Skyrim Friends Like These: Why This Dark Brotherhood Quest Still Creeps Us Out

Skyrim Friends Like These: Why This Dark Brotherhood Quest Still Creeps Us Out

You're standing in a shack. It’s damp, drafty, and smells like salt and old wood. Somewhere outside, the marshes of Hjaalmarch are probably bubbling with mudcrabs and frost spiders, but inside, the vibe is way worse. You’ve got three people tied up, hoods over their heads, whimpering. Then there’s Astrid. She’s perched on a shelf like a gargoyle, casually telling you to kill one of them. This is Skyrim Friends Like These, the quest that basically serves as the "vibe check" for the Dark Brotherhood storyline. It’s been well over a decade since The Elder Scrolls V dropped, yet this specific moment remains one of the most debated moral crossroads in RPG history.

Most players remember their first time. You kill Grelod the Kind—who, let’s be honest, totally deserved it—and you go to sleep in a cozy bed thinking you’re a hero. Then you wake up in the Abandoned Shack. The transition is jarring. It’s meant to be. Bethesda’s lead designer at the time, Emil Pagliarulo, has often talked about making the Dark Brotherhood feel more like a cultish family than just a group of hitmen, and this quest is the initiation rite that sets the tone for everything that follows.

What Actually Happens in Skyrim Friends Like These

The mechanics are simple, but the psychology is messy. Astrid tells you that a debt is owed. By killing Grelod, you stole a contract from the Dark Brotherhood. To settle the score, you have to kill someone in this room. You have three choices: Fultheim the Fearless, Alea Quintus, or Vasha. Or, if you’re feeling spicy, you can kill Astrid herself.

Doing that last bit starts "Destroy the Dark Brotherhood!", which is a much shorter, much more "lawful good" questline. But most people want the armor and the edgy dialogue, so they pick a captive.

The brilliance of this setup isn't in the combat. It’s in the dialogue. Each NPC has a backstory that makes you feel like a jerk regardless of who you pick. Alea is a mother of six who is incredibly rude, which makes you want to kill her even if she’s technically innocent of any major crimes. Fultheim is a mercenary who seems to have seen some stuff, and he’s clearly terrified. Vasha? Vasha is a self-proclaimed "defiler of daughters" and a professional criminal. Most players gravitate toward Vasha because he’s the only one who doesn't seem to be a "victim" in the traditional sense. He basically admits he’s a bad guy.

But here’s the kicker: Bethesda never actually tells you if there’s a "correct" target.

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The Mystery of the "Right" Victim

For years, the community has combed through the game files looking for a smoking gun. Is one of them actually the person with the bounty? If you use the "Clairvoyance" spell, which is supposed to lead you to your objective, it actually points toward Vasha in some versions of the game, while in others, it just glitches out or points toward the center of the room.

Honestly, it doesn't matter who you kill. Astrid’s response is the same. She just wants to see if you have the stomach for it. It’s a test of obedience, not a test of detective skills. If you kill all three, she’s actually impressed. She laughs. It’s disturbing.

This is where the E-E-A-T (Experience, Expertise, Authoritativeness, and Trustworthiness) of long-term players comes in. If you’ve played through the Dark Brotherhood questline multiple times, you realize that the quest is a mirror. It reflects how you, the player, view the world of Skyrim. Do you kill the rude woman because she’s annoying? Do you kill the mercenary because he’s a threat? Or do you kill the "evil" guy because it makes you feel like a vigilante rather than a murderer?

The "Destroy the Dark Brotherhood" Alternative

If you decide that you’ve had enough of Astrid’s smug attitude, you can pull your weapon and take her out. She’s not an easy fight at low levels, but it’s doable. Once she’s dead, the quest Skyrim Friends Like These fails, and you get a new objective to report the murder to a guard. This leads you to Commander Maro and a raid on the Dark Brotherhood Sanctuary in Falkreath.

It’s a valid way to play, but you miss out on some of the best gear in the game. The Shrouded Armor set is legendary for stealth builds, and Shadowmere—the immortal horse with red eyes—is only obtainable through the Brotherhood. Most players find the trade-off isn't worth it.

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Technical Quirks and Known Bugs

Skyrim is famous for its bugs, and this quest isn't exempt. Sometimes, the "Move" command for the NPCs won't trigger correctly. Other times, Astrid might get stuck in her sitting animation. If you're on PC, the console command setstage DB02 10 can usually kickstart the quest if it hangs after you kill Grelod.

A common issue is the "sleep" trigger. You have to sleep in a bed after receiving the Mysterious Note with the black hand that says "We Know." If you just wait or sleep before the courier arrives, nothing happens. It's a specific sequence. Courier first, nap second.

Why This Quest Matters in 2026

You might wonder why we're still talking about a quest from a game that’s been ported to every device known to man, including refrigerators. It’s because modern RPGs often struggle to replicate this level of immediate, low-stakes tension. There’s no world-ending threat in that shack. There’s just you, three scared people, and a choice.

It’s the quintessential Bethesda moment. It’s weird, it’s a bit janky, and it stays with you. It forces you to stop being the "Dragonborn" for a second and just be a person in a room.

The modding community hasn't let this quest die, either. There are mods like "Your Choices Matter" or various Dark Brotherhood overhauls that expand on the consequences of this shack scene. Some mods allow you to actually investigate the captives’ backgrounds in the world before you’re kidnapped, adding layers of lore that Bethesda left on the cutting room floor.

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Pro-Tips for the Best Experience

  1. Don't Rush the Dialogue: Listen to all three captives. The voice acting for Vasha is particularly classic "Skyrim sleaze."
  2. Check the Pockets: You can actually pickpocket Astrid while she’s on the shelf. It’s risky, but she carries some decent loot.
  3. Use Clairvoyance: Even if it’s inconclusive, it’s a fun bit of roleplay to see where the "fate" spell leads you.
  4. Try the Alternative: Save your game before killing anyone. Kill Astrid just to see how the other side of the quest feels. You can always reload.

The reality of Skyrim Friends Like These is that it’s a masterclass in atmosphere. The lighting, the isolated location, and the lack of a "fail" state (unless you die) make it one of the most effective pieces of storytelling in the game. It doesn't need a map marker or a complex puzzle. It just needs a moral compass, or the lack of one.

Actionable Steps for Your Next Playthrough

If you’re heading into the Abandoned Shack soon, keep these specific strategies in mind to maximize the rewards and the story impact:

  • Wait for the Courier in a major city: Markarth or Whiterun are usually the fastest places for the courier to find you after the Grelod hit.
  • Wear your best gear: If you decide to fight Astrid, she’s surprisingly fast and uses a leveled dagger that can do a lot of damage if you’re a squishy mage.
  • Grab the Execution Hoods: You can loot these from the captives. They are unique items and can be used for some pretty creative (or dark) armor enchantments later on.
  • Talk to Astrid after the deed: If you kill all three, her unique dialogue is worth the extra effort. It really emphasizes how unhinged the Brotherhood actually is compared to the more "professional" guilds like the Thieves Guild.

Ultimately, the choice is yours. Whether you’re looking to become the ultimate assassin or the savior of Skyrim, the Abandoned Shack is where your path truly diverges. There is no right answer, only the one you can live with—or the one that gets you that sweet, sweet loot.

Once you leave the shack, the next step is finding the sanctuary near Falkreath. Look for the black door with the skull. When it asks "What is the music of life?", you'll know exactly what to say.


Next Steps:

  • Head to the Falkreath Sanctuary to begin your formal initiation.
  • Ensure you have the "Deadly Aim" perk in the Stealth tree if you plan on doing the Brotherhood contracts with a bow.
  • Keep the "Mysterious Note" in your inventory as a souvenir; it's one of the few items that doesn't lose its cool factor even 100 hours into the game.