically fail most quests, but going to jail might reset certain quest timers or objectives. Try to avoid arrest during time-sensitive missions.
