Thieves' Guild guildhall locations
The Guild of Thieves, Burglars and Allied Trades is a vast organization spanning the whole of the Disc, but, by nature, they are a secretive lot. Most of their guildhalls are hard to find, some incredibly so if you don't know where to look. Because searching is part of the fun (but frustration isn't), this page is designed to point traveling thieves in the right direction without divulging the specific details of how to access each guildhall. This page also serves to describe the services offered at each location, providing maps when possible.
Both the largest hall and the easiest to find, the main hall of the guild is located on the south end of the Street of Alchemists, just northwest of the Patrician's Palace, in southeast Ankh-Morpork.
The headquarters of the Thieves' Guild, this large complex was, ironically, a former courthouse. As the main branch of the guild, it features the offices of the guildmaster, assistant guildmaster, and the monitor of each specialisation, all of which are housed on the second floor of the first building. Across from the guildmaster's office is Kordane's office, where adventurers may join the guild and choose a specialisation and where thieves may announce their intentions to take and return from leave.
The ground floor of the first building contains rooms for voting in guild elections and where victims of the guild's trade can turn in their receipts. Directly north of the main foyer is an alcove where Shifty Jim can be found leaning nonchalantly against a wall (as thieves are wont to do), a fence specialising in clothing and armour. North of Jim is an entrance to the northern gardens where Sol, the fence who specialises in jewelry, can be found wandering when he's not loitering in the main hall of the first building.
The rear staircase of the first building leads down into the basement, which houses the laundering room, a shop for fenced goods, the guild library, the custom clothing tailor Nicolette Leveaux, and a wax statue museum featuring likenesses of present and past guildmasters. Further down from the basement is the cellar featuring the dormitories for each specialisation and a game room.
The main hallway on the ground floor of the first building will eventually lead back into the second building, past a door that only thieves may cross. This building is laid out like a hub on two floors. The lower floor contains the thieves' armoury, a thieves' goods store, a cafeteria, and classrooms where thieves may practice palming, sleight-of-hand, concealing, lockpicking, backstabbing, ambush, and indoor stealth. Behind this building are the rear gardens, containing classrooms for practicing outdoor stealth, ranged weaponry, and climbing.
In the center of the second building is a staircase leading up to the second floor, containing classrooms for sleight-of-hand, combat, hiding, casing, and dodging. Directly north of the staircase is the office of the essential Artan, where thieves may pay off their quotas. Southwest from the staircase is a lounge that holds a box containing free items for newbie thieves, often featuring weapons, scabbards, bags, and lights.
Outside the guild, Ankh-Morpork has one more feature relevant to thieves: Jak Raplin, a fence specialising in weaponry, is a patron of the Troll's Head pub, a rather dangerous establishment not for the faint of heart.
The Bes Pelargic guildhall is located in the far southeast corner of the city, on Ricecake Alley.
A rather small guildhall, the Bes Pelargic Thieves' Guild is home to Notorious Jones, a fence specialising in jewelry, and Ronnie Boggis, who offers standard guild training.
The Djelibeybi guildhall is located on Sickle Street, on the east side of the city.
Scrakkik, the fence of this guildhall who specialises in clothing and armour, doubles as a shopkeeper for desert-themed thief goods. Upstairs, Pthaliaa offers training to the north while a mysterious room huddles to the south.
Perhaps the hardest guildhall to find, this hideout is secreted away near the underground harbor in the sewers of Genua. The map below displays entrances to the sewer as grey circles in the streets. But beware: the gators in the sewers will attack on sight.
The Genua guild is home to Artemis Felon, a weapons fence, and Mariania, a clothes and armour fence. Luc and Nertue offer training in the foremost rooms, while the rear rooms house a crafts workshop, a laundering room, and a shop with Genuan-themed thieves merchandise.
Dodgy Bill at the Mad Stoat outpost is a fence who specialises in weapons.
Tiffany Glitter at the Pekan Ford outpost is a fence specialising in armour and clothes.