Online:Partners in Crime
|A thief named Quen needs a partner for a difficult job. I took her up on the offer. [if you take the quest from Quen]
A thief named Quen needs a partner for a difficult job. [if you start the quest from the UI]
- (Optional) Receive quest through the Collections tab.
- Talk to Quen inside any Outlaws Refuge.
- Meet Quen at the docks in Woodhearth (Greenshade), Wayrest (Stormhaven) or Windhelm (Eastmarch).
- Travel to Fulstrom Homestead and find a way inside the manor.
- Gain access to the treasury and attempt to steal the Giovessen Skull.
- Escape through the catacombs.
- Travel to Abah's Landing and find the Thieves Den.
- Talk to Zeira.
Accepting the Job
Once you've gained access to the Thieves Guild DLC, a young Altmer named Quen will appear in any Outlaws Refuge. This quest can be accepted from the Collections window, at which stage you will be directed to Quen. Alternatively, she will offer the quest herself if you encounter her naturally.
Agree to help her with a mysterious job, and she will direct you to a harbor in your home alliance (Woodhearth, Wayrest, or Windhelm). She will have a boat ready when you arrive at the docks, and will fill you in on the details of the heist.
A Frigid Break-in
Quen plans to steal the Giovessen Skull, a priceless treasure being held at Fulstrom Homestead, a private, fortified island estate. When you arrive on the island, fight your way past the wolves and approach the outer compound stealthily. The majority of the NPCs in this area are just citizens, who will increase your bounty if they see you but are otherwise harmless and can be killed if necessary. Watch out for Manor Guards, who act as any other guard would. They will attack on sight and cannot be killed, and will take your stolen items and bounty if they manage to kill you. The ones in the outer compound carry torches and have their detection radius indicated by a blue circle on the ground. Luckily, they move slowly and there are hiding spots scattered around the area. These special places are marked by a yellow glow and will completely conceal you if you activate one.
Make your way towards the portcullis marked on your map. Quen will help open it (displaying some remarkable acrobatics while she's at it), giving you access to the inner compound. This area has Manor Guards, more civilians, and NPCs called Pack Leaders that accompany wolves in the more remote parts of the grounds, including right outside the secret entrance to the right of the house.
Once you make it inside Fulstrom Manor, you'll find the doors to the treasury locked tight and, according to Quen, unpickable. Approach the bookcase between the doors and it will slide away to reveal a combination puzzle. The correct combination is displayed on top of the bookcase (Horn, Candle, Skull).
Once you get past the puzzle, locate the Giovessen Skull and take it. At this point you will be confronted by Chief Inspector Rhanbiq, a member of the Iron Wheel, who will order you to return the Skull. You have the option of either placing the Skull back where you found it, or attacking the three Iron Wheel members who enter nearby.
If you surrender, you'll find yourself in an open cell in the basement. If you fight, you will have to find the basement yourself, behind a bookcase in the small side-room off the Treasury. A mysterious Argonian named Walks-Softly will approach once you enter the basement, and will explain that the Iron Wheel believe you and Quen to be members of the Thieves Guild of Abah's Landing. Walks-Softly will give Quen a Manor Guard disguise, allowing her to walk out of the manor and find a boat while you two escape through the catacombs that run under the island.
The first half of the catacombs contains draugr, some of whom can be snuck past if careful. The final half is filled with spider enemies, including a giant spider called Crypt Dweller Drusilla. Exit the catacombs and speak to Walks-Softly to escape the island. You will be given the option of returning to the port from which you departed, or journeying on to Hew's Bane.
Joining the Guild
If you choose to go to Hew's Bane, you will arrive on the docks of Abah's Landing. Walks-Softly will direct you to the Thieves Den to speak to the guildmaster. The entrance is in the western part of town. Once within, talk to Zeira. She will offer you formal membership of the Thieves Guild, which will unlock the related skill line and costume as well as several daily quests. You will also be given a random piece of foot armor from the Bahraha's Curse set.
|Partners in Crime|
|Finishes Quest||Journal Entry|
|I should find her in an Outlaws Refuge.
Objective: Find Quen in any Outlaws Refuge
|Quen arranged transportation for the job, but wasn't too keen to share the particulars until she knew I was committed. She'll tell me the details when I meet her at the docks in Woodhearth.
Objective: Meet Quen at the Woodhearth Docks
|Quen revealed our target is the Giovessen Skull, a treasure held in the frigid Fulstrom Homestead. When I'm ready, we should take the boat at the docks in Woodhearth.
Objective: Travel to Fulstrom Homestead
Objective Hint: Enter the Boat
|Quen and I arrived at the shores of Fulstrom Homestead. We should make our approach and find our way past the main gates.
Objective: Approach Fulstrom Homestead
|Quen and I made it past a portcullis. We should make our way past the guards and find a way inside the manor.
Objective: Enter Fulstrom Manor
|Now that Quen and I are inside the manor, we should search for a way into the treasury.
Objective: Enter the Treasury
|Quen and I made it into the treasury. The Giovessen Skull is here—all we need to do is steal it.
Objective: Steal the Giovessen Skull
Objective: Follow Quen's Lead
|Quen and I were set up! Chief Inspector Rhanbiq and his "Iron Wheel" demand I return the Giovessen Skull and surrender. But if I wanted, I could fight them off and steal the treasure. Quen will follow my lead, whatever I decide.
Complete one: Return the Giovessen Skull or Fight the Iron Wheel
|I need to figure out what's going on. I should speak with Quen—maybe she has answers.
Objective: Talk to Quen in the Cellar
|It seems Quen and I have some unexpected aid. I should listen to what this Argonian has to say.
Objective: Listen to Walks-Softly
|Walks-Softly helped Quen escape the manor with a guard uniform. But to evade the Iron Wheel, he and I must flee through the catacombs. Quen will steal a boat and meet us at the exit.
Objective: Enter the Catacombs
Objective Hint: Talk to Walks-Softly
|Walks-Softly and I should find a way to escape the catacombs below Fulstrom Homestead. Quen will steal a boat and meet us at the exit.
Objective: Escape From the Catacombs
|Walks-Softly found an exit! I should follow him to the surface.
Objective: Follow Walks-Softly
|Quen stole a boat, as promised. We should escape Fulstrom Homestead before the Iron Wheel catches on.
Objective: Escape Fulstrom Homestead
Objective Hint: Talk to Walks-Softly about Abah's Landing
|Quen and I are back at the docks where we began—along with Walks-Softly. Now that we are far away from Fulstrom Homestead and the Iron Wheel, I should speak with him about Abah's Landing. (If you chose to head back to the docks and not Abah's Landing)
Objective: Talk to Walks-Softly
|I should speak with the guildmaster of the Abah's Landing Thieves Guild. Perhaps I can get some answers. Walks-Softly mentioned "a Thieves Den."
Objective: Talk to the Guildmaster in the Thieves Den
Objective Hint: Talk to Walks-Softly