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Elder Scrolls V: Skyrim Special Edition Guide Quests Thieves Guild Quests

Thieves Guild Quests: Speaking With Silence

Speaking With Silence

A Crypt of Snares and Traps

You commence this quest with the previous objective already active. Travel to the icy Tundra and locate Mercer standing outside the cairn entrance to the Sanctum. He wants you to lead him into the underground catacombs. Before you head inside, speak to Mercer to gain more information about how Gallus died, about Karliah, and about other matters that are informative but not critical to this quest. After you drop into the circular depression, wait for Mercer to open the door into the Snow Veil Catacombs.

Ready your favored offensive equipment or magic, and venture into the vast connecting crypts filled with burial urns and intermittent Draugr attacks. Be constantly on the lookout for traps, such as the swinging gate just to the right of the first portcullis chain in the first coffin chamber. As the Draugr dislodge from the wall, you may also rely on Mercer to follow up with his own (exceptional) strikes; he appears to be supremely adept at bladed combat.

Deeper into this dungeon, beware of bear traps, a hanging oil lamp with which to burn Draugr (but hopefully not yourself), and a trip wire to trigger further Draugr incursions. Watch for the rattling bone chimes; brushing against them summons more Draugr. When you reach the upper caged stone paths, you’re close to entering the actual Sanctum.

  • Ship Model

A Silent Shout

The Sanctum’s crypts are taller and the Draugr more restless than ever. Beware of bone trip wires that summon more corpses, although this keeps Mercer’s weapons bloody. Progress deeper still, opening the portcullis that knocks over a cluster of jars, and fight your way to the double Iron Door, where a more mighty Draugr rises from his slumber. Strike him and his cohorts down before approaching a Word Wall on the opposite side of the raised burial crypt and learning a new Word of Power.

  • Word of Power: Disarm

With the Word of Power ringing in your ears, venture down a final corridor that leads to one of the infamous Nordic Puzzle Doors. Avoid the bear traps and let Mercer approach the puzzle.

Puzzle Solution: Mercer figures that Karliah has probably taken the necessary Key Claw and that the door has a specific weak spot only Mercer can exploit. He opens the door without your help or the need for puzzle-solving.

The two of you arrive in the central burial chamber where Karliah supposedly murdered Gallus. It takes a moment before you realize you’ve been poisoned.

Song of the Nightingales

An arrow arcs through the black crypt. Your vision blurs and you black out. You awaken on the ground. You cannot move, and you’re still smarting from the poison-laced missile. Stepping out of the darkness, Karliah notches another arrow, approaches Mercer, and the two begin a startling exchange.

Revelations Abound: The conversation turns Mercer’s story on its head; Gallus was actually slain by Mercer Frey, but he blamed Karliah for it, causing her exile from the Thieves Guild. Karliah also mentions a mysterious group known as the “Nightingales,” alluding that both Mercer and Karliah were part of it. Although you’re expecting combat, Karliah places a potion to her lips and sips, slipping back into the shadows without firing. She seems to know she’s no match for Mercer. After a few choice words (and blades) leveled at you, Mercer seems satisfied that he’s finished you off. Your vision turns to black once again.

You awaken in a wobbly state outside Snow Veil Sanctum, looking straight at Karliah. She explains that aside from saving your life and dragging you from the catacombs, she requires your help in tracking down Mercer. The traitor must be brought before the Guild to answer for his crimes: He must be hunted like she was. She was at the Sanctum for two reasons. The first was to capture Mercer using her special paralyzing poison arrow. However, she elected to use it on you instead, foiling the first half of her mission but saving your life in the process. The other reason she visited Snow Veil Sanctum was to locate a journal penned by Gallus, the third Nightingale. She believes this book may contain information you both could bring to the Guild as proof of Mercer’s foul deeds. But the journal is written in an unrecognizable language. You must journey to Winterhold and find Enthir, a good friend of Gallus, who may be able to decipher it.

Quest Conclusion

You are given the journal to take to Enthir, and you receive four doses of a random Leveled Poison. It appears Karliah’s attributes extend to that of alchemist too.

  • Gallus’s Encoded Journal
  • Leveled Poison [random] (4)

Postquest Activities

After some optional additional questions about Gallus’s and Karliah’s movements, Thieves Guild Quests: Hard Answers is now available to start. In addition, the Thieves Guild’s reach should extend to the main Holds in Skyrim as you progress through Thieves Guild Quests: Additional Jobs.