Gothic II: Gold Classic

Gothic II: Gold Classic

Not enough ratings
In-depth guide about thievery and the thieves guild
By [P]etya
This guide aims to give a quick and thorough description of thievery works in the game alongside with joining the thieves guild and the benefits of the guild membership.
   
Award
Favorite
Favorited
Unfavorite
The Thieves Guild
The Thieves Guild is a notorious criminal organization in Khorinis. It is considered a faction which anyone can join regardless of the guild they plan to join or have joined already. The guild offers a lot of benefits which the player shouldn't ignore. This includes:

- Trainers of thievery skills and dexterity
- Some bonuses
- Extra quests
- New vendors who sell lockpicks (it is somewhat harder to get in Gothic 2 than in the first game)

Joining the Thieves Guild
In order to join the guild the player has to solve the quest of three thieves or turn one of them in at Lord Andre during their corresponding quests. These 3 NPCs are Rengaru, Halvor and Nagur.

Rengaru
Rengaru is the main figure in the two related quests: 'Jora's gold' and 'A brazen thief'. You get both quests from the merchant Jora in the market square. Even if you get the gold back from him, you still get the opportunity to let him go. If you do, he will grant you +1 dexterity for free after joining the guild.

Halvor
Halvor is related to the quest you get from Hakon, 'Bandit raids'. The bandits are located in a cave near the edge of the forest next to Akil's farm. After dealing with them you will find a stinking note which describes that Halvor worked them as a fence. You can confront him about it and you can choose to let him go and he will offer you some goods in return. If you don't turn him in, he will act as a fence for you whom you can sell your silverware to.

Nagur
Nagur can be found in Kardiff's tavern. You need to ask Kardiff about jobs and whether he knows something about a special job in which case he is going to relay you to Nagur. Nagur gives the quests of 'Baltram's delivery' and 'The false messenger'. He says that he murdered Baltram's errand boy and you need to act as Baltram's new delivery man. Go to Baltram and he will send you to Akil's farm to fetch the package (you need to resolve the issue with the mercenaries on the farm first in order to interact with Akil about it). After doing so, you need to deliver the package to Nagur. I have to say that if you deliver the package to Baltram instead of Nagur, then you won't be able to join the guild.

After turning in one of them or helping them, Kardiff mentions that a guy is waiting you behind Halvor's shop. The guy is called Attile. He will give you the key if you helped out the three aforementioned NPCs to the sewers where the HQ is located. If you had one of them arrested, then instead of giving the key, he will try to kill you. After killing him just take his key. In this case some of the teachers in the guild will require money for their training.

In the HQ you will meet the rest of the guild members who are:
- Cassia, the leader of the guild
- Jesper
- Ramirez

You need to prove yourself to Cassia in order to join which only requires solving the simple quest 'Constantino's ring' which is about stealing the ring from Constantino's chest. Once you solve this quest you become a member and Cassia will show you the special signal which allows you to unlock new features and bonuses from other members. This include:
- Kardiff: He will start selling lockpicks to you.
- Halvor: You can sell silver plates and silver goblets to him at full price at max 1000 gold value per day. He will also sell lockpicks to you.
- Joe: He will give you some lockpicks
- The Gardener: He will tell you about the secret panels in the Upper Quarter alongside with a few tips. He will also sell lockpicks.
- Rengaru: Gives you +1 dexterity
Thief skills
Pickpocket
Cost: 10 LP
Teachers:
- Cassia (needs 100 gold if you killed Attile)
- Bill (from chapter 2 in Jharkendar)

I have to note here that Cassia is the only one who can teach you this skill in Chapter 1, Bill only becomes available in Jharkendar which is at least Chapter 2.

Pickpocket allows you steal items from NPCs. It works buy opening a new dialogue option which looks like this: (Difficulty of the pickpocket). When you choose that a new dialogue option opens up, 'Pickpocket' which allows you to perform the pickpocket. In this game pickpocketing is not chance based but rather the game does a comparison between your dexterity and your target's dexterity. For a successful pickpocket your dexterity needs to be at least equal to the target's dexterity. For every successful pickpocket you get some random loot from the NPC and some XP which increases with the number of successful Pickpockets performed. If you fail the pickpocket check, the NPC will attack you and your crime will be registered for which you need to pay a penalty. You can only pickpocket one NPC only once but I would like to add that if you see the same NPC in a different world that NPC is usually a clone which means that you can pickpocket that one too. You can pickpocket 250+ NPCs. You should primarily aim for those NPCs which have a name and those NPCs which have no specified names but they have special dialogues e.g Gate Guards, some bandits and diggers in Jharkendar.

Difficulty thresholds:
- Child's play 0-20
- Simple 20-40
- Risky 40-60
- Difficult 60-80
- Damn Difficult 80-100
- Near impossible 100-120

Lockpicking
Cost: 10 LP
- Thorben (needs at least 'Matteo and Gritta' quest solved or Lehmar's ledger given to him and 200 gold)
- Ramirez (needs 300 gold if you killed Attile)
- Diego (chapter 6 if you took him to the ship)

Lockpicking allows you to open chest and doors which aren't locked by a special key. You need to enter left or right commands to find out the correct combination. If you make a wrong move then you need to start over with or without your lockpick breaking. Dexterity governs the chance of the lockpick breaking if you make a wrong move based on the following formula:

100% - Dexterity

Which means that at the beginning you have 90% of your lockpick breaking because you start with 10 dexterity. Above 100 dexterity the chance of breaking becomes 0. This also comes into play because when you make a lockpick break it makes noise and if you break a lot of lockpicks you can draw the attention of nearby NPCs even if they are e.g sleeping.

Sneak
Cost: 5 LP
Teachers:
- Cavalorn
- Bartok
- Jesper (needs 100 gold if you killed Attile)
- Godar (from chapter 4)

Sneak allows you to remain silent if the enemy or NPC haven't spotted you yet. There isn't too many things which can be discussed about this skill. You need to avoid toggling the sneak mode while you are in public or there is an NPC who can see you because in that case he will keep watching you and you need to get out of line of sight.
Guilds and tresspassing
In this game joining a guild also affects how other NPCs react to you if they see you tresspassing and taking things from such limited regions. Tresspassing reaction can range from demanding you to leave or get attacked on sight. If you take something from there while they are aware of you, they will attack you. This also applies if you take something from an otherwise public region. In this case the NPCs will keep watching you so you don't take anything. I collected a list of places and how their permissions work.

Legend:
- Looting: You can take things without repercussions
- Limited entry: You can enter but taking things will be considered stealing if caught
- Off-limits: Tresspassing

City
Streets
Looting: Everyone
Off-limits: None

Towers
Looting: Militia, Paladin
Off-limits: Novice, Magician, Mercenary, Dragon Hunter, Guildless

Houses
Looting: Nobody (minus your master's house)
Off-limits: Everyone

Barracks
Looting: Militia, Paladin, Magician
Limited entry: Novice, Mercenary, Dragon Hunter, Guildless

City Hall
Looting: Militia, Paladin, Magician - but only the first/ground floor
Limited entry: Mercenary, Dragon Hunter

Monastery
Novice Chambers
Looting: Novice, Magician, Paladin
Limited entry: Militia
Off-limits: Mercenary, Dragon Hunter

Chapel
Looting: Novice, Magician, Militia, Paladin
Limited entry: Mercenary, Dragon Hunter

Magicians' Chambers
Looting: Magician
Limited entry: Novice, Militia, Paladin
Off-limits: Mercenary, Dragon Hunter

Gorax's Treasury
Looting: Everyone (key needs to be pickpocketed from Gorax)

Artifact Storeroom with Hammer of Innos
Limited entry: Everyone

Landowner and the Farms
Farms of Lobart, Akil, Sekob, Bengar
Limited entry: Everyone

Landowner's House, Onar's Wing
Limited entry: Everyone

Landowner's House, Mercenary Wing
Looting: Mercenary, Dragon Hunter
Limited entry: Novice, Magician, Militia, Paladin

Valley of Mines Castle
Chapel
Looting: Everyone

Yard
Looting: Everyone

Main Castle First/Ground Floor
Looting: Militia, Paladin, Magician
Limited entry: Mercenary, Dragon Hunter

Main Castle Second Floor Private Quarters
Looting: Militia, Paladin, Magician
Off-limits: Mercenary, Dragon Hunter

Towers and Other Compounds
Looting: Militia, Paladin, Magician
Off-limits: Mercenary, Dragon Hunter
Utilizing Sleep and Fear for special occasions
The spells of Sleep and Fear can be useful in some niche circumstances. You will see that despite your best efforts there will be chests and other objects under constant supervision. That's when these two spells come into play. When the object is protected by one person you can just use Sleep to knock out the guard while you take your target. If the said object is protected by multiple people you can use Fear which will make the people caught in its radius flee from the scene. These spells can also help you in those cases when you don't have the sneak ability unlocked. However, there are some NPCs which are inherently immune to the effects of these spells which include:
- Lord Andre
- Lord Hagen
- Lord Garond
- Talamon
- Vatras