Oblivion talk:The Desolate Mine

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Pickpocket[edit]

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. — Unsigned comment by 193.30.37.143 (talk) on 30 September 2009

High-Level completion.[edit]

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)

Bug[edit]

Moved from main article:

  • 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

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)

another bug[edit]

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)

Yes, as already described here on the article. –RpehTCE 03:07, 3 July 2008 (EDT)

Broken weapons effect the quest?[edit]

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
In other words, Rienna gets a new version of the quest item. The version that you held is removed from the game. –RpehTCE 07:36, 12 October 2008 (EDT)

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)

Keeping the delivered weapons without failing the quest.[edit]

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)

And Another Bug[edit]

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)

Quest gold reward error[edit]

"...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? –RpehTCE 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.

Level 35, I got 1200g. However, it said that it was only giving me 600g in the text onscreen. I heard the "jingling change" sound of money exchanging hands twice, so I assume it gave me 600g 2x instead of 1200g at once. I guess it's 600g for completion, and then 600g "bonus", I don't know. I checked my total before and after though and I got 1200g total, just a little strange how it happened imo. --98.240.0.201 10:18, 24 October 2011 (UTC)

Only if arrested[edit]

The three started appearing for me outside jails and castles without my being arrested at all.--24.147.62.26 05:53, 9 December 2009 (UTC)

Yes, that happens if they don't die during the quest, they will always appear outside the prison when you are arrested.-- MC S'drassa T2M 05:56, 9 December 2009 (UTC)

Agroing Goblins[edit]

I agroed some goblins accidentally, and they ran to the gate which caused the fighters to open the gate and attack them, after killing goblins in their range they reset. This can allow you to heal them and continue the quest, or just finish it by yourself. — Unsigned comment by Jackal1379 (talkcontribs) at 01:01 on 4 May 2010

By "agro", you mean "fight"? Robin HoodTalk 16:00, 5 May 2010 (UTC)
Yeah, "aggro". It's a MMO term for getting an enemies attention. Sounds like you can lure the goblins toward the fighters and take them out one by one. Of course, playing bait would be time consuming, but a possible solution for a pacifist character. --Zander490 05:31, 12 June 2010 (UTC)

Weightless given weapons[edit]

I am using the PS3s edition with its expansions I was just a few pounds off from being overweight, and I think the weapons that I was given were zero weight, but someone might want to check this.

Yes, the weapons you are given to give to the Fighters are quest items. --Arch-Mage MattTalk 18:15, 6 June 2010 (UTC)

Solving Prison Bug[edit]

After being arrested in Skingrad, choose to Pay Gold. You will respawn outside Skingrad Castle, and see the fighters that did not die during the quest standing on the bridge to the castle. Pushing them off this bridge will kill them and end the bug, but doing this will NOT count as murder. In this way, you can solve the bug without being expelled from the Fighters Guild. — Unsigned comment by 83.81.45.132 (talk) at 16:02 on 12 August 2010

Moved note.[edit]

  • Once you enter the mine you should speak to your guildmates right away or they may lose their patience and enter the mine to handle the goblins using their fists.

Is this even possible ? JackTurbo95 13:48, 14 April 2011 (UTC)

Looking at the scripts, I can't see how. You have to hand out a weapon to both Elidor and Brag, which can only happen after you've already given Rienna her bow. I'd be interested to hear from anybody who actually saw this happen. rpeh •TCE 14:13, 14 April 2011 (UTC)
The note was added back in 2007 without any proof. I think it's safe to remove it unless someone can verify the problem. Legoless 19:30, 14 April 2011 (UTC)
This is possible if the goblins detect you near where your guildmates are which causes them to burst into the gate and attack with their fists. I think it may be attributed to your sneak skill as mine was 7 when I did the quest and that's how it happened. 74.179.212.43 05:58, 26 August 2013 (GMT)Havu

Trouble[edit]

I finished the quest without losses, but it apears the two of the members got killed afterwards somehow, and now rumours about Desolate Mine asigment say that "some of the members got killed" (also, only the "orc guy" shows himself when I get arrested). Is there a way to fix the rumour - to "revive" killed ones?--109.121.74.122 12:31, 9 May 2011 (UTC)

Only by using the console. JackTurbo95 14:22, 9 May 2011 (UTC)
I do not know off hand the script that checks the dialogue. In many cases, reviving them with the console would not affect it, as they are already registered as Dead by the save files. I will check later in the Construction Set if nobody else does. --DKong27 Talk Cont 15:13, 9 May 2011 (UTC)
The script uses a GetDead function, so if they are resurrected that dialogue should not come up...I can't guarantee though. --DKong27 Talk Cont 21:17, 9 May 2011 (UTC)
Well, please explain how to do that. I would be very gratefull.--78.30.151.242 21:51, 9 May 2011 (UTC)
Find the two missing NPCs' articles on the wiki. Use the command "prid ___", adding the ref ID in place of the underscores. Once you've selected the NPC, use the "resurrect" command to bring them back to life. You might also need to type "enable", but see if it works first because it might be useful to leave them disabled to prevent future accidents. Legoless 22:16, 9 May 2011 (UTC)

Problem[edit]

Hello! I'm encountering a problem that is new to me, but hopefully not to anyone else here. Along the way to Desolate Mine, I got detoured with Oblivion Gates, Slythe Seringi, and other encounters. I forgot about the "Weapons Shipment" items! I enchanted them and gave them to other NPCs maybe. My problem is that Rienna won't accept what I do have with me. I even used the Console to make more, but she didn't take those either. It's been so long since I've played with "Quest Items" regarded as such, that I took it for granted I guess. For it wasn't until I came here and read other's comments that I realized that the weapons were special weightless ones as well as being Quest Items. Will the code I see above work for me? Is that how I get around having lost the special weapons? Or should I set the quest stage anyway? Thanks for any helpful advice! Leo Star Dragon 1. Leo Star Dragon 1 09:24, 7 June 2011 (UTC)

Hmmm, how the heck did manage to lose quest items?!? :P In any case, yes those codes should work for you too; just do the same with "FGC06WeapSteelLongsword" and "FGC06WeapSteelWarhammer" (with the correct NPC of course!) --SerCenKing Talk 09:37, 14 June 2011 (UTC)

Weapons' weight[edit]

The article says that "all three made of steel and completely weightless" in the walkthrough section, but "they have a weight of 5" in Notes. In addition, both the Quest Items page and the Unique Items page list these weapons' weights as 5 points each.

If I am right, then there is no way to change an item's weight in Oblivion directly, instead, two different items with different IDs and weights must be used; neither of these two (see above) pages contain such information. --Tesseract 256 15:07, 22 August 2012 (UTC)

They are quest items so they have no weight, however after the quest is finished they are no longer a quest item and will have a weight of 5. The steel bow, steel longsword and steel warhammer on the Quest Items and Unique Items page are the same items with the same ID's and they all have a weight of 5, however the normal steel bow, steel longsword and steel warhammer are listed on the Weapons page and have weight of 10, 24 and 39. — Kimi the Elf (talk | contribs) 20:47, 22 August 2012 (UTC)
After completing this quest in game, I have more questions.
  1. I did the following: created new char, coc cheydinhalfightersguild, spoke to Burz, went to the mine, unlocked the gate (via console), closed it and locked via console, killed all goblins in the mine (used god mode), teleported to the Guild again. Before I spoke to Burz about the assignment, the weapons were weightless; after that, they simply disappeared. Is that a bug?
  2. If they should not disappear:
    1. The Quest Items page says that they have a weight of 5, but the quest versions are weightless. Is that a mistake?
    2. The Unique Items page contains the same information. Should a note be added about the weight change?
    3. My previous message: "If I am right, then there is no way to change an item's weight in Oblivion directly..." means that I think that 1 set of IDs is occupied by the quest versions (weight=0), another set of IDs is occupied by non-quest versions (weight=5). Am I wrong?
--Tesseract 256 21:53, 22 August 2012 (UTC)
No they have a weight of 5 but every quest item you ever get is weightless whilst it is still considered a quest item. If you still have a quest item after the quest for that item is finished its weight will be applied normally. In this case the weight is 5, so after the quest has finished it will weigh 5 but during the quest it will be weightless even tho it still says 5. — Kimi the Elf (talk | contribs) 23:33, 22 August 2012 (UTC)
You mean that quest items have some sort of "Quest Flag" that makes dropping/selling/etc these items impossible and overrides their base weight, setting it to 0, while it's on, and it's disabled upon quest completion? If this is true, then there's still the disappearance question. --Tesseract 256 23:42, 22 August 2012 (UTC)
Yes that's what I mean. I'm not sure about the disappearing weapons, I haven't done this particular quest in a while. — Kimi the Elf (talk | contribs) 23:47, 22 August 2012 (UTC)
You are intended to give the weapons to the guild members, but theoretically you could reclaim them if all the members died. From what you experienced, it seems Burz then takes them off you when you return. This should be tested legitimately, and, if true, it should be noted on the article. —Legoless 13:56, 23 August 2012 (UTC)
If you take the items off their corpses and drop them before you talk to the orc you can keep them and they weigh alot less.But they are not quest items.I suppose that they stop being quest items when they are given to the fighters.--Skyrimplayer 14:57, 23 August 2012 (UTC)

() More in-game testing; this time I gave the weapons to the fighters and killed them via console. I could pick up the weapons and drop them, therefore, they were no longer quest items. Then I killed the goblins with spells and teleported to the Guild. Before talking to Burz, I left the weapons in a container, they were there after I received my partial reward. However, the article states (in the Notes section) that it's possible to pickpocket the key and kill the goblins without casualties to get the full reward and keep the weapons.

I completed the quest once more, this time, without any console commands. (After getting out of the starter dungeon, fast travel to Cheydinhal. Accepted the quest, went to the mine, pickpocketed the key, killed all goblins, returned to Burz and received the reward.) The weapons disappeared from my inventory, but before that, they were Quest Items (weightless, undroppable).

...Wait a minute. The article states that "Any weaponry you take from fallen members' bodies will be removed by Burz gro-Khash (unless you drop the weaponry somewhere before speaking to him)." It means that if you complete the quest without delivering the weapons, they will be removed and this is likely normal. Therefore, the problem is in the information in the Notes section. --Tesseract 256 18:29, 23 August 2012 (UTC)

Move propostition[edit]

Oppose: Just because the location is called "Desolate Mine" and the quest has a "The" following the place name isn't a reason to move the pages to ones without (place) or (quest). Several people may still be confused as to which page is which. Just because there is a "The", people aren't going to assume which one is which unless they find out the hard way or knew beforehand, in which case, people will still likely forget which one is which. --Rezalon (talk) 02:16, 5 November 2015 (UTC)

The {{About}} hatnote will be utilised like on so many other pages with similar names. Silence is GoldenBreak the Silence 20:59, 28 August 2016 (UTC)
Yep. We've done the same for years in similar situations, so the move is just standardisation. —Legoless (talk) 21:50, 28 August 2016 (UTC)