Oblivion talk:The Desolate Mine (quest)
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If you decide to pickpocket the key to clear out the goblins you need to leave one goblin alive, otherwise the quest is finished and you can't drop the three weapons. On the PS3 the steps are: 1. Pickpocket the key 2. Clear out all but one goblin. 3. Hand out the weapons and join in the killing of the remaining goblin. 4. Collect the max reward.
- Tried it without leaving a goblin alive and the quest updated fine when the required 10th was dead, and was able to complete it. I checked the scripting for this and it has a contingency in it already (unmodified) if the player hasn't given the weapons yet, and any kept ones are removed at quest end talking to Burz. So this doesn't seem correct. Kivan 15:43, 16 May 2008 (EDT)
[edit] High-Level completion.
Starting the Fighters' Guild questline (and this mission in particular) while at relatively high levels (20+), I noticed two things in my combat against the Savage Goblins in the mine: they were extraordinarily tough to kill, yet pathetically weak in their own attacks against me and my Fighters' Guild companions. My companions were in no danger of being killed by just a few blows, but the goblins lasted long enough that it was always possible they would eventually kill someone. The interesting thing to note is, according to the data table on Savage Goblins, their damage is leveled as well. I wonder, though, if the damage data concerns only Hand-to-Hand: the fact that these Savage Goblins were still armed with Iron and Rusty Iron weapons may have drastically blunted their own means to harm us.—Dark Spark 14:59, 12 April 2008 (EDT)
yeah that happened to me - I was level 22 when i went in and the goblins were really hard to kill, But they're attacks were really weak, it took me ages to kill them and it took them ages to kill me. Manurulz1548 09:16, 19 April 2008 (EDT)
[edit] Bug
Moved from main article:
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- If you speak to one of the male fighters first, he will sometimes run to the door before you can give him his weapon (Warhammer), as he is trying to open the door, you cannot initiate a conversation.
- Recommend reloading from the Entry to Cave Autosave
- If you speak to one of the male fighters first, he will sometimes run to the door before you can give him his weapon (Warhammer), as he is trying to open the door, you cannot initiate a conversation.
The information is too vague to really be useful. Talking to which fighter triggers the bug? And what exactly triggers the bug? (I doubt it's just talking to the NPC, because if so it would be a very common bug, not one that's only first reported two years after the game comes out). And what is the actual bug? Is it just impossible to give that one NPC his weapon? Or is it impossible to continue with the quest? Can someone confirm this bug? Or provide more detailed information? --NepheleTalk 21:39, 5 June 2008 (EDT)
[edit] another bug
after i finished this quest, i found that at random intervals, all 3 fighters would be standing in a line right in front of a door i just came out of, they dont go anywhere or move at all, but still, i see them now and again, in the same order, right in front of a door i just came out of, nowhere else. so far ive seen them at leyawinn, prison district and anvil. i dont know what caused it or anything, just thought id share. 75.92.5.255 01:30, 3 July 2008 (EDT)

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