Why Den of Thieves Oblivion is Actually the Best Thief Guild Quest You Forgot

Why Den of Thieves Oblivion is Actually the Best Thief Guild Quest You Forgot

If you spent any time in the mid-2000s wandering the rain-slicked cobblestones of Anvil or the humid marshes of Leyawiin, you know that The Elder Scrolls IV: Oblivion wasn't just about saving the world from Mehrunes Dagon. It was about the vibes. Specifically, the grimy, morally flexible vibes of the Thieves Guild. And right in the middle of that climb from footpad to Gray Fox, you hit Den of Thieves Oblivion.

It’s a quest that feels simple on paper but actually highlights everything that made Oblivion weirdly better than Skyrim in the quest design department.

You’re sent to deal with a rival gang. Classic. But the way it unfolds—and the specific mechanics of how you have to handle "The Camonna Tong"—says a lot about the world-building Bethesda was doing back then. Honestly, most players remember the big flashy heists like stealing an Elder Scroll, but this mid-tier job is where the actual roleplaying happens.

The Problem with the Camonna Tong

Basically, the Thieves Guild has a monopoly on crime in Cyrodiil. They have rules. They don't kill the poor, and they pay their dues. Then you have the Camonna Tong. These guys are transplants from Morrowind, and they don't play by the rules. They’re violent, they’re racist (at least in the lore), and they’re moving into the Gray Fox’s territory near Cheydinhal.

Newheather isn't just a random spot; it’s a direct threat to the guild's stability.

When you talk to Azzan or Itius Hayn, you get the sense that this isn't just a "go here, kill that" mission. It’s a turf war. You're sent to Newheather Cave to wipe them out. If you’ve played Morrowind, seeing the Camonna Tong name pop up in Cyrodiil is a "wait, what?" moment. It connects the provinces in a way that feels organic rather than forced.

The cave itself is a standard dungeon, sure. But the stakes feel different because you’re acting as the Guild’s enforcer. You aren't a hero here. You’re a hitman for a criminal syndicate.

How Den of Thieves Oblivion Breaks the Mold

Most people think Oblivion is just about clicking on enemies until they fall over. In this quest, the AI behavior of the rival thieves is actually somewhat sophisticated for 2006. They aren't just standing there. They have schedules. They have "lives" inside that damp hole in the ground.

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You have to find a group of seven specifically named NPCs. This isn't a "clear out the bandits" quest where you just need to kill generic mobs. You are hunting individuals.

Why the NPCs Matter

  1. Luciana Galena: She’s not just a target; she’s a reminder that the world is inhabited by people who chose a different path than the "honorable" Thieves Guild.
  2. The "Non-Guild" Feel: These NPCs don't wear the leather armor you'd expect. They look like adventurers. They look like you.

There is something inherently chilling about entering a cave and realizing the people you’re killing are essentially a dark mirror of your own party. They have names. They have specific loot. They have a reason to be there.

The Stealth vs. Combat Dilemma

Let’s be real: stealth in Oblivion is janky. If your sneak skill is under 50, you’re basically walking around in bells. But Den of Thieves Oblivion is one of those spots where you can actually leverage the environment. The cave layout allows for a lot of verticality.

You can pick them off one by one. Or, if you’re like me and you’ve invested way too much into Destruction magic, you just run in and turn the place into a kiln. But that’s the beauty of it. The Thieves Guild doesn't care how you kill the Camonna Tong, just that they stop breathing.

Interestingly, this quest is often a bottleneck for players. If you haven't leveled your combat skills because you've been focusing purely on thievery, these seven NPCs will wreck you. They work together. They use potions. It’s a genuine difficulty spike that forces you to realize that being a thief in Cyrodiil requires more than just a high Security skill.

The Connection to the Fighters Guild

Here’s the thing many people miss: this quest overlaps.

You aren't just doing this for the Thieves Guild. The Fighters Guild also has a vested interest in the Newheather gang. It creates this sense of a living, breathing world where different factions are bumping into the same problems. It’s not a siloed experience.

If you’re doing the Fighters Guild questline simultaneously, you might find yourself clearing the cave for a completely different boss. It’s efficient. It’s smart game design. It makes the world feel small in a good way, like a community where everyone knows who the troublemakers are.

Technical Quirks and Glitches

Look, it’s a Bethesda game from twenty years ago. There are bugs. Sometimes the quest markers for the individual thieves don't show up correctly. Sometimes one of them falls through the floor geometry and you're stuck wandering the cave for forty minutes wondering why the quest won't "complete."

If this happens to you, the best fix—honestly, the only fix—is usually to leave the cell, wait 24 hours in-game, and go back in. Or use the console command movetoqt if you’re on PC and have zero patience left.

Also, watch out for the loot. The Camonna Tong members often carry decent lower-mid tier enchanted gear. If you’re around level 10-15, this is a goldmine. Don't just rush to the end. Strip the bodies. Sell the gear in Cheydinhal. That’s what a member of the Thieves Guild would actually do.

What Most People Get Wrong About This Quest

People think this is a "filler" quest. It’s not. It serves as the transition point between being a "nobody" and being a trusted lieutenant.

Before this, you’re mostly stealing trinkets from old ladies in the Imperial City. After this, the stakes get much higher. You start dealing with the Hieronymus Lex obsession. You start dealing with the Elder Scrolls. Den of Thieves Oblivion is the "blood initiation." It’s the moment the Guild asks: "Are you willing to kill to protect our bottom line?"

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The answer, usually, is a resounding yes. Mostly because the rewards are good.

Actionable Steps for Your Next Playthrough

If you’re jumping back into Oblivion (and honestly, why wouldn't you?), here is how to handle this quest for maximum efficiency and fun:

  • Don't over-level: If you hit this quest at level 30, the scaling will make the Camonna Tong members absolute tanks. It’s much more "realistic" and fun at level 10-12.
  • Bring Poison: Since you’re fighting humans, Paralysis poisons are your best friend. One hit, they drop, and you can finish them off while they’re staring at the ceiling.
  • Check the Crates: Newheather has a surprising amount of lockpicks. If you’re running low, this is the place to restock.
  • Talk to the Townspeople: Before you head out, talk to the NPCs in Cheydinhal. They have unique dialogue about the "strangers" in the woods that adds flavor you’ll miss if you just follow the arrow on your compass.

The Thieves Guild in Oblivion remains the gold standard for RPG faction quests. It isn't just about the mechanics; it's about the feeling of being part of an underground society with its own history and enemies. The Camonna Tong represent a world without the Gray Fox's code—a world of senseless violence and greed. By taking them out, you aren't just helping your guild; you're technically making Cyrodiil a slightly more "organized" place for crime.

It’s dark, it’s damp, and it’s classic Elder Scrolls. Enjoy the hunt.


Next Steps for Success:

  1. Check your current Infamy level; if it’s too high, certain "good" NPCs might not give you the rumors needed to trigger quest stages easily.
  2. Visit a fence before starting the quest to clear your inventory; you'll want the carry weight for the Camonna Tong’s gear.
  3. Ensure your Sneak skill is at least Apprentice level to take advantage of the cave’s shadows, or bring a few Invisibility potions for the casters.