Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:The Sweep Job

Quick Walkthrough
# Talk to Vex in The Ragged Flagon about sweep jobs.
# Enter the targeted house and steal the items she names.
# Return them to Vex for a reward.

Detailed Walkthrough
After joining the Thieves Guild, Vex will tell you that she handles all the burglary, shill, sweep, and heist jobs. Ask her for a sweep job and she will inform you that one of Skyrim's citizens has three items that the guild covets.

Steal the three items that she specifies from the provided location, and return them to Vex for a leveled gold reward.  The items are found in three different locations in the house, sitting out on shelves or tables. Your quest objective will update each time you obtain one of the required items.  The possible items are:
Golden Ship Model
Golden Urn
Jeweled Candlestick
Jeweled Flagon
Jeweled Goblet
Jeweled Pitcher
Ornate Drinking Horn

The quest can send you to any wealthy house in the game, which amounts to 29 possible houses.  You may be assigned the same location more than once.
 

You must not be caught and sent to jail while the quest is active, for any reason, otherwise you will fail the quest; you also cannot kill anyone living in the house.

Reward


Notes
If one of the house's occupants dies for any reason while the quest is active (even if you are not responsible), you will fail the quest.
One of the three items appears in the same location as where the item for The Burglary Job is placed.  The only effective difference between this quest and The Burglary Job is that this quest requires two additional items to be stolen from the house.
If you get arrested in a hold that is not where the house is located, the quest still fails.

Bugs
 
Quit the job and retake it for another location (you can load a previous save to avoid a failed quest if you wish).
  You can use the console command  , followed by the editor id of the house.
 
  You can use the console command  , then target the golden urn, this should reveal the jeweled goblet.

Quest Stages
Skyrim:The Fishing Job

Quick Walkthrough
# Talk to Delvin Mallory in The Ragged Flagon about "fishing jobs".
# Pick the target's pocket to obtain the required items.
# Return to Delvin.

Detailed Walkthrough
After joining the Thieves Guild, Delvin Mallory will tell you that he handles all the fishing, numbers and bedlam jobs, with "fishing" being a euphemism for picking someone's pockets. Ask him for a "fishing" job and he will give you a target and tell you to steal a particular item from them.

The item that needs to be stolen is a randomly-selected gem or unenchanted piece of jewelry (circlet, necklace, or ring); see Leveled Lists for details. When the quest is started, the item is placed in the inventory of a randomly-selected NPC. Nearly anyone in any of the five main cities can be a target. Notable exceptions include guards, Thieves Guild members, and children. If Dragonborn is installed, NPCs in Raven Rock can also be targets.

You must not be caught and sent to jail while the quest is active, for any reason, otherwise you will fail the quest; you also cannot kill the target. Once you have retrieved the item, return to Delvin for a leveled gold reward.

Reward


Notes
If the target is a possible follower, then it is possible to complete this quest without committing a crime; simply recruit the follower and remove the item from their inventory.
Version 1.3.2 of the Unofficial Skyrim Patch limits the target cities to those found in the base game.
When giving you this job, one of Delvin's possible lines is "Got ourselves a freelancer thinks he can muscle in on our territory. How about you teach him some manners, eh?" This line can still trigger even if the target is female.
If you get arrested in a hold which is different from the target's hold, the quest still fails. Getting arrested on Solstheim can fail this quest when the target is located on Skyrim.

Bugs
 
 
You may request to cancel the quest if this happens.
  Open the console, and click the victim to select them. Type "showinventory" (to find the ID of the quest target). Type "drop   1". Steal the quest target after it falls to the ground.
If you have the poisoned perk, you can reverse pickpocket a paralysis poison into the target. As the potion is coming close to wearing off, there will be a brief moment where you can pickpocket anything with 100% success, and won't get a bounty even if you're seen doing it (because the game thinks you're just corpse-looting, which always succeeds and is perfectly legal). However, you have to time your pickpocketing correctly for this to work, so you may want to save before attempting.
With Dragonborn installed: If you are asked to steal something from one of the crew of the Northern Maiden (the boat that runs between Windhelm and Solstheim), there is a possibility that the item will only be placed in that person's inventory at one end of the journey, and not the other. For example, thanks to there being signficantly fewer people around at the Raven Rock end of the journey, it's much easier to pickpocket them there, but no use if the item's only in their pocket when you meet them at the much more highly populated Windhelm dock.

Quest Stages
Skyrim:Out of Balance

Quick Walkthrough
# Travel to each of the focal points around the College of Winterhold.
# Activate them with the Mystic Tuning Gloves equipped.
# Return to Neloren.

Detailed Walkthrough
Fine Tuning
Drevis Neloren can be found in the Hall of Countenance at the College of Winterhold. Ask him if there is any College business that you can assist with and he will answer, "There may be a matter in which your... skills... could be useful. The various points of focus for magic energies around the College have become polluted, and need cleansing. The magical energies underneath the college still require purification. Your assistance would be most useful." When you agree to help, Drevis will provide you with the mystic tuning gloves and let you know what needs to be done: "…These specially enchanted gloves will allow you to delve directly into the focal points for these energies. Go to each focal point and remove whatever impurities you may find there. Return the gloves to me when you have finished. Please exercise caution. This is not a procedure without possible... consequences." 
Purification
The three magical focal points associated with this quest are the large, blue, fountains of energy found around the College. One is outside in the main College courtyard, one in the Hall of Countenance and another in the Hall of Attainment. In order to begin equip the mystic tuning gloves to receive the Activate Mystic Focal Point prompt when you approach each font. Despite Drevis' warning, the purification process is quite simple with no real consequence associated. 
Reward
Once all three focal points have been purified, return to Drevis. When you tell him that the focal points have been cleansed, he will respond ''"Yes, they have. I can feel the difference already. But of course, I'm far more in tune with these sorts of things than most. Thank you. I appreciate your assistance."'' Your reward for completion of each location is random soul gems and/or temporary Regenerate Magicka effects (see bugs section).

Notes
 
Based on the game data, it appears that five points were originally intended, but only three were implemented in the final game. One of the additional points would have been a pillar at the base of the first ramp coming down from the college; the other one has no location assigned. In addition, one of the possible effects would have been to spawn a creature, however this is also unimplemented.
You can usually cleanse a focal point twice by clicking the activate key/button repeatedly, for two rewards at each location.
You can pickpocket the Mystic Tuning Gloves off of Neloren immediately after finishing the quest.  However, they will be marked as quest items if you do so, meaning that it will be impossible to remove them from your inventory afterwards.

Bugs
 
  If you installed Dawnguard, you can use   to dispel all active effects on you except enchanted equipment.
 
 
 

Quest Stages
Skyrim:Tolfdir the Absent-Minded

Quick Walkthrough
#Speak to Tolfdir.
#Hunt down his missing alembic in the College.
#Return to Tolfdir.

Detailed Walkthrough
Good old Tolfdir
Tolfdir is an elderly mage and professor at the College of Winterhold and one of the first people encountered at the college. When you have completed Under Saarthal and have begun Hitting the Books Tolfdir will be residing at the college. If you run across him looking confused, ask him if he needs help. 

Tolfdir's Alembic
Embarrassed, Tolfdir will admit to misplacing his alembic. And, while he could indeed use a different one, he has a strange sentimental attachment to this particular piece of equipment. Help the professor out by finding this lost item.
The alembic will appear in one of three randomly-selected locations in the Hall of Countenance:
On the top floor: in the northern room, on top of a barrel to the right of the central dining bench.
On the top floor: underneath the left display case in the enchanting room.
On the bottom floor: on a crate in the eastern room, with the big barrel in it.
However, even without the quest being activated, you will run across the alembic numerous times in your wanderings about the college. Simply return the alembic to Tolfdir when you speak to him, and earn the reward each time. Tolfdir will give you thirty gold and an empty petty, lesser or common soul gem for returning his misplaced property.

Notes
Finding Tolfdir's Alembic before triggering the quest will not change the quest dialogue or outcome; you can simply start the quest and give the alembic to Tolfdir to receive your reward.
Unlike other games where alembics are a major part of Alchemy, this is the only alembic item found in Skyrim (in Skyrim, all alchemy equipment is permanently attached to alchemy stations).
Sometimes, the alembic will get dislodged from its normal location, possibly falling behind other objects or onto the ground nearby.

Bugs
 
 
Entering the console command   to give yourself a second alembic will allow you to complete the quest by speaking to Tolfdir as normal.

Quest Stages
Skyrim:Striking the Heart

Radiant Options
 
Quick Walkthrough
# Talk to Aela in Whiterun.
# Travel to the designated hideout.
# Kill the Silver Hand leader.
# Return to Aela.

Detailed Walkthrough
At the end of The Silver Hand, you and Aela discover Skjor dead on the ground. You and Aela start your own personal vendetta by assassinating a Silver Hand leader at a radiant location.

All of the radiant locations contain good loot. See the appropriate location's page, listed above, to find out where the loot is. There are a lot of Silver Hand, though, and the leader is often a lot harder to kill. Once the leader is dead (explore the location like you would in a regular dungeon or camp) return to Aela in Jorrvaskr, and she will give you leveled gold and start the next quest, either Retrieval or Stealing Plans.

Reward
 

Bugs
 
If the quest is given but no waypoint is provided, and killing all NPCs at given location does nothing, the quest is most likely not activated.
To see if any quest is active, type showquesttargets in the console in-game. Look for 'CR09', the ID for this quest.
If not there, yet the quest is clearly in your quest tab, the quest can be completed by simply writing completequest cr09 in the console in-game. 
The quest completion should pop up, and returning to Aela should give you the follow-up quest in the Companion quest chain.

Quest Stages
Skyrim:Animal Extermination (A)

Quick Walkthrough
# Travel to Jorrvaskr to speak with Aela the Huntress about work.
# Clear out the beast invading a citizen of Skyrim's home or shop.
# Return to Aela for payment.

Detailed Walkthrough
The Job
Once you have completed the  Take Up Arms quest, you can begin work as a Companion. As one of the group's leaders, Aela the Huntress will allocate jobs to those looking for work. When you approach Aela she will inform you that: "A citizen of   has asked for our help. It seems a predator has invaded their  , and someone needs to clear the beast out."
Accept the job and your journal will be updated with the location and the type of predator you need to exterminate. 

The location can be any of at least forty-two houses in Skyrim. The list includes most houses (other than inns) that are occupied by standard town citizens. The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations. Note that if you have the Dragonborn add-on installed, the location may be on Solstheim, in which case your quest marker will not appear while you are in Skyrim.


Reward
Once you have eliminated the invader, return to Aela for your payment. This quest is repeatable.
 

Notes
 
The animals that spawn will not be restricted to that animal's natural habitat. For example, you could find a snow bear or snowy sabre cat in Falkreath Hold or Riverwood, even though these places have more temperate climates.
Sometimes you are technically considered trespassing when you enter one of these homes, even though you have permission to be there. Though you will not get a bounty, your followers will still refuse to speak to you, insisting that ''"You're not supposed to be in here."'' while in the house.
Unless the door is locked and you are seen picking the lock, then you will receive a bounty of 5 septims.

Bugs
 
 

Quest Stages
Skyrim:A Chance Arrangement

Quick Walkthrough
#Talk to Brynjolf.
#Steal Madesi's Silver Ring.
#Plant Madesi's Silver Ring or drop Madesi's Ring and speak to Brynjolf.
#Speak to Brynjolf.

Detailed Walkthrough
When you come across a merchant named Brynjolf at the Riften bazaar during the day or in The Bee and Barb at night, he will propose that you frame a vendor by planting a stolen ring on his person. The intended victim, Brand-Shei, has apparently become aware that someone is doing something wrong, and that someone wants him in jail where he can't interfere.

If you accept, Brynjolf will tell you that he will create a distraction in the bazaar. While this draws people's attention, you are to steal a ring from Madesi. Madesi keeps the ring in a strongbox inside the cabinet under the counter of his stall, both of which are locked. You can unlock the cabinet and strongbox at night for an easier theft, or simply pickpocket Madesi's key off of him. Then, wait until after 4pm to actually steal the ring. Note that the ring you must steal will specifically say "Madesi's Silver Ring," rather than just any silver ring. 

After stealing the ring, sneak up to Brand-Shei and position yourself behind the crates he is sitting on. Pickpocket him and place the ring in his inventory. If you wish to spare Brand-Shei, you can drop the ring instead and tell Brynjolf you lost it. He won't be very happy, but you will be able to proceed to the next quest nonetheless.

This quest can also be completed without stealing and pickpocketing by simply waiting while Brynjolf distracts the crowd. If you do attempt the theft and are caught by a wandering guard, you will be arrested. In either case, you will still be able to progress to the next quest.

Speak to Brynjolf to receive a reward of 100 septims and a chance to join the Thieves Guild.

Notes
After this quest is completed successfully, you may find Brand-Shei in the castle dungeon. You can talk to him and receive his identity quest from there if you did not receive it before.
As soon as Brynjolf informs you of his plan you will receive a hidden perk increasing your pickpocketing chances by 30%, which makes planting the ring significantly easier. The perk will be removed once the quest is complete.
If you are caught, Madesi's Silver Ring can be found afterwards in the evidence chest in Riften Jail.
No matter what you do, Brynjolf will still approach you, meaning that if you do not intend to do the Thieves Guild, the quest will always be in your journal.
Using the forge next to the market before Brynjolf approaches you will cause him to ask you his opening question a few times while you are in the smithing animation and then walk away, after which he will not approach you again, which will prevent the quest from being added to your journal.

Bugs
 
 
 Fixed by entering the following in the console:  . The next time Brand-Shei's schedule is updated, he will leave jail and resume his original schedule. Force him to update his schedule right away by selecting him in the console (or entering  ) and then entering  .
 
 In the console, enter   to remove the entry.

Quest Stages
Skyrim:Kill Safia

Quick Walkthrough
# Travel to the Solitude harbor.
# Get onto Safia's Ship, the Red Wave.
# Kill Safia.
# Report back to Nazir and claim your reward.

Detailed Walkthrough
Make your way to the East Empire Company Warehouse, just outside of Solitude, and then board the ship the Red Wave. Even though boarding the ship is considered trespassing, the "guards" (crew members) will not actually confront you if they see you. All they will do is say "you're not supposed to be here" and then leave you alone. Safia can be found in the middle deck of the ship, walking around switching chairs every few minutes or eating. 

Note that two of the Red Wave's crew members are considered essential and thus cannot be killed and will continue fighting a little after you "defeat" them, which also gives you bounty. Therefore, it is best to avoid any combat with the crew.

You may have the following conversation with Safia:


Each dialogue option causes her to initiate combat, thus allowing you to kill her without gaining a bounty. Her crew will also fail to defend her if she initiates combat. 

After the kill, report back to Nazir for some leveled gold as a reward.
Reward
 

Notes
This quest can conflict with the Thieves Guild quest The Dainty Sload.
Since several members of the crew are essential - including the one for the aforementioned Thieves Guild quest - the fight can go badly, and a large bounty can be incurred.

Bugs

 

Quest Stages
Skyrim:Kill Helvard

Quick Walkthrough
# Get the contract from Nazir.
# Kill Helvard.
# Return to Nazir.

Detailed Walkthrough

Once you have spoken to Nazir you will have found out that Helvard is the Housecarl to the Jarl of Falkreath. You may find Helvard in the Jarl's Longhouse in Falkreath.

If you approach Helvard before attacking him, you will be given 3 dialogue options, you can only pick one as you won't be able to speak to him again.



An alternative is to use stealth and kill Helvard while he sleeps in the Jarl's Longhouse.

Reward
 

Bugs
 
If Dengeir of Stuhn becomes jarl, you may still purchase the property.
You may also still purchase property if you complete Siddgeir's quests after killing Helvard, or exile him in Season Unending and later retake Falkreath for him.
  You can inspect the relationship rank with the jarl by using the   console command (normally you should get -2 foe, or worse) likewise you may set a good relation (positive, max 4) with the jarl by using this   command. A relationship rank of 3 or better will allow you to purchase property.

Quest Stages
Skyrim:Kill Maluril

Quick Walkthrough
# Get the contract from Nazir.
# Kill Maluril in Mzinchaleft.
# Report back to Nazir.

Detailed Walkthrough

Get the Contract
When Nazir hands you the quest, he will not only reveal the target's location to be the ancient Dwarven ruin of Mzinchaleft, he will also provide a bit of fair warning of Maluril: ''"He's dangerous. Very dangerous. A rogue Dark Elf mage doing research into Dwarven artifacts should be both respected... and feared. Just not by you."'' Leave Nazir and travel to Mzinchaleft, which is located in the tundra southwest of Dawnstar. 

Mzinchaleft
The exterior is guarded by up to six leveled bandits so dispose of them and head inside. The ruin consists of three zones, but your target is in the first zone, so there will be nothing but leveled bandit enemies to face. Make your way through the tunnels and fight the opposition. After the second chamber, you will encounter an intersection and a locked door to the north. The bandit guarding the door holds the key, so do what you have to do to claim it. Unlock the door and enter Maluril's Room where you will encounter a surprisingly peaceful Dunmer obviously not looking for trouble. 

You can now talk to him and choose between three different options, but even if his responses will be hostile, he will not attack you, nor will he summon any enemies to fight you. You will have no other option but to kill him in cold blood; he uses a Staff of Firebolts. 


Before leaving, read through the Speech skill book A Dance in Fire, v7. Additionally, Maluril's Journal can be found on the table, providing some insight into who ordered his demise.

Reward
Return to Nazir in the sanctuary and tell him the good news. He will be quite satisfied and will comment: "I hope the elf didn't give you too much trouble. I once got set on fire by a sorcerer. Nasty business, that. But I digress. Here's your payment."'' He then hands you the reward, a leveled amount of gold. 
 

Quest Stages
Skyrim:Kill Agnis

Quick Walkthrough
# Talk to Nazir.
# Kill Agnis.
# Return to Nazir.

Detailed Walkthrough
After speaking to Nazir, you are told to locate and assassinate a target known as Agnis. She can be found inside the keep of Fort Greymoor which is west of Whiterun. The fort is initially garrisoned by bandits, whom you can either sneak past or kill. However if you have advanced far enough in the civil war quest line (beyond the Battle for Whiterun), it is garrisoned by soldiers of whichever faction controls Whiterun - your faction, that is, making the assassination much easier. Either way, Agnis is easily found inside the keep and, having only a dagger and some modest clothing for protection, is equally easy to kill.

If you approach Agnis before you kill her, you will receive three dialogue options; you will only be able to choose one as you can not initiate conversation with her again. Note that none of these dialogue options will cause her to become hostile.



After the kill, report back to Nazir for a leveled gold as a reward.

Reward
 

Notes
When receiving payment for the finished job, Nazir will say "Infiltrating an occupied fort and making it out in one piece is nothing to joke about. Well done.", but his voice dialogue actually says "Infiltrating an occupied military fort and making it out in one piece is nothing to joke about. Well done."''

Quest Stages