Oblivion talk:The Desolate Mine (quest)
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[edit] Pickpocket
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)
- Confirmation - isn't correct: Just did this Quest on PC with Patch 1.2.0416. if you pickpocket the key and keep the weapons these will be removed at the end of the quest when talking to the quest giver. —The preceding unsigned comment was added by 193.30.37.143 (talk • contribs) on 30 September 2009.
[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)
[edit] Broken weapons effect the quest?
Hey, Just been fighting around in cyrodiil, and the weapons I was to supply were all broken (Could not equip) Now, I dont have any repair hammers and what not, as they were the last thing on the repair list, and now only the bow can be used (Hammer broke before repair completion) Will this effect the quest? Will they walk around with fists? I dont want to lose money, and I dont want to reload all the saves, because I get this quest a long time ago... Thanks, Jetty 78.145.63.59 11:56, 11 October 2008 (EDT)
- I just tried it, and all three of them equipped and used their weapons. I can only assume the weapons you give them, and the weapons they use are different items. Either that or the weapons' stats are reset. Either way, there is no effect on the quest. Darkle 13:15, 11 October 2008 (EDT)
- I tried it myself. I had completely disintegrated the weapons, handed them over and moved off to kill the Goblins. Then I used the console to kill my colleagues and took a look at the weapons - they were all at 100 health. Looking at the script, the reason is clear. We have, for example:
RiennaREF.AddItem FGC06WeaponSteelBow 1 Player.RemoveItem FGC06WeaponSteelBow 1
Thanks for the help. -Jetty 78.145.63.59 10:52, 14 October 2008 (EDT)
By the same token, repairing the weapons to 125% before handing them out won't improve your team's damage. --Aliana 20:27, 29 October 2008 (EDT)
[edit] Keeping the delivered weapons without failing the quest.
I was about to do a write up mentioning that Burz takes any weapons from that shipment back, but just noticed it in the quest summary.
The line: "Any weaponry you took from fallen members' bodies will be removed by Burz gro-Khash (unless you drop the weaponry somewhere before speaking to Burz gro-Khash)", Should Probably be moved to the notes section as it doesn't affect the quest in anyway and is rather a poignant to those looking to keep the weapons after the quest ins done.
Another strategy to acquire these under weight weapons is to reverse pickpocket any zero weight weapon into their inventories before giving them the quest weapon. They will immediately equip the first weapon in their inventories. Once the goblins are dead your guild mates will just stand around and are easy marks for pickpocketing.
In theory you could also just drop any 3 weapons of choice, strike one of the fighters doing minor damage, and after they pick up the weapons to defend themselves, simply yield to them, then deliver the weapons from the shipment and pickpocket back.69.204.11.122 17:48, 12 March 2009 (EDT)
- I am confused. Those weapons are set as quest items meaning those damn weapons sit in your inventory and cannot be removed. I actually went ahead and stole the key from the fighters, killed all the goblins myself without giving the weapon shipment to fighters. After killing all the goblins, I tried to remove those stupid weapons from my inventory, but the game said, "You cannot remove quest items." Meaning this is a bug, and if you don't give the weapon shipment to the fighters, you'll be stuck with them forever! Or am I missing something? In any case, what I finally did was to kill all goblins BUT ONE, then ran back to the fighters, gave them the weapons, those pathetic morons finally managed to kill the last goblin after hitting it for hours and I was rid of those stupid useless weapons. Thank god they are gone! WRFan 10:03, 7 October 2009 (UTC)
[edit] And Another Bug
I am unsure of weather or not OOO's mod has something to do with this, as that is the only mod I have installed, but the 2handed Hammer you get for this quest has a huge reach for me. It is now a ranged weapon that does awesome damage and somehow instantly hits targets up to 50 or so meters away. I looked here and did not see any mention of this bug, so maybe its just a fluke of mine. This weapon is awesome, although broken. I found out about its effects right after I started the quest on my monk. I was running around town swinging it here and there, far out of range of anybody. The game then told me that I had murdered someone and the gaurds got pissed. 74.129.250.221 01:39, 9 May 2009 (EDT)
[edit] Quest gold reward error
"...double the usual quest reward (200 to 1200 gold)..."
I hope someone else notices how wrong that math is. Could someone correct this? I would myself, but I've never done the quest, so I wouldn't know the real numbers. 98.221.91.74 18:06, 18 May 2009 (EDT)
- The usual reward is 100 to 600 gold, so exactly how is that wrong? –Rpeh•T•C•E• 00:49, 19 May 2009 (EDT)
it is saying you can get 200-1200 gold, if you normaly get 100 its 200 and if you normaly get 600 you get 1200.

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