Oblivion:The Ultimate Heist
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[edit] Quick Walkthrough
- After fencing at least 1000 gold in stolen items, the Gray Fox will contact you for a mission.
- Sneak into the "Imperial Palace Basement" and activate the Glass of Time to enter the Imperial City's sewers.
- Make your way through "The Old Way" and "The Lost Catacombs" to the "Hall of Epochs".
- Sneak through the "Imperial Palace" to the "Elder Library".
- After receiving the Elder Scroll, escape from the "Imperial Battlemage's room" and return to the Gray Fox.
- Take the ring the Gray Fox gave you to the Countess of Anvil, Millona Umbranox
- After details are revealed, accept the Gray Cowl of Nocturnal to become the new Thieves Guild Guildmaster and Gray Fox.
[edit] Detailed Walkthrough
[edit] Gray Fox
Once more Amusei summons you to see the Gray Fox, this time at Othrelos's house in The Imperial City. The last three quests were a preparation for the ultimate job: Retrieve an Elder Scroll from the Imperial Palace. He makes no secret that this will be a most dangerous and daring task, and warns you to be prepared. He gives a detailed plan for the heist, involving going through the sewers into the "Old Way" (an old escape route) to reach the Elder Library, impersonating a "Celia Camoran" to intercept the scroll, and making the getaway. He gives you an Imperial Sewer Key for access to the Palace Sewers, the restored Arrow of Extrication, and the Boots of Springheel Jak. He also tells you that there will be no bloodprice during this quest.
[edit] Glass of Time
The first task before you can begin your descent into the sewers is to sneak into the Palace Basement (downstairs from the Elder Council Chambers in the palace) and activate the "Glass of Time" (a giant hourglass). You can also complete this task without sneaking by picking the lock then making a beeline for the Glass of Time. The guards will catch you, but your bounty will be small (5-40 gold) and the quest will be updated. A third option is to just skip this step completely. Supposedly, activating the Time Glass unlocks the Old Way, but because of a minor scripting glitch this step is actually optional. If you know where to head once you're in the sewers, you can head straight to the Palace Sewers entrance.
When you are ready for the lengthy main trip, head into the sewer entrance from the Arboretum (or alternatively use the external exits on the isle). At some points there will be locked gates; these are opened by nearby turning handles. Proceed through to Beneath the Bloodworks. Make your way past the various enemies (most notably vampires) and head into the Palace Sewers (you need the Imperial Sewer Key for this). Proceed further and you'll reach the entrance to the Old Way.
The Old Way, as it turns out, is an Ayleid ruin beneath the Palace, very similar to the escape route from the beginning of the game. There are also many undead. Just keep going through the ruins. Proceed to the "Lost Catacombs".
At the end (in the NE of the map) there is a large rectangular room with a tiered upper level. On the north side of the room there's a retractable stairway (as you've seen in other Ayleid ruins) leading up to it, but there's a large gap in the stairs. Tricky, because up there is where you need to go. However, you can easily jump up there using the Boots of Springheel Jak.
Once you've jumped up the stairs, turn right, and activate the blue push block. Then run to the other side of the platform and activate another blue push block. This will open a grate; beyond it is the door to the "Hall of Epochs".
[edit] Hall of Epochs
Not far in, you'll come to a huge chamber with a large statue, flanked by two smaller statues. You'll get a journal entry to the effect that this is where you need to use the Arrow of Extrication. You need to stand in a particular place to fire it, but it's blocked by walls and locked gates - if you get close to the walls you'll get another journal entry advising you to find a way to move them. One of the undead here should have a bow, in case you didn't bring one along.
You have four options:
1. Go up the stairs facing the statues, head right, then follow the southern wall back to an opening. Follow this path, and you'll see another blue push block on a balcony; activate it. There's another block to push; to find it, go down the stairs, go through the tree-decorated door, and through a fairly long set of rooms; the button is at the end of this path. Return to the huge chamber; the walls have dropped away (freeing some undead) and the gates have opened.
2. It is not required to move the walls or unlock the gates to proceed with the quest. Assuming your acrobatics skill is high enough and you have the Boots of Springheel Jak equipped, you can jump from either ledge on the side facing the statues to the small pathway in between the locked gates. Should you successfully make the jump, your journal will be updated and you may proceed to step on the pressure plate.
3. There is also another route if you cannot make this long jump. When you first enter the room, in front and above you is the platform you need to get to. In the middle is a tall rectangular pillar. To either side are red gems. To either side of the gems are locked gates, then a flat space, and then what look like massive square stone columns (which contain undead). Jump to either flat space between the massive square stone pillar and the locked gate. To either side of the locked gate are stone walls. Each has a little lip at about eye level or above (depending on race). You can jump from the flat space, up onto that lip, then around the other side of the wall with the locked gate. When you try to skirt the walls with the locked gates in this way, be sure to skirt them towards the statutes. That way, the tall rectangular pillar you saw when you first entered the room will not block your path and you'll land directly on the pressure plate.
Stand in the area formerly blocked by the gates and you'll get another journal entry. There's a pressure plate there that opens up the keyhole when you stand on it. From here, you'll need to shoot the Arrow of Extrication into the open, blue-lit hole. Aim at the cross formed at the hilt of the statue's sword and fire, if aiming there does not work aim a little lower to where the top of the statue's hands come together.
Once you've got the key into the statue, it'll lift up from the ground and reveal a door. When you are close enough, the two statues beside the door come to life as Ayleid Guardians and they hit for major points. So either fight them, or sneak past them by moving behind their backs. If they see you and start to attack, you will have to kill them. If you do not, when you enter the guards' barracks, you will be seen and attacked (unless you have very high Chameleon active). When you have dealt with the guardians (or successfully sneaked past them), go down the stairs to the door and open it.
[edit] Imperial Palace
You emerge in the Imperial Guard Quarters. Prepare to do some serious sneaking: through two doors, one of them locked, to reach the outer round corridor (although some of the doors may already be readily open for you). Then go up a level to reach the "Elder Scrolls Library". Sneak past the guard and enter the main core of the library.
You'll see two corridors curving away on either side of you. Follow the right one first. You'll come up behind a seated, Blind Moth Priest. If you're sneaking, he won't turn. Pull the lever next to him and creep back the other way, all the way around the level. You'll now be facing the blind priest, and beside a door that the lever opened. Go inside the library and sit down. The priests, thinking you are Celia Camoran, will bring you the Elder Scroll.
It is very important to remain in sneak mode until you are seated, or the monks will attack you and you will fail the quest.
[edit] Escape from Palace
Take the scroll (when unobserved) and make your escape.(You should probably take the two Shadow Scrolls on one of the bookcases nearby, as they both provide 50% chameleon for a short time, which will help you complete the next step.) You can't go back the way you came, but instead must head up the nearby stairs (try not to alert the monks). Make your way to the "Imperial Battlemage's Chambers". Sneak past the chambermaid. In the fireplace, there's a chute leading somewhere. It's a long, long jump; quicksave first.
- You can use the Boots of Springheel Jak to jump safely, but they'll be destroyed by the jump. (You land safely when wearing the boots because it is a scripted effect, not actually because the boots provide +50 Fortify Acrobatics; the same script then removes the boots).
- The fall is easily survived without the boots by having enough Acrobatics, or good health-- or if you can sufficiently fortify either-- it can be done with just around 35 acrobatics if you have at least 150 health or so. Don't re-equip the boots without saving first because if you jump with them on whilst still on the quest they could be destroyed.
- Some items that Fortify Health can be obtained in the palace. In particular, five bottles of Tamika Vintage 399, each providing 16 points of Fortify Health, can be found in the Imperial Battlemage's Quarters, along with multiple other bottles of wine with lesser effects. Drinking these right before jumping may allow you to survive the fall.
- Before jumping, you can train acrobatics if necessary to boost it (e.g., under the spiral staircase in the library).
- There's an even more intricate way, which is basically viewing the fireplace chute as a laundry chute. Just drop tons of items of clothing as you fall, then you will fall on a pillowy cushion and suffer no damage. This only works on the PC version, though, as the Xbox 360 version will not allow you to do this while falling because of technical restrictions. This does not seem to work on the newest PC patch either as it will just say that you are not allowed to drop items while falling. Instead, when you are at the "Old Way", instead of turning left to follow the path, you can go straight ahead into a small room. If you look at the ceiling you will see where you will drop out and fall. Place the clothes below this hole ahead of time.
- The absolute easiest way is to shoot an arrow down towards the floor, while falling - this works on the newest patch.
No matter how you choose to do the jump, you end up back at the entrance to The Old Way. Head back through the sewers and return to the Gray Fox with the grand prize.
[edit] Countess of Anvil
Now the Gray Fox gives you another task: Give his ring to the Countess of Anvil. He says it may cause anger or tears, and if she asks, tell her it's from a "stranger".
Go to Anvil and do what he says. To show her the ring, you'll have to talk to her when she is sitting in the "Great Hall". If you are there at night when she sleeps you will have to wait until morning. The Countess recognizes it as the wedding ring of her long-lost husband, who had disappeared ten years ago.
[edit] Gray Cowl of Nocturnal
At that moment, a man (A Stranger, the master forger) comes up from the background with brown hair and the Gray Fox's trademark crossed eyes. He makes a declaration about Emer Dareloth being the one who stole the Cowl of Nocturnal, and says he's her husband AND is the Gray Fox. He received the cowl from the previous Guildmaster, who had received it from the previous Guildmaster, etc., who had received it from Dareloth and in effect inherited the curse, which erased him from history. He sought out the Elder Scrolls in order to find a way to break the curse and now that the curse of Nocturnal's cowl has been lifted, she can once again recognize him. He gives you the Cowl and the title of Gray Fox because Countess Umbranox won't accept him if he's still the Gray Fox. He then tells you that the Guild's hall has been restored due to the curse being lifted and thus, its history is changed.
You get another entry when you hit the Imperial City. The former Gray Fox has been restored as Count of Anvil and Dareloth's home is restored as the Thieves Guild hall. There's a locked room with a handful of lockpicks on the table and a Security Skill Book upstairs but nothing more. Armand will be available upstairs when he's not outside at the Waterfront.
With the grand quest over, you're free to do as you like as the new Guildmaster of the Thieves Guild. More details about the Gray Cowl of Nocturnal can be found on its page.
[edit] Notes
- The Speechcraft skill book 2920, Second Seed (v5) is only available during this quest. It is in the Imperial Battlemage's Quarters, on a high shelf to the right of the fireplace you jump down near the end of the quest.
- Make sure you have a reasonable number of lockpicks as there are several locks to overcome during the quest.
- This may seem like the longest quest in all of Oblivion, but have 100% chameleon by any means and it will be a breeze! You can literally run all the way through without anybody noticing! This quest is also quite simple if you have a decent sneak skill and around 75% chameleon.
- If the Boots of Springheel Jak are not destroyed after this quest, they are still marked as a quest-item. So you can not drop them or store them in one of your containers. Use the console-command
SetQuestObject 000148D4 0and you can drop them. But after this command they will have a weight of 1 instead of 0.
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This bug is fixed by the Unofficial Oblivion Patch.
- If you're tackling this quest at a relatively low level, stealing the Black Hand Robe and Hood from J'Ghasta's house in Bruma before you start might be a good idea. They fortify Sneak a total of fifteen points when used together. (Or if you're in the Dark Brotherhood, use your own!)
- If you miss with the Arrow of Extrication, you'll have to go retrieve it to start over. Quicksave before firing. Do NOT pick up the arrow once you've unlocked the door; you'll be stuck with it forever since the only place you can fire it from, even after the quest, is the place with the push-plate on the ground. See "Bugs" further down on how to get the Arrow of Extrication out of your inventory.
- If you awaken the guardians, but do not kill them, they will follow you into the barracks. As soon as they do, you will receive a bounty of 500 gold, even if you are invisible.
- You can actually get the weapons from both Ayleid Guardians. You'll need to make yourself invisible for at least 30 seconds. Proceed to where the guardians come alive. It's best to get only one guard to notice you're there. Damage the guardian enough until it only has a sliver of health, then activate your invisibility. The guardian will move around for about 20 seconds and then sheath its weapon. Sneak up behind it and kill it in one hit. Make sure you're very close to it because you only have a few seconds in which you can choose to loot it. On the corpse is the Ayleid weapon but you can't loot its armor. Rinse and repeat for the other guardian. Note that the Ayleid Mace and Sword are merely Elven weapons with special names. Also, if you ever drop them, they will "disintegrate" as in the quest, even if you've already beaten it. You can store them safely in chests or barrels, however. Doing this will also get you noticed by the Dark Brotherhood,as you are killing someone who made no move to kill you.
- Try taking something to reflect damage with you. If the blind monks attack you, don't attack back. Keep healing yourself until they've killed themselves. Other monks won't do anything against you if other blind monks are attacking. You also can't get a penalty for this since they are killing themselves.
- In the room where you get the Elder Scroll, at the top of the stairs, all along the walls between the pillars are gold metal gates with the symbol of Akatosh on them. If you sneak up to one of them and peek inside through the holes, you will see lots of Elder Scrolls inside them. Sadly though, you cannot take them.
- If you take the Elder Scroll and deliberately get caught by a Palace Guard then you can choose to go to jail and you will still get to keep the Elder Scroll even though it is a stolen item. However, in some cases the quest journal may not update, leading to a bug: you will be unable to locate the Gray Fox, and unable to complete this quest. For a solution on the PC, see "bugs" below.
- The chambermaid is a member of the Mages Guild, and killing her will have the usual consequences.
- If you don't have high acrobatics you can take off the boots and jump down the escape but on the fall press down and left and you will hit a sort of glitch in the wall. You can drink a healing potion then keep falling. You will not die and you can keep the boots!
- The paintbrush trick here works as well. Just inside entrance to the Old Way, you will find a door marked on your map where there appears to be just a hole in the ceiling. This is the shaft you will fall down at the end of the quest. If you are patient, you can build a paintbrush ladder going up the shaft, so that when you get the Elder Scroll and head down the Imperial Battlemage's shaft, you can survive the fall without wearing the boots. Just remember to take off the boots, otherwise the script will remove them anyway.
- If you are wearing the boots on any quest where all of your equipment is removed, you will end up with a permanent +50 bonus to your acrobatics, as described at Permanent Effects from Quest Items. Since you can then never get rid of the +50 bonus, you will never be able to further train your acrobatics past 50 (losing out on higher level acrobatics perks, character maximum level, and attribute bonuses).
- You can take advantage of this, allowing you to survive the fall and keep the boots, since you no longer need to wear the boots.
- Interestingly, when you become the Gray Fox and go to the "Guild Master's Room", you will find the Lost Histories of Tamriel and Savilla's Stone that you stole in your previous quests with the Gray Fox, though they won't do anything special. Both items can be picked up and moved to other houses if you please. However, the tax records on the desk are still marked as a quest item unfortunately.
- Sitting on the benches around the walls of the reading room will not trigger the arrival of the scroll. You must make sure you are sitting in the Reading Chair.
- If the Stranger is sitting in the Anvil castle Great Hall when you arrive to deliver the ring, when you talk to him he acts just like the Gray Fox, telling you that you should be on your way by now, somewhat ruining the surprise. You can pick his pocket at this point to obtain some enchanted leather armor and a short sword as well as a few other trinkets.
- After you complete this quest, a special edition of the Black Horse Courier is published: "Palace Break-In?". In fact it is published immediately after the great heist, even before the quest is completed.
- Despite the Gray Fox disassociating himself from the Thieves Guild at the end of the quest, the guild still considers him to be a member, so attacking him still leads to being kicked out of the guild.
- In true irony, Hieronymus Lex does get the Gray Fox delivered to him in Anvil, although he will never know.
- You will not be able to get past the Hall of Epochs again after completing the quest, so if you plan on looting the place, do it while you're there.
- The Cowl of Nocturnal does not have the bounty altering effects in the Shivering Isles since you have a separate bounty there. Wearing the cowl will only give you a bounty if you're in Tamriel.
- You can get through the Guards' Barracks without having to become visible at all. At approximately 2:30 pm, the guards are changing shifts. They will open the doors for you if you immediately cast an invisibility spell.
[edit] Bugs
- During the final cutscene it is possible for your game to become permanently frozen. This occurs after the dialogue between the countess of Anvil and the Gray Fox. He says that he is going to pass on the Gray Cowl of Nocturnal to the player, but then just walks away and the player remains stuck in "cutscene mode" with the Countess in a sitting position facing the chair. This bug will occur if your guild rank at the time is not correct, i.e. if your rank is not "Master Thief."
- Causes:
- The only known way to have the wrong guild rank when doing this quest is if you have completed the Thieves Guild quests out of order. If you complete any of the other Thieves Guild advancement quests after the Arrow of Extrication, your rank will be reset to a lower value.
- Normally it is not possible to do the quests out of order. However, if you explore the Temple of the Ancestor Moths before being assigned the related quest, Turning a Blind Eye, then the Gray Fox quests are prematurely triggered. See the temple's bugs for details.
- Workarounds:
- Revert to a savegame made before you finished the Arrow of Extrication quest, and complete all other Thieves guild quests that advance your rank. Finish the Arrow of Extrication last, and your Guild rank should be correct.
- Revert to a savegame before turning over the Elder Scroll to the Gray Fox, and instead Steal the Cowl. This will not finish the quest, but atleast you have the Cowl.
On the PC, manually advance the quest using the console to type setstage tg11heist 140followed bysetstage tg11heist 145
On the Xbox 360, remove all Oblivion patches (see Xbox 360 patches). Resume play offline from Xbox Live, starting at a point before the cutscene with the Countess. After successful completion of the scene, reconnect to Xbox Live and the patches will be automatically reinstalled.
There is no known fix that works on the PS3 other than restarting from an earlier saved game.
- Causes:
- A few problems can possibly occur when you sit in the library to receive the Elder Scroll:
- The most serious problem is that when you activate the chair, you do not actually sit down. This bug is actually a consequence of an animation problem triggered by the end of the Umaril the Unfeathered (part of the Knights of the Nine mod). This cutscene freezes at this point and you never receive the scroll. There are no known fixes other than installing the unofficial patch.
This bug is fixed by the Unofficial Official Mods Patch.
- The "sit" icon on the chair will not appear if the guards and/or monks are chasing you (e.g., if you hear combat music). You may have to reload an earlier save and sneak through the barracks more carefully.
- The console command
player.payfinecalls the guards off you and may allow you to sit in the chair, although any stolen goods will be removed along with enough money to pay off your bounty (which may be considerable). - The console command
SetStage TG11Heist 85will force a quest update and allow you to sit in the chair.
- The console command
- After sitting, nobody comes right away. In this case it may be necessary to reload an earlier save, perhaps before entering the area. The issue seems more common if you delay the sitting action, such as by looting nearby shelves, going upstairs, and so on. Thus, going straight to the chair may help.
This bug is fixed by the Unofficial Oblivion Patch.
- The most serious problem is that when you activate the chair, you do not actually sit down. This bug is actually a consequence of an animation problem triggered by the end of the Umaril the Unfeathered (part of the Knights of the Nine mod). This cutscene freezes at this point and you never receive the scroll. There are no known fixes other than installing the unofficial patch.
- If you're having trouble getting Amusei to meet you: Amusei walks everywhere at a leisurely pace, unlike Methredhel who sprints, so it takes him a long time to get anywhere. When looking for you, he spawns at the west gate of the Imperial City, between the big bridge and the Talos Plaza district, after which he walks around looking for you. He seems to follow a counterclockwise search pattern, going into the Temple District, then the Waterfront, and so on around the city. So the best way to meet him quickly is to be in the Talos Plaza. In fact, while waiting for him while inside the Imperial City, you will see red door quest markers on the detailed local map (but not your compass or the Cyrodiil map) on doors leading you to the Talos Plaza district. Once in the Talos Plaza district, you will see a red marker on the west gate. Just stand near that gate and he'll eventually spawn and walk right to you. Or, if you don't mind sitting for a few minutes, simply wait for 24 hours until he finds you. You'll know when he's found you because your remaining wait time will immediately jump to 1 and Amusei will spawn right in front of you.
- Some players have experienced a bug at the end of the Lost Catacombs where activating the blue push blocks does not open the iron gate. To work around it, save your game, exit Oblivion, then start the program again. Load the game, and try activating the blocks - this time the gate should open.
- Do not steal the scroll while still sitting in the chair. If detected by the monks, you may be stuck in the chair and unable to defend yourself from the monks.
- If you get caught by a guard after entering the palace through the Old Way you will be unable to pay off the fine and the door in the Old Way will become locked so that there is no way in.
- A bug can occur where the grate in the fireplace will not open, advising you that you require a key to open it. Approaching the grate will prompt a journal entry, informing you that you have escaped but you not be able to exit the Battlemage's Chambers. To rectify this, approach the fireplace and receive the journal update, then approach a guard and allow yourself to be arrested. Pay the fine and you will be transported outside the Prison District, and thus able to continue the quest.
- A minor bug during this quest is that activating the Glass of Time is in fact not necessary. The associated scripting enables the door to the Old Way. However, that door is by default enabled, and therefore activating the Glass of Time has no real effect other than updating your quest diary.
This bug is fixed by the Unofficial Oblivion Patch.
- Several of the items in this quest remain as quest items even after the quest is complete, and therefore can never be dropped from your inventory. Xbox 360 and PS3 players cannot fix the problem (although as zero weight items they will never encumber you). PC players can fix this problem using the Console and the following console codes:
- The scroll given to you by The Gray Fox with instructions, namely the Plan for the Big Heist:
SetQuestObject 00022DB4 0 - The Arrow of Extrication (only if you pick it up again after firing it):
SetQuestObject 00022DB5 0
This bug is fixed by the Unofficial Oblivion Patch.
- The scroll given to you by The Gray Fox with instructions, namely the Plan for the Big Heist:
[edit] Journal Entries
- Notes
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
- If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
- On the PC, it is possible to use the console to advance through the quest by entering
setstage quest stage. Wherequestis the internal name of the quest, andstageis the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages. See SetStage for more information.
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