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Oblivion talk:Den of Thieves

Newheim's FlagonEdit

Is it possible to do this quest after you have completed 'den of theives'?

Do you think we should have a page for the "Newheim's Flagon" quest? Or should we somehow note clearly on this page that it includes the information for this other quest and create a redirect for "Newheim's Flagon?" I believe it should, at the very least, be listed with the Anvil quests, simply for the sake of complete-ness (is that a word?). --GuildKnight 21:18, 4 March 2007 (EST)

I doubt there's enough info to justify a separate quest page for it, so the redirect option sounds better to me. --Nephele 21:38, 4 March 2007 (EST)
i'd made the Newheim's Flagon section a separate slice with a linkable entry (lunchtime looms large here...) . I'm not sure how to keep the Quest Link entries on the Anvil page the same to do a deep link to it however. ie.{{Quest Link|X}} It seemed a little messy to make the link different than the Quest trail ones --MacFodder 22:02, 4 March 2007 (EST)
I set up a redirect page at Oblivion:Newheim's Flagon and created a standard-format link on the Anvil page. Is that what you were thinking of? (If you want to tweak the text of the description, it's at Oblivion:Newheim's Flagon/Description). --Nephele 23:01, 5 March 2007 (EST)
I know somethings has already been done but This is a Separate Quest and is more justified as a different quest maybe listed as a Fighters Guild non contract quest like the Oblivion:Darkness Eternal quest which is in fact less of a quest than this yet it has its own page. I am willing to finish making it its own separate quest. unless someone else wants to.--Most Honored Listener 02:13, 19 July 2007 (EDT)

() Newheim's Flagon is in fact a totally seperate quest which can be completed after or before you finish the Den of Thieves

About flagon as an item, does the Newheim keeps it in his inventory after finishing the quest? - ZuTheSkunk 06:35, 20 June 2010 (UTC)
No - it gets removed from your inventory and doesn't get added anywhere else. rpeh •TCE 10:38, 22 June 2010 (UTC)

Newheim special brewEdit

Can you get more of Newheims special brew after the quest? 24.23.230.168 01:32, 28 May 2008 (EDT)

Not without using the console, no. The only place they are used is in Newheim's dialogue after the quest. You could add some more with the console command player.additem B1241,1. –RpehTCE 01:42, 28 May 2008 (EDT)
if you don't mind using giltchs you could dupe itGUM!!! 23:00, 14 March 2010 (UTC)

Assistance from the legionEdit

For some reason, a legion soldier joined me in the cave. I think he was on patrol outside. 203.91.84.7 04:41, 16 July 2008 (EDT)

bug?Edit

I've had a semi-repeatable bug during this quest. I told Maglir to wait in Anvil, because I didn't know he was essential and didn't want him to get in the way. I reached the cave normally, went inside and saw the markers on all thieves I needed to kill. So I worked my way towards the end of the cave, but the last marker pointed to nothing! I figured it must have been because I didn't have Maglir with me, so I went back to Anvil, picked him up and went back to the marker, but still nothing. So then I reloaded an earlier save and went to do the cave with Maglir, same thing happened, last marker points to nothing. Not knowing what to do now, I quit the game, looked here on the wiki for clues, but I was doing everything as I was supposed to. So I started my game back up and tried again with Maglir and surprise, there was a thief at the marker now! The quest updated as it should when she died and all is OK now. Any ideas on what happened? Pinguin333 13:29, 3 March 2010 (UTC)

I'm actually puzzled. The bug is probably more to do with AI problems rather than with Maglir, although at the moment I really cannot think how this could have happened. --SerCenKing Talk 23:06, 5 March 2010 (UTC)
I'm guessing a thief could have fallen through the floor into the infinite blackness beyond, making it appear that the quest marker is pointing to nothing.--Arch-Mage Matt 23:11, 5 March 2010 (UTC)
Yeah that's what I meant by AI problems, his wandering probably took him close to a bit of the floor/wall where he could have fell. This would explain why it only happened once: AI is random. To make sure this holds, it should be tested a few times. --SerCenKing Talk 23:15, 5 March 2010 (UTC)
I've done this quest about 3 times and this has never happened. Perheps the last thief is at a bad place and is more likely to fall underground?--Arch-Mage Matt 23:17, 5 March 2010 (UTC)
It would be helpful if you could remember which thief didn't show up: Cingaer or Niraegaer; so I can pinpoint it better. --SerCenKing Talk 23:20, 5 March 2010 (UTC)
It was the thief in the last small cave, behind the door, near the A on this map http://www.uesp.net/wiki/File:OB-Map-HrotaCave.jpg . Can't remember the name and it seems I've re-used the save after the quest finished as it should, so I can't test it again. I have mods installed and noticed that sometimes weapons and items fall through the floor (sometimes instantly, like right after killing someone, their weapon is nowhere to be found), but never thought it could happen to NPCs. Pinguin333 09:18, 8 March 2010 (UTC)

() The most likely explanation then is that he simply fell through the floor. --SerCenKing Talk 08:58, 15 March 2010 (UTC)

Imps?Edit

After killing the thieves, I carried as much of their loot as I could back to Anvil. Since Anvil is so close, I decided to go back to the cave and get the rest of the loot. However, when I arrived (less than 24 hours later) I discovered that it had been inhabited by 8 imps. They were spaced out, so killing them wasn't hard, but I don't recall any other cave which has been re-infested so quickly. Has anyone else experienced this?— Unsigned comment by Ethereal (talkcontribs) on 1 March 2012

It's probably not that the cave occupants respawned, but rather that in completing the quest the enabled/disabled flags on the cave were switched around. In other words, the imps were technically there all along, but on your first trip they were disabled and you weren't aware of them. Ending the quest switched them on. --NepheleTalk 06:45, 2 March 2012 (UTC)
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