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    Thieves Guild Guide by Wroth

    Version: Final | Updated: 06/30/02 | Search Guide | Bookmark Guide

    The Elder Scrolls III: Morrowind
    Thieves Guild Guide by Ben "Wroth" DuPree
    Copyright (c) 2002 Ben "Wroth" DuPree
    Final Version
    I.	Abstract
    II.	About the Thieves Guild
    III.	Balmora Jobs
    IV.	Ald-Ruhn Jobs
    V.	Sadrith Mora Jobs
    VI.	Vivec Jobs
    VII.	The Bal Molagmar
    VIII.	Update History
    IX.	Miscellany 
    Section One: Abstract
    I have not written a guide in a long time due to my constant work in 
    both school and life. However, when I picked up Morrowind, I decided 
    that I should do a favor to those who also have this game and write a 
    guide or two on it. Morrowind is everything that I expected it to be 
    and then some; it contains a rich, engrossing world, constant action, 
    and an utter inundation of detail. Never before has a game taken detail 
    where Morrowind does; Morrowind allows the player to explore-and 
    participate in-a vast world that contains virtually anything that one 
    could desire. More likely than not you will be able to find some aspect 
    of Morrowind that will send you into rapture and not let you get back. 
    Section Two: About the Thieves Guild
    The Thieves Guild in Morrowind, unlike in past Elder Scrolls games, is 
    a figurative enfant; it only has existed in Morrowind for a few short 
    ages. The Camora Tong, an old, established sect, controls a good 
    majority of the illegal trafficking in Morrowind. The Thieves guide, of 
    late, has encroached onto the Camora Tong's business, causing much 
    friction to be generated between the two groups. However, for our 
    purposes, the Camora Tong is useless: they do not accept outlanders-
    those who are not from Morrowind-into their guild. If you, an aspiring 
    thief, desires to make a living in the night, you will have you join 
    the Thieves Guild. The Thieves Guild members generally treat outlanders 
    with respect and courtesy if they do their jobs; if you get on their 
    bad side, however, things could turn out quite ugly-but enough about 
    the guild itself... let us thieve! 
    Or not. Before one dashes headfirst into thieving, there are a few 
    other things that the prospective thief should know about the guild. To 
    advance in the guild, two requirements must be met: one must put his or 
    her head on the line for the guild while doing certain "jobs" that the 
    guild needs doing and one must train accordingly in thievery-related 
    skills. Only after training a certain amount will one be able to 
    achieve advancement. I had considered listing exactly what the 
    requirements are for advancing into each respective position in the 
    thieves guild, but I decided against it for one reason: in thieving, do 
    you have the clairvoyance and prior-knowledge to be able to determine 
    how exactly the events of your robbery will play out? That's right: you 
    don't. A robbery could go smoothly and you could walk away with the 
    diamond that your local guild boss asked for... or you could be spotted 
    in the process of the robbery and end up a dark smear on the end of a 
    guard's mace-anything is possible. That's why I leave it to you, my 
    friends. If you get really desperate, then go cry about it-see if I 
    Section Three: Balmora Jobs
    Balmora, located in the southwest corner of Morrowind, is the first 
    major town that you, our aspiring thief, will set up shop in. However, 
    as is necessitated by a surreptitious career and a powerful enemy, the 
    thieves do not openly prance around in the street shouting out "join 
    the guild!" Instead, you will have to seek them out and prove your 
    worth. Located in the eastern portion of Balmora, the Thieves Guild 
    hideout comes cleverly disguised as a simple corner-club tavern-who 
    would have supposed that a tavern with numerous questionable characters 
    loafing around it at odd hours would be a Thieves Guild hideout? 
    Certainly not I. Make your way to the South Wall corner club and, 
    instead of seeking out the owner (who himself is a member-but not the 
    local boss-of the Thieves guild), look for Sugar-Lips Habasi, an 
    intimidating, furry, female Khajiit. Upon finding her in the South Wall 
    (she's difficult to miss), you may ask her about joining the Thieves 
    Guild. If you possess the proper skill-in stealth, security, and other 
    surreptitious, underhanded skills-she will let you join. Although you 
    may not yet be a master thief or a famous footpad, Sugar-Lips Habasi, 
    after you join, will begin to offer you certain "jobs" which will aid 
    in your advancement. The following section chronicles the jobs for 
    Balmora and details what must be done to complete the jobs successfully 
    without getting your weak, little thief body viciously fustigated by a 
    Balmora One: The Diamond
    Since you are still wet behind the ears and quite inexperienced to the 
    nuances of thievery, Sugar-Lips Habasi relegates a simple job to you 
    for starters: you must steal a diamond. Although it may sound rather 
    simple, for a boy just off of the turnip farm and never having 
    committed felony breaking and entering before, stealing a small, non-
    descript diamond may prove quite a challenge yet. Located in Nalcarya 
    of White Haven's Alchemy shop in Balmora, the diamond will be yours for 
    the taking with the use of two of the most basic thievery skills: 
    security and stealth. Nalcarya's shop resides on the west side of the 
    river that splits Balmora in twain; it sits just south of the temple. 
    However, you cannot simple bust headfirst into Nalcarya's shop and 
    demand the diamond; a guard, who seems to have taken up permanent 
    residence with the voluptuous beauty that runs the Alchemy shop, awaits 
    inside, ready to thwart any attempted robbery.   
    If you had taken a moment to notice, Nalcarya's shop has two entrances: 
    an unlocked one on the ground level and a locked one (Lock Level: 35) 
    on the upper portion of her shop, just up the stairs. Go up the stairs 
    and use any lock pick (don't have one? -go back to the Thieves guild 
    and buy one) to open the door. When inside, try and determine where 
    Nalcarya hides her precious diamond; it is neither under the bed nor in 
    the books on the shelf... but... ah; yes. Nalcarya hides her diamond in a 
    locked chest above her bed. Pick the lock as you just did with the 
    door, retrieve the diamond, and return it to Sugar-Lips. That wasn't so 
    hard, now was it? 
    Balmora Two: Key to Nerano Manor
    Sugar-Lips Habasi, after realizing that you do indeed have talent, 
    assigns you a slightly more challenging task: retrieve the key to 
    Nerano Manor-the house of a local elite family-which the thieves guild 
    will then use to ransack the house. However, procuring said key will 
    prove no walk in the park; you must use your stealthy talent to lift 
    the aforementioned key off of one of two people: either Sovor Trandel, 
    the servant of Ondres Nerano, or Ondres Nerano himself. Both prove 
    rather difficult, but I recommend that you go after Ondres Nerano as 
    his servant, Sovor Trandel, works for the Camora Tong; and as much as 
    you would like to do battle with your hated enemies and Sovor, he has 
    powerful friends and you remain quite weak. Ondres Nerano, on the other 
    hand, is a minor noble with a short sword in tote. You-or your 
    grandmother, for that matter-could take his skinny, jewelry wearing 
    The Nerano Manor sits just south Nalcarya's Alchemy shop in Balmora. 
    Don't worry: it isn't locked. Those foolish Neranos have absolutely no 
    idea what is about to turn their world upside down: you! Enter the 
    manor and, directly in front of you, Ondres Nerano will be waiting. He 
    isn't planning on ambushing you; don't fear, as you will have the 
    opportunity to strike first. Slowly sneak your way around Ondres until 
    you are behind him and, when you think that he doesn't notice a person 
    who just entered his house with him watching standing directly behind 
    him, attempt to pickpocket his key. It might fail, it might not-it 
    matters not, either way. If Ondres Nerano begins to attack, simply 
    fight back, kill him, and take his key. Oh, and don't forget to take 
    anything else in the house that you might wish to sell. Especially 
    check the upstairs, where many valuables reside. With your pockets full 
    of loot, return to Sugar-Lips with a second job well done. 
    Alternatively, if you aren't as violent as I am, you could use your 
    coin to whet the appetite of Sovor Trandel. If you offer him enough 
    septims in the form of bribes, he will be willing to give you his key 
    to the Nerano Manor with no fuss and no mess. 
    Balmora Three: Fat Leg's Drop-Off
    After the Nerano Manor mysteriously loses all of its valuables, Sugar-
    Lips Habasi decides to send you away for the first time on a quest that 
    takes you from the secure confines of Balmora and drops you in the 
    middle of the wilderness-quite possibly for the first time in 
    Morrowind. Sugar-Lips asks you to retrieve numerous Dwemer Artifacts 
    from a man who had promised to give them to the guild and, for one 
    reason or another, reneged on the deal. This Khajiit, Ra'Zhid, lives in 
    Hla Oad, a fishing village to the southwest of Balmora. To reach Hla 
    Oad, one must follow the river southwest and cross the Odai Plateau. 
    Hla Oad rests just beyond the plateau and next to the ocean. Don't 
    believe that just because you are a thief that you are prepared to face 
    the harsh wilderness alone; you are far from ready to face things that 
    could kill you in ways that you probably cannot even begin to fathom. 
    Take a stroll over to your local, well-stocked general store or 
    outfitter and buy a few items that will aid in your voyage to Hla Oad: 
    a torch or two, some food, and armor if you have yet to purchase any. 
    With those items in tote and a strong sense of daring, you just might 
    be ready to trek along the river and over the plateau to complete your 
    third job.
    After a nice, long walk, you will reach Hla Oad. At first glance, Hla 
    Oad does not appear to be too formidable: only a few guards, a few 
    shanty-homes, and a boat or two comprise the entire town. After a quick 
    check around two, it becomes quite obvious where our missing Khajiit 
    and his Dwemer Artifacts are hiding: Fat Leg's Drop-Off, as states the 
    name of this job. Once inside Fat Leg's Drop-Off, the cramped quarters 
    will prove a mite difficult for thievery. Thus, in the spur of the 
    moment and in partial desperation, I developed a method to procure the 
    artifacts with minimal threat from both the guards and Ra'Zhid's 
    magician friend by the fire: kill Ra'Zhid. Although it seems that we 
    have acted more as a murderer than a thief to this point, good thieves 
    know how to improvise on the job. If improvisation includes blood on 
    the knife, then so be it. 
    Do not draw your weapon just yet. If you attack Ra'Zhid outright, his 
    mage friend will come to his aid-as will the guards-and you will be in 
    a world of hurt rather quickly. Instead, pick up your lock pick and 
    attempt to pick the chest that lies near Ra'Zhid's feet. Any assault on 
    the chest will bring the Khajiit to arms and, without having to start 
    the fight, you may battle with-and kill-your enemy both without 
    generating a huge fine that comes with murder and without involving the 
    mage sitting at the fire. Kill Ra'Zhid, take the key from off of his 
    body, and use it to acquire the Dwemer Artifacts from the 
    aforementioned chest. Take the artifacts back to Sugar-Lips and your 
    job will be complete.
    Balmora Four: Brown, Brown Brandy
    Unlike the previous quest that forced you into a brief sojourn to Hla 
    Oad, the fourth Balmora job relegated to you by Sugar-Lips Habasi 
    proves to be like the first diamond job; it is extremely simple and 
    short. Sugar-Lips Habasi asks you to bring to her a decanter of vintage 
    brandy from the home of Ralen Hlaalo (Hlaalo Manor), a recently 
    deceased noble of Balmora. To his wife, he left behind numerous bottles 
    of fine brandy that Sugar-Lips, obviously having lips for more than 
    just sugar, desires. Stealing it proves hardly a challenge for a thief 
    of your growing cunning and skill. 
    Acquiring the Brandy of Ralen Hlaalo, in the end, proves about as 
    difficult as looting his dead body would be (you can loot his body if 
    you are inclined to do as such; it is resting squarely in the middle of 
    the common room floor of the Hlaalo Manor for some strange reason. Make 
    your way into the Hlaalo Manor, which sits next to the Nerano Manor, 
    and make your way upstairs. Although Ralen's wife may be around and 
    attempt to distract you with stories or other inane chatter, ignore it 
    and obtain the brandy from a chest in one of the manor's bedrooms. 
    Return the brandy to Sugar-Lips for a nice reward. 
    Balmora Five: New-Shoes Bragor
    And you thought that Thieves Guild quests would get easier from this 
    point with the brandy securely in the hands of Sugar-Lips; you thought 
    wrong. Once again Sugar-Lips Habasi doles to you a quest of colossal 
    proportions that, upon completion, will have taken you to a town 
    farther away from Balmora than Hla Oad is. A fellow Thieves Guild 
    member, New-Shoes Bragor, has been imprisoned by the guards at Fort 
    Pelegiad for assorted crimes. They refuse to release him and plan to 
    either let him rot in prison or execute him for his crimes. Sugar-Lips 
    wants you, her trustworthy <insert rank of your character here>, to 
    secure the release of New-Shoes. Sugar-Lips believes that a guard at 
    Fort Pelegiad has been dealing illegally with Mebestien Ence, a trader, 
    in Dwemer Artifacts. Does the word blackmail mean anything to you? Of 
    course it does; use it. 
    However, one potential problem already comes to mind: where the hell is 
    Pelegiad? Located southeast of Balmora, Pelegiad is a considerable 
    walking distance from our hometown. You must pass through the 
    mountains, over plains, and through short grassland to reach Pelegiad, 
    its fort, and your imprisoned comrade. Since you already procured 
    numerous supplies for your aforementioned trip to Hla Oad, stocking up 
    for your voyage into the unknown-and to Pelegiad-is not necessary. 
    Follow the trail as marked by a path and signs-be careful that you do 
    not get lost-and, eventually, you will reach the shire village of 
    Pelegiad and the stone fort attached to it. You have partial business 
    in the town; you must deal with the merchant Ence and his illegal 
    Dwemer Artifacts. The shop of Mebestien Ence rests on the southern-edge 
    of town and his artifacts sit in a trunk on the second floor of his 
    establishment. You should have no trouble unlocking the chest and 
    pilfering the goodies inside. 
    Holding the Dwemer Artifacts on your person, venture into the fort and 
    seek out the guard with the name that Sugar-Lips gave you. He should be 
    standing relatively out in the open, and a great deal of searching 
    should not be required. Once you do meet him, use your wit to trick him 
    into admitting that he indeed knows of the business that goes on with 
    Ence and that he is involved. Realizing that his facade will not play 
    against you, he will then negotiate the freedom of New-Shoes Bragor for 
    your silence. Accept that offer and return to Sugar-Lips. 
    Balmora Six: South Wall Security
    The final job offered to you by Sugar-Lips Habasi appears relatively 
    simple in comparison to the tedious footwork necessitated by the 
    distances to Hla Oad and Pelegiad. The Camora Tong, the eternal enemy 
    of the Thieves Guild, has recently been plotting to attack the guild's 
    South Wall hideout in Balmora. Sugar-Lips Habasi needs to reinforce the 
    hideout's security system but lacks the mastery of locks and traps to 
    accomplish such a feat. She requires you to find her an Altmer, a 
    master of traps and locks, to help reinforce the South Wall. She claims 
    that a person of such skill exists in Balmora, but is unsure of the 
    true identity of the Altmer. Giving you a list of people who she 
    believes might be able to assist the guild and sends you on your merry 
    Cutting the middleman and searching out, the person who can help you 
    goes by the name of Hecerinde. She lives in a house on the eastern side 
    of the river. All that is required for this job's completion is for you 
    to approach Hecerinde and demand her assistance. 
    At this point, Sugar-Lips Habasi will have no further jobs for you. How 
    she has run out of things for you to do is beyond me, but I suppose 
    that even thief bosses run out of things to say and do. Directing you 
    to two of her friends-Aengoth the Jeweler and Big Helende-she believes 
    that your career will be best furthered through helped them. The former 
    lives in Ald-Ruhn while the latter resides in Sadrith Mora. Since the 
    quests from Aengoth are easier, we will venture to Ald-Ruhn first. 
    Section Four: Ald-Ruhn Jobs 
    Unlike Balmora, which exists in a rather temperate environment, Ald-
    Ruhn is the armpit of Satan. Laying north of Balmora in the depleted 
    wastes and deserts of the middle planes of Morrowind, Ald-Ruhn acts as 
    Mos Eisley did to Star Wars: Ald-Ruhn is home to scoundrels, beggars, 
    and Morrowind's scum alike while being a town with few redeeming 
    qualities in a harsh wasteland. However horrid the environment may be, 
    the ambitious thief must endure the conditions and those amongst the 
    dunes if he wants to succeed; our next Thieves Guild Boss, Aengoth the 
    Jeweler, calls Ald-Ruhn home. 
    After disembarking from the Silt Strider that took you here, take a 
    look around and soak in the view-that is if you can see farther than 
    five feet ahead of you. Ald-Ruhn, more like than not, will be blanketed 
    by a violent sandstorm upon your arrival, as it was when I first 
    arrived. One must ignore the conditions and keep their eyes on the 
    prize: advancement in the guild. Make your way from the Silt Strider to 
    the southeastern portion of Ald-Ruhn where, amongst numerous sand-caked 
    homes and desert dunes, a small tavern resides. The Rat in the Pot, 
    akin to the South Wall cornerclub in that they both house the Thieves 
    Guild, is your destination. Upon entering the tavern, make your way up 
    the main stairs to the upper deck. From there, fellow members of the 
    guild will direct you down a small flight of stairs to the area 
    directly beneath the platform where Aengoth awaits. He, like Sugar-Lips 
    Habasi before him, has numerous jobs to offer you in this desolate 
    Ald-Ruhn One: Plunder the Mages Guild
    Sounds like fun, doesn't it? The first job that Aengoth offers to you, 
    while seeming a death trap waiting to ensnare an unintelligent thief, 
    turns out to be rather simple. Aengoth, to assuage your obvious fears 
    over an assault-by you-on the Mages Guild, alerts you to the fact that 
    the Mages Guild will be completely empty when you make your sojourn 
    into it. In your little trip, Aengoth desires that you bring him a 
    Devil Tanto that the Mages Guild has stored somewhere inside their 
    establishment. Although he does not know where the tanto exactly is 
    inside of the Mages Guild, the offer of being able to take anything 
    else you want while inside seems too good for any "honest" thief to 
    pass up. 
    The Mages Guild sits directly across from the Rat in the Pot tavern, 
    making its location no trouble at all. However, Aengoth was wrong in 
    one thing: the Mages Guild is not empty. A lone magic using and knife-
    wielding guard waits on the inside of the guild in the entrance foyer. 
    He should not prove too much of a challenge for your battle-tested 
    self; dispatch him quickly and move on. Your ultimate goal-the Devil 
    Tanto-sits in a locked and trapped chest in the large, open area in the 
    eastern end of the Mages Guild. Acquire it-and anything else worth 
    stealing-and retreat back to the Rat in the Pot so Aengoth may have his 
    Tanto. He will reward you well for it. 
    Ald-Ruhn Two: The Redoran Master Helm
    In Ald-Ruhn, beyond the dunes, mud-brick houses, and scorching sun 
    exists a giant dome. This dome, which rests on the northern side of 
    town, is the manor district. All of the wealthy elites, in order to 
    avoid the conditions and riff-raff of the town, have constructed their 
    homes in this giant dome. For the next few quests, we will be venturing 
    into that dome and stealing numerous items contained within. Firstly, 
    we must steal a Redoran Master Helm.
    Aengoth, after you bring him back the tanto, desires a Redoran Master 
    Helm-a piece of armor worth a great deal of money. However, the only 
    place that he knows of that holds a Redoran Master Helm is the giant 
    dome and an elite manor that resides underneath its cover. In the 
    Arobar Manor, the lord Arobar has in his possession a Redoran Master 
    Helm; you must penetrate the Arobar Manor and steal from them their 
    Enter the manor district dome and find the Arobar Manor (it is not too 
    hard to find, as there are only so many places underneath the dome). 
    Once inside, look around the private quarter of the Lords and Ladies 
    Arobar for the helm. It should not be too hard to find-simply check all 
    chests and rooms. After the helm enters your possession, return with it 
    to Aengoth and, once again, he will pay you handsomely for your effort.
    Ald-Ruhn Three: Boethiah's Pillow Book
    Weren't we just in the Arobar Manor? -Oh well, here we go again! Inside 
    the Arobar Manor exists another prize that Aengoth demands be quietly 
    lifted from Arobar possession and deposited into his waiting hands. 
    With this in mind, he commissions you to return to the Arobar Manor in 
    the manor district of Ald-Ruhn and obtain for him a tome titled 
    "Boethiah's Pillow Book." It seems that the owner, Boethiah one might 
    presume, records her thoughts on this and that in her "pillow book" 
    and, like any good scoundrel, Aengoth desires to pick her brain through 
    the contents of the pillow book. You know what you must do: obtain the 
    book at all costs for Aengoth! 
    Make your way back into the Arobar Manor as you did the first time and 
    search around the private quarters some more. In one of the rooms, 
    resting appropriately on a bed will be the pillow book that you seek. 
    Grab it and return it to Aengoth for a nice profit. 
    Ald-Ruhn Four: Withershins
    Aengoth must appreciate books of all sorts, as his next job also 
    involves a book. Once you return to him with the pillow book of 
    Boethiah, Aengoth will send you back out into the desert sun and back 
    under the dome that is the manor district in order to find the book 
    "Withershins." I never bothered to read the book in-game, so I have 
    absolutely no idea what the contents are. However, Aengoth seems to 
    want the book quite badly and, since he is the boss, you must go get it 
    with the utmost urgency. Although it might prove interesting to know 
    what Aengoth does with these books-perhaps he plans to blackmail the 
    elite families of Ald-Ruhn with the information contained within? -Who 
    Withershins is contained within the Maar Gan Tradehouse in Balmora. 
    However, you don't need to go nearly that far; I never went back to 
    Balmora for it as I found a copy of it in the manor district of Ald-
    Ruhn. I believe that it was located within the Lltheri Manor, but I may 
    be mistaken. If location of Withershins in the manor district becomes 
    impossible, you can, as aforementioned, return to Balmora to pick it up 
    at the Maar Gan Tradehouse. Either way, when you obtain the book, 
    return to Ald-Ruhn and hand it to your boss, Aengoth. Happy to have the 
    book under his control, Aengoth pays you and offers you more work. 
    Ald-Ruhn Five: Centurion Scrap Metal 
    In all of his previous jobs, Aengoth only sent you around Ald-Ruhn to 
    procure either books or armament for him. While these might have seemed 
    like a challenge at the time, and they most certainly might have been, 
    the next task offered to you by Aengoth will prove to be the most 
    arduous and time-consuming job that any boss in the Thieves Guild has 
    offered you yet. While completing this fifth Ald-Ruhn job, you will be 
    forced to go out and about in search of items that are hard to find and 
    you might even have to do a little bit of dungeon crawling in order to 
    meet your objectives. I will present scenarios for both situations so 
    those of you who fear dungeons-and rightly so; they prove exceedingly 
    difficult in Morrowind-will have alternatives. 
    After handing him Withershins, Aengoth offers you the task of 
    collecting four pieces of Centurion Scrap Metal so the Thieves Guild 
    can construct Centurion defenders to protect itself with. These pieces 
    of scrap metal, constructed from Dwemer metal, are difficult to come by 
    in the world of Morrowind and either must be obtained from a specialty 
    shop-which are rare at best-or off of the body of a Centurion in a 
    Dwemer ruin. Either option is tedious and painstakingly difficult, but 
    we shall proceed if we want to advance. 
    If you do not wish to engage a Dwemer ruin at this time, you must 
    travel to the slaver town of Suran in pursuit of scrap metal. Check 
    each of the shops there and, if you are lucky, one will be selling 
    scrap metal. However, it will not be enough to satisfy the quota set by 
    Aengoth. To fulfill the requirement, possibly consider plundering 
    ships, armories, and other establishments whose primary trade is metal. 
    In time-and with a little luck-the scrap metal pieces will come to you. 
    If you refuse to wait, then consider searching for the scrap metal in a 
    Dwemer ruin.
    Dwemer ruins are a pain, though: they contain monsters and one could 
    meet their doom inside. Instead of searching for your lovely little 
    bits of metal in a Dwemer ruin, instead consider purchasing them at one 
    of my newly discovered locations. For example, in the manor district of 
    Ald-Ruhn rests an Alchemist's store. The alchemist who owns the 
    aforementioned establishment has various pieces of scrap metal for 
    sale; there should be enough to suit your needs. However, if you like 
    ruins, consider enduring a sojourn into one. 
    To the southwest of Balmora lie a bridge and a Dwemer ruin. If you 
    follow the path southeast of Balmora past Fort Moonmouth and over a 
    bridge, a Dwemer ruin can be found. On a rock just across the large 
    bridge rests a crank. If you turn it, an opening in a rock nearby will 
    reveal the entrance to the ruin. Inside many enemies reside, so exert 
    caution and save often. Eventually, you will run into Centurions who, 
    upon defeat, will generally leave behind scrap metal. Obtain enough to 
    satisfy your quota and head back to Aengoth. Since the scrap metal is 
    difficult to obtain, he will pay you well and-in greater importance-you 
    will earn his respect. 
    Ald-Ruhn Six: Darts of Judgement
    For his final job, Aengoth presents you with a cakewalk as partial 
    reward for your trials and tribulations in the previous job. Aengoth 
    asks you to return to the manor district a final time to retrieve the 
    "Darts of Judgement." These darts, a deadly tool in the right hands, 
    would benefit the Thieves guild as they could sell them to the highest 
    bidder and, in the process, generate a tremendous profit. That's why 
    stealing the darts is important for the Thieves Guild. 
    The darts, located in the Llethri Manor in the manor district, are 
    quite easy to find. While in the Llethri Manor, go to the guard's 
    quarters and, on one of the guard's beds, rest the darts. Simply grab 
    them and give them to Aengoth, who, out of kindness for all of your 
    servitude, will cut you a huge profit of 2,000 gold per dart (there are 
    three in total). 
    Aengoth, at this, prompts you with the fact that all of his jobs for 
    you have been exhausted. He strongly suggests that you voyage to 
    Sadrith Mora and search out Big Helende, the Thieves Guild boss there. 
    She will be able to train you further and show you some nuances of the 
    Thieves Guild that neither he nor Sugar-Lips Habasi could. 
    Section Five: Sadrith Mora Jobs
    Our third migration, after some exploration, proves to be the most 
    difficult to-date. Sadrith Mora, a seaside community adjoining the 
    Imperial Legion fort of Wolverine Hall, seems as if it was constructed 
    by someone who likes exercise: the city is spread over a large area and 
    provides a challenge to both navigate and travel. Luckily, the Thieves 
    Guild hideout and our local boss, Big Helende, reside in the cozy 
    confines of the inn located just off of Wolverine Hall-which saves time 
    for everyone considering how spread out the town is. To get to Sadrith 
    Mora, you should either take a boat from towns that offer boat 
    transportation or (and this is the easier of the two methods) you could 
    ask the Mages Guild to transport you to the Sadrith Mora Mages Guild, 
    which is located inside Wolverine Hall and is quite close to the 
    Thieves Guild's hideout. Big Helende, a tall, dark woman who possesses 
    an intimidating figure, waits for you on the second floor of the 
    Thieves Guild inn. Her jobs, while proving rather difficult and which 
    force you to travel to towns that you previously might not have 
    visited, are not impossible and, unlike her fellow operatives, she only 
    has five jobs to offer you. 
    Sadrith Mora One: The Dispel Potion
    Upon greeting her, Big Helende decides that the best thing for every 
    party involved would be for her to test your mettle by giving you a 
    test that does not send you too far but that also tests your basic 
    skills as a thief; she decides to let you retrieve a scroll containing 
    the recipe for a Dispel Potion from a local merchant's alchemy shop. 
    The merchant in question, Anis Seloth, owns a shop in the greater 
    Sadrith Mora area. To reach her shop, wander from the inn into the town 
    area. If you initially have a difficult time maneuvering around Sadrith 
    Mora, begin to think of the town as a spiral that radiates outward from 
    the central market. In the middle of town rests an open-air market 
    where three merchants gather next to a slave station to sell their 
    wares; that location is pretty much the dead center of town. Anis 
    Seloth's alchemy shop lies slightly to the north of the central, open-
    air market; it's rather hard to miss. Wander into the shop and the rest 
    becomes gravy for an experienced thief such as you. Steal her recipe 
    for a dispel potion and take it back to Big Helende, who will reward 
    you upon the successful completion of your mission and who will, at the 
    same time, enthusiastically give you another quest. 
    Sadrith Mora Two: The Grandmaster's Retort
    For your second job, Big Helende hands you a difficult task: she asks 
    you to steal the grandmaster's retort from an alchemy shop in distant 
    Tel Mora. Tel Mora, an isolated, dark community (literally: the 
    community lacks sufficient lighting at night) that, from Sadrith Mora, 
    is only accessible by boat, is like Sadrith Mora in that the layout is 
    rather convoluted. However, our target, Berwen the Trader, owns a shop 
    right next to the boat dock. The central problem in this theft is that 
    the mark-the grandmaster's retort-is next-to-impossible to cleanly 
    When you first enter the shop of Berwen, it becomes increasingly 
    obvious that something is deathly wrong inside. Instead of a quiet, 
    homely shop, a screeching, little shop of horrors greets you. On the 
    second floor of her shops resides a monstrosity of a sort that you have 
    yet to face: an undead corpse-thingy. If I knew the actual name of the 
    creature, I would tell you, but it is sufficient to say that a single 
    blow from said corpse-thingy will cause you much undo pain and 
    suffering-and disease-and might result in your death. Thus it is 
    considerably safer to engage the creature from afar with a form of 
    ranged weapon: bow, crossbow, or what have you. Once the creature drops 
    and Berwen emphatically thanks you for your selfless, heroic efforts, 
    the time comes to make ourselves a tad less heroic in her gilded eyes; 
    we must now steal her beloved grandmaster's retort. 
    The steal, like others, is a tad sticky in the sense that she stands 
    right in from of the retort. Great: you have to either pilfer it out 
    from under her nose or risk detection and impoundment by the law. Do 
    not attempt to kill her for it; she knows magic and will waste you. The 
    best that I can offer is either buy it from her (for the wimp) or use a 
    potion of invisibility or shadow with master thieving and sneak skills 
    to smoothly lift it from the shelf. The choice is yours, but either way 
    you face a hit: either in the pocketbook or from her while you run from 
    the shop with the stolen retort. Take your prize back to Big Helende 
    for your reward. 
    Sadrith Mora Three: Protect the Guild, Part Two
    Once again your guild has called upon you to protect it from intruders 
    and others who would wish hard upon it. Will you, a mere thief, be able 
    to respond to the challenge and protect your guild? Sure you will; they 
    only are asking you to hire help-not take on a dozen rabid monkeys 
    disguised in Camora Tong outfits with magical weapons of doom. However, 
    unlike the first assignment, you must complete a task for the Mages 
    Guild-Big Helende's protector of choice-before they meander over to the 
    hideout. This task, though, is not difficult at all. 
    When you go to the Mages Guild, a resident Battlemage with whom you 
    will work to defend the Thieves Guild asks you, before he goes to 
    defend the inn, to obtain four pieces of raw ebony for him. Although 
    this might sound difficult, as you have never seen any raw ebony in 
    Morrowind to this point, obtaining said ebony is easy. All that you 
    need to do is go the main boat in the Sadrith Mora docks and break into 
    the lower holds. One of the crates in the bottom-most hold has four 
    pieces of raw ebony. Bring these pieces back to the guild and the 
    Battlemage will then move to the Thieves Guild and begin protecting it. 
    Sadrith Mora Four: Redoran Cooking Secrets
    As a precursor to the next, impossibly difficult job, Big Helende 
    offers up some cake-literally. Like Aengoth, Helende also has use of a 
    book that rests in Ald-Ruhn: Redoran Cooking Secrets. The book lies in 
    the Llethri Manor in the manor district of Ald-Ruhn in the private 
    quarters. The quest is as easy as it sounds; just walk into the manor, 
    grab the book, and return it to Big Helende. 
    Sadrith Mora Five: The Ebony Staff
    The job for the ebony staff-that Big Helende assigns you with only 
    slight disregard for your safety-is the most difficult job that any 
    boss has offered to you yet. You might die while attempting to procure 
    the ebony staff, so Big Helende offers you the choice of whether or not 
    to accept the job (at your own risk if you do, of course). Do you have 
    any other choice but to accept? Of course you do not. 
    The Ebony Staff is not any ordinary staff lying around in the road 
    waiting to be claimed. Instead, it belongs to a Telvanni Mage. If you 
    have yet to acquaint yourself with the Telvanni, all that you need to 
    know to pursue this quest is that they are deadly magicians and that 
    getting on their bad side is a bad thing. The main hive of the Telvanni 
    exists in Tel Branora, our final destination in our search for the 
    staff. One particularly deadly mage that acts as a bodyguard and 
    assistant to the main leader in Tel Branora owns the staff and it is 
    from him that we will steal our prize. 
    Travel to Tel Branora by boat from Sadrith Mora and, after 
    disembarking, work your way up the massive Telvanni Tower that sits in 
    the middle of the city. Enter the tower from the upper waistwork 
    entrance that lays some ways up the outer husk. When you enter, work 
    your way up to the chamber of the boss of the Telvanni of the area. 
    This boss possesses two chutes up from rooms adjoining her room that 
    lead to both her and her mage friend. Find the mage upstairs and you 
    will find his staff resting next to him. Use any surreptitious means to 
    lift it from next to him and get out of town as soon as you have done 
    so. You will get a great reward from Big Helende when you return the 
    staff (a ring of far reaching) and her utmost thanks. She also 
    recommends that you visit her boss-and the boss of the whole thieves 
    guild-Gentleman Jim Stacey in Vivec. 
    Section Six: Vivec Jobs
    With the menial tasks of the three aforementioned ringleaders in the 
    thieves guild out of the way, the moment of truth is at hand; you must 
    now work for the boss of the whole Thieves Guild: Gentleman Jim Stacey 
    of Vivec. In the past week or so, numerous people have emailed or 
    instant messaged me, wondering as to the whereabouts of Gentleman Jim. 
    If you ask around, you will soon realize that he inhabits a tiny corner 
    of one of the foreign quarter's bookstores. If further directions are 
    needed, go down into the canalworks of the foreign quarter and into the 
    bookseller located there. Gentleman Jim and his associate, Crazy-Legs 
    Aramato, are holed up in the backroom of said bookseller. See, that 
    wasn't too hard, now was it? Gentleman Jim's jobs, with two notable 
    exceptions, are no harder than the jobs of his ringleaders and 
    captains. The only difference is that the majority of Gentleman Jim's 
    jobs revolve around a center theme: the fighter's guild and how, with 
    the Camonna Tong, it wants to stamp the thieves guild into oblivion. We 
    must put a stop to the nefarious tactics of the fighter's guild at one! 
    But, first, some work.
    Vivec One: Yngling Half-Troll's Corruption
    To all the thieves out there who might have affiliations to the Great 
    House Hlaalu: be prepared to go behind the back of your house for 
    Gentleman Jim's first job. For your first act, Gentleman Jim wishes you 
    to obtain proof of the corruption of Yngling Half-Troll, a nobleman of 
    the house Hlaalu and an all-around grumpy guy. Proof of corruption in 
    Morrowind comes in one form: financial ledgers. Your task s to steal 
    the financial ledgers-or books, in other words-of Yngling Half-Troll 
    out from under his nose at his home in Vivec. 
    Unless you possess stealth, cunning, and security skills becoming of a 
    thief of your stature, stealing Yngling Half-Troll's ledgers might 
    prove exceedingly difficult. Upon my first attempts, I was unable to 
    gain access to area that houses his ledgers as the locks on his doors 
    were slightly too potent for me. If your security skill is not at 50 
    points by this time, I strongly recommend that you backtrack to a 
    trainer or lesser locks to bolster your abilities before tackling 
    Gentleman Jim's jobs. However, if you already possess such skill, then, 
    please, read on. 
    Yngling Half-Troll's Manor finds its home in the St. Olms canton of 
    Vivec. From the foreign quarter, walk to St. Olms and, upon your 
    arrival, ascend the levels until you reach the plaza. The mansion of 
    Yngling Half-Troll sits in the upper-left hand portion of the plaza, 
    and gaining entrance is relatively simple: the front door is unlocked! 
    Wisely, Yngling did not leave his house unguarded; the men of Hlaalu 
    await you inside, but we do not need to fret over a few powerful 
    henchman. Avoid his men and wander down the stairs to the locked door 
    that gave me some slight problems at first (but, for you, it'll be 
    fine). Open the door as only a thief knows how. Yngling's ledgers find 
    a home in his basement; grab them to make Gentleman Jim proud. Voila! 
    The reward is yours! 
    Vivec Two: Nads Tharen's Key
    Nads Tharen, an operative of Gentleman Jim's, is missing. Gentleman 
    Jim, however, was not ready to cut ties with his henchman just yet, as 
    the missing Nads Tharen possesses a key that Gentleman Jim needs ever 
    so desperately. To obtain said key, Gentleman Jim needs you to find out 
    what happened to Nads Tharen, find Nads Tharen, and return the key to 
    him. Continuing a trend set by the mission involving Yngling Half-
    Troll's ledger, obtaining the aforementioned key is not difficult. 
    Nads Tharen was last seen at the Elven Nations Cornerclub in the Hlaalu 
    compound of Vivec. It is recommended that your search for the missing 
    operative commence there with an interviewing of those who knew Nads. A 
    quick question and answer session with those at the cornerclub reveals 
    that a few people present knew Nads Tharen-and where he lived. Ask 
    around and you will eventually learn that Nads Tharen had a home in the 
    St. Delyn canalworks (South-Two). Venture to the home of Tharen and, 
    gasp, his lifeless corpse will greet you as amicably as a corpse is 
    able. Nads Tharen holds the key to this puzzle-literally. On the corpse 
    of Tharen rests the key that Gentleman Jim desires. Grab the key and 
    return it to Gentleman Jim's appreciation. 
    Vivec Three: Enter the Fighter's Guild
    Now that the two menial tasks of Gentleman Jim have been brushed aside 
    like so many before them, we now gleam the true enemies of the thieves 
    guild: the fighter's guild and the Camonna Tong. Gentleman Jim, after 
    you return Nads Tharen's key, reveals to you the nature of the threat 
    against the thieves guild. The fighter's guild, in connection with the 
    Camonna Tong, desires to obliterate all that is the Thieves Guild and 
    pave way for a new domination by the Camonna Tong of all things 
    Thievish. Since we cannot eliminate the Camonna Tong, Gentleman Jim 
    reasons that we must cut the fighter's guild out from under the feet of 
    the Camonna Tong and eliminate the strongest supporters of the Camonna 
    Tong from inside the fighter's guild. For starters, Gentleman Jim 
    desires information as to who could be turned to the side of the 
    thieves' guild and who must be eliminated. 
    Gentleman Jim knows of only one high ranking member of the fighters 
    guild who, at this time, would be willing to aid the thieves' guild: 
    Percius Mercius of Ald-Ruhn. To obtain the information that Percius 
    knows, travel to his fighter's guild in Ald-Ruhn, become friendly with 
    him, and pump him for information. With the right amount of persuasion, 
    you should be able to learn the names of all of the players in the 
    fighter's guild, where they call home, and other miscellaneous little 
    tidbits about them. With your information in hand, return to Gentleman 
    Jim, tell him what you know, and receive your next mission. 
    Vivec Four: The Bitter Cup
    It turns out that one of the high-ranking members of the fighter's 
    guild who might be persuaded is a secret worshipper of Clavicus Vile, 
    an elder god of sorts. Although neither money nor kind sentiments will 
    sway Eydis Fire-Eye to our cause, perhaps an artifact of Clavicus Vile 
    would. With this in mind, Gentleman Jim orders you to retrieve the 
    Bitter Cup, an artifact of Clavicus Vile, and present it to Eydis as a 
    gift of persuasion towards our cause. However, retrieving the Bitter 
    Cup is not a simple walk in the park; it's an arduous trek into a 
    Dwemer ruin far away. 
    The journey to the ruin that holds the bitter cup, Ald Redaynia, proves 
    to be long, dangerous, and taxing. Stock up on any potions, scrolls, 
    and whatnots before you leave Vivec, as it might be quite some time and 
    many monsters later until you return. BRING SOMETHING OF INVISIBILITY. 
    Once you have loaded up, approach the Silt Strider to begin your 
    Take the Silt Strider from Vivec through Balmora and Ald-Ruhn to Mar 
    Gaan. Disembark at Mar Gaan and follow the path north until you can 
    turn left. From here, look at your map often and work your way 
    northeast along the roads. Eventually, you'll reach the Ashlands. The 
    Ashlands are a barren wasteland of a place that only the brave-and you-
    enter. Continue working your way north after entering the Ashlands and, 
    when you reach the coastline, look across it. There should be an island 
    just north of the northwest region's coastline; Ald Redaynia is on the 
    island. Swim to the island's western region and find your ruin. 
    The ruin is small and contains three main areas: the entrance corridor, 
    the left room, and the right room. The bitter cup is on an altar in the 
    right room, but it is heavily guarded by many evil baddies. To get past 
    these enemies, use your invisibility and run your little tail off up 
    the stairs and to the altar. Grab the bitter cup and get the hell away 
    and back to Balmora (I'll leave getting back to you; good luck!). Eydis 
    resides in Balmora's fighter's guild and wants the bitter cup badly. 
    Give it to her and she will join your cause. 
    Vivec Five: Convince Hrundi of the Fighter's Guild
    As an interlude between difficult quests, Gentleman Jim gives you the 
    task of persuading another high-ranking official of the fighter's 
    guild, Hrundi of Sadrith Mora, to join the cause of the thieves' guild. 
    To get to Hrundi, however, we must go through his woman, a Dunmer who 
    he loves. Hrundi's lover can be found at the inn next to the great 
    market in Sadrith Mora. Persuade her to join your cause and Hrundi will 
    fall easily. With his woman not literally under your belt, talk to 
    Hrundi at the fighter's guild in Wolverine Hall and, with little doubt, 
    he will join you. Report back to Gentleman Jim for your hardest test to 
    Vivec Six: Eliminate the Ienith Brothers
    Before the head of the fighter's guild can be dealt with, we must 
    eliminate his henchman in the Camonna Tong: the Ienith brothers. The 
    brothers Ienith are the deadliest duo the Camonna Tong has to offer, 
    and they've "donated" their services to the fighter's guild so that 
    they more swiftly eliminate the thieves' guild. The dynamic duo will 
    come at you fiercely with many attacks that will baffle, hurt, and 
    kill, but you, the resourceful thief that you are, should be able to 
    handle it-with my help. 
    The brothers Ienith house themselves on the Dren Plantation, a 
    stronghold of the Camonna Tong east of Pelegiad and north of Vivec. To 
    reach the Dren Plantation, either go northeast from Vivec and cross the 
    river to get to the plantation or, from Pelegiad, go east and then 
    slightly south to reach the plantation by land. Either way you'll reach 
    the plantation, so the route matters not. The Dren plantation is 
    divided up into two sections: the slave houses and the master estate. 
    The main manor rests in the southeast corner of the plantation. When 
    you enter, go forward and down the stairs to reach the rooms of the 
    Ienith brothers. Be wary: when you attack one, the other appears behind 
    you. Get both in front of you, beware the paralysis jinkblade of one of 
    the brothers, and kill them both. Once you have done as such, loot 
    their room for items galore and then report back to Gentleman Jim. 
    Vivec Seven: Kill Sjoring Hard-Heart
    The final quest is simple yet difficult: kill the boss of the fighter's 
    guild, Sjoring Hard-Heart. There is no elaborate theft involved and no 
    quick fix; you must kill him. Before, however, you must realize that 
    he's a very powerful man (why would he be in charge of the fighter's 
    guild?), and proper measures must be taken to ensure your survival. 
    Stock up on your best potions, spells, and weapons-especially the 
    paralysis jinkblade that one of the Ienith Brothers carried; that 
    weapon will be your savior, as with it you will be able to paralyze 
    Sjoring Heard-Heart long enough to get some blows in with other 
    weapons. The strategy: paralyze him with the jinkblade, switch weapons, 
    pound away, and re-paralyze him as needed with the jinkblade. If you 
    load up on spells and are swift with your feet and weapons, you should 
    be able to eventually best him. To reach Sjoring Heard-Heart, find his 
    fighter's guild headquarters in the foreign quarter of Vivec and do 
    your worst. 
    When you return to Gentleman Jim, an interesting surprise awaits you: 
    your final promotion. With the fighter's guild out of the picture, 
    Gentleman Jim can retire and leave the thieves' guild to you to 
    protect. In parting, Gentleman Jim gives you a Skeleton Key-it opens 
    any lock regardless of difficulty in one try with 50 total uses-and his 
    Congratulations, you're now a Grand Master and have completed the 
    thieves' guild! 
    Section Seven: The Bal Molagmar
    The Bal Molagmar is what we've all dreamed about: a fairy tale, a myth, 
    and that little urge inside of us to aid our fellow man all rolled into 
    one. If you decide to take on the Bal Molagmar quests given by 
    Gentleman Jim Stacey, you do so independent of the thieves' guild-they 
    have no bearing on your rank in the guild-and of your own volition. 
    When you take up the Bal Molagmar gloves given to you by Gentleman Jim 
    Stacey, you become what every boy has dreamed at least once of: Robin 
    Hood. You become the one that robs from the rich and gives to the poor; 
    you become the thief who the law fears and who the people love; you 
    become an idol of all other thieves. 
    Bal Molagmar One: The Hlervu Locket
    The first quest for the Bal Molagmar that Gentleman Jim sends you on is 
    the quest for the Hlervu locket. The Venim house as payment for taxes 
    has seized the locket, belonging to one Hlervu of Ald-Ruhn. Being an 
    heirloom of the Hlervu family, it is your job to return the locket to 
    its rightful owner and show the Venim family what for. The locket is 
    located deep within the bowels of the Venim manor, in the private 
    quarters. Run into the quarters, find the locket, and return it to the 
    Hlervu house in the outside area of Ald-Ruhn. Gentleman Jim will be 
    most pleased.
    Bal Molagmar Two: Indrele Pathryon's Land Deed
    Indrele Pathryon, a simple commoner of Sedya Neen, might lose her land 
    at the hands of a Vivec nobleman who wishes to foreclose on her land 
    and make it his. The job of the Bal Molagmar-and you-is to return the 
    land deed, formerly seized by the nobleman's henchmen, from the Library 
    of Vivec and return it to Indrele Pathryon. The Library of Vivec is 
    located in the Temple canton (the one farthest back) and the Hall of 
    Wisdom. Find the deed, return it to Indrele, and further the reputation 
    of the Bal Molagmar! 
    Bal Molagmar Three: The Stolen Sword
    The third quest lined up for the Bal Molagmar is to return the 
    wrongfully-stolen sword of Salyn Sareth, a guard in Ghostgate. It turns 
    out that a thieves' guild operative wrongfully stole the sword from 
    Salyn-a fellow operative-when he was not supposed to. To wrong this 
    egregious error, we must return the sword, named Enamor, to Salyn in 
    Ghostgate. Like the ruins of Ald Redaynia, Ghostgate is quite a walk 
    from civilization and, thus, you should stock up accordingly. When 
    ready, embark via Silt Strider to Ald-Ruhn. At Ald-Ruhn, wander out of 
    the main gates and follow the signs-and your map-to Ghostgate. 
    When you reach Ghostgate, enter the Tower of Dusk and make your way 
    downstairs to the barracks. Salyn's chest is the last one on the left; 
    return the sword to it along with a note from the Bal Molagmar! 
    Bal Molagmar Four: Brallion's Ring
    Brallion, a slave trader of Sadrith Mora, is evil, says Gentleman Jim. 
    We need to teach this slave trader a lesson in the name of the Bal 
    Molagmar. To teach Brallion a lesson in the name of the Bal Molagmar, 
    Gentleman Jim believes that we should acquire a ring that he took from 
    one of his former slaves off of him and return it to its rightful 
    bearer. Brallion inhabits the same inn the Hrundi's woman does in 
    Sadrith Mora, so finding him should not be a problem. Return to said 
    inn and either steal the ring from him (it might result in you killing 
    him, however) or purchase it from him for the hefty price of 800 gold; 
    the choice is yours. Once the deed is done, return the ring of Ilmani 
    Drenin, the former slave of Brallion who lives in the St. Delyn 
    canalworks (South-One) of Vivec. 
    And, just like that, you've returned the Bal Molagmar to prominence. Be 
    sure to complete these quests BEFORE you complete Gentleman Jim's 
    regular set, or else you will not be able to do them as Gentleman Jim 
    vanishes after completed the seventh and final Vivec job. 
    Section Eight: Update History
    Version 0.5: Balmora, Ald-Ruhn jobs completed.
    Version 0.75: Sadrith Mora jobs completed. 
    Version 0.80: Edited Ald-Ruhn and Balmora jobs. 
    Final Version: Vivec and Bal Molagmar jobs completed. 
    Section Nine: Miscellany
    This guide was created for the personal use of anyone who wants to use 
    it. It, and all the information contained within, are Copyright (c) 
    2002 Ben "Wroth" DuPree. If I find this guide on any site not approved 
    by me to use it, I will press action. Please do not steal this guide. 
    This guide can be found on the following sites:
    If you wish to contact me with comments, suggestions, or information 
    that I might possibly have missed, find me on AIM. My AIM name is 

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