Oblivion talk:Smuggler's Cave

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Found this cave tonight, never seen any references to it in my limited Oblivion experience, the linking zones between the cave and the royal quarters don´t show up on the mini/detailed map when your walking in them, almost as if you were out of the game area ?? . The doorways from the cave and the bedroom are deviously marked ¨dining room¨ This areas almost feels like a secret as the external cave entrance has no main map marker so maybe it doesn´t belong in the places/Caves section ??

Location of the key[edit]

This page mentions a key that's required to open the door to the dining hall. Information on obtaining this key would be helpful here. — Unsigned comment by Cardgage (talkcontribs)

As far as I can tell, the key is only available from the Thieves Den mod (although the door is actually owned by the Gray Fox, so it's possible it also becomes unlocked during the Thieves Guild quests). I'll add what I know, but if anyone knows more, feel free to add to it. --Nephele 12:13, 29 November 2006 (EST)
You get it once your cove is fully upgraded,its in the captins chest in the captins room. its leads the the countess room in anvil.-- 90.240.149.106 20:15, 26 January 2007 (EST)

Dunbarrow Cove[edit]

I think the content added by Dunbarrow Cove would be better split off onto a separate page, e.g., Dunbarrow_Cove_(place). Right now it's very hard to distinguish between the original cave contents and what gets added by the mod. Especially because the original cave contents page makes no reference to the mod content (the cave is listed as a small cave, it says there is only one zone in the cave, the only maps are of the original cave, etc.).

I think the easiest way to organize the two separate chunks would be to give them each their own page. Have this page state that once you add the mod, a door is added leading to Dunbarrow Cove (place). And have the Dunbarrow Cove (place) page state that the entrance is through Smuggler's Cave. It wouldn't be the only case where a place can't be directly accessed from the outside (e.g., Oblivion:The Old Way). And it would make it much easier for readers to tell what's part of the mod and what is there originally.

Any concerns/disagreements? Or should I just go ahead and do it? --NepheleTalk 12:47, 13 March 2008 (EDT)

Containers[edit]

I'm just wondering if every container in the cove is safe? Or is it only the captains quarters? Shadownet Ninja 18:53, 4 July 2008 (EDT)

The simple answer is that some are and some aren't. For example, all the chests in the Black Flag itself are safe but some of the barrels aren't. There are too many containers to list them all though. –RpehTCE 03:22, 5 July 2008 (EDT)

In the Smuggler's Cave area itself, I have confirmed 14 safe containers, as follows:

All crates and barrels near the cupboard on the upper level (5 total), all crates and barrels near the bedroll (6 total), the crate and barrel right in front of the entrance in the water and the crate to the left when coming in from said entrance, near where the nirnroot was.

This abundance of easily memorized safe containers makes Smuggler's Cave a very good choice for a house, since it also has a bed. The only problem is that to get to it, you must fast travel to Anvil castle, exit it, circle it and drop down in the water. That can get very annoying. GenocideHeart 20:44, 18 September 2009 (UTC)

Dining Hall Passage Door[edit]

I can see the switch, I can see the hole in the wall behind it where it should be able to be pulled out, yet I get no activation prompt when hovering it. Is it suppose to be like this or is it a bug?

I'm of course speaking of the alcove at the dead end branch of the fork. For that matter, who is the old lady that was there when I first came through but is no longer there? — Unsigned comment by 71.2.82.225 (talk) on 16 December 2008

Sorry... but I don't know where you mean or who you mean. You need to activate the pillar... what are you trying to do? –RpehTCE 11:23, 21 December 2008 (EST)
I noticed that too. I don't think that wall is meant to move, even though it looks like it should. But I dunno what old lady was up there.. check all the castle residents and see if any of them look like her. 86.44.221.166 14:29, 24 May 2009 (EDT)
Apparently it can only open from the other side, from the "legal" side. You can close it from the smuggler's side, but can't reopen it. Very odd. Can someone confirm before we change the article? dtm 08:58, 27 March 2011 (UTC)
I don't understand "the hole in the wall behind it where it should be able to be pulled out". I un-checked the UOP and I could open all the secret switches from both sides. --DKong27 Talk Cont 15:10, 27 March 2011 (UTC)
Perhaps the OP is talking about how the two pillars look different upon closer inspection, because the movable one has to be pulled out, and some holes behind the pillar where it is connected to the pillar on the other side. I just checked again, still no "action" icon shows up over the pillar from the cave side for the dining hall. I'm going to go out on a limb here and assume this is a problem for xbox 360 users. Any xbox and PC users care to post their own experiences? As for the old lady, I'm also going to assume he saw the countess when he went through the royal quarters entrance. dtm 20:44, 27 March 2011 (UTC)
Movable pillars always used to give me grief. I have to look sideways at them, and the activator appears slightly in front of the actual pillar (where it would end up when I pulled it). This is on PC, by the way. Legoless 20:49, 27 March 2011 (UTC)
Some people on the forums confirmed they could do it on the 360 and I went back and was able to do it only when looking directly at it at eye level and standing an exact distance away. Half a step back or forward and the indicator would disappear. Also, looking at it from the side never made it appear for me. Hopefully if anyone has the same problem this will help them. dtm 13:04, 22 April 2011 (UTC)

Wrong Plug-in?[edit]

I just discovered the interior of the cave on The Construction Set but I only have the Shivering Isles expanston installed... Is it really the Thieves Den plug-in that adds this or have I got more than I know? — Unsigned comment by 83.252.86.87 (talk) on 21 February 2010

The cave exists before you install the plug-in but it's somewhat smaller and (obviously) doesn't link to the main cave. rpeh •TCE 18:00, 21 February 2010 (UTC)

i heard this comes with nights of the nine fo the pc (i have it) but i dont know how to start it is this just a rumor? or do i need to download it? (i have the game of the year edition it comes with the shiviering isles and knights of the nine) please email me miiror13@hotmail.com if you know thanks jesse — Unsigned comment by 173.183.62.54 (talk) on 13 February 2011

It doesn't come with the GOTY edition; it's a separate download. -- Jplatinum16 02:58, 14 February 2011 (UTC)

The Stranger[edit]

Based on looking through the CS, it seems as if this was supposed to be used by The Stranger, and perhaps Corvus Umbranox as well. The door leading outside is owned by The Stranger and the door to Castle Anvil is owned by Corvus. The bed is labeled as GreyFoxStrangersBed. --DKong27 Talk Cont 00:38, 7 February 2011 (UTC)

Anyone know why this place exists?[edit]

As in, in cyrodil, what is this places purpose? I know it is for the plugin, but I am curious as to why it exists since it must've been created after the mages collapsed the cliff to form the unnatural cave/cove. Furthermore, why the secret entrance to the castle. Is it an escape route? Or is it as the places name suggests, for smuggling. If smuggling, is the gray fox involved (the missing count of Anvil). Or were other people responsible, and perhaps also responsible for "finding" the dunbarrow cove. dtm 09:13, 21 March 2011 (UTC)

Wasn't Dunbarrow Cove 'uncovered' when you install the plug-in? I'm guessing the same thing happened with this outer cave during the construction of the castle, resulting in the secret passage. Or you could take the unimaginative approach and assume it was a cave used by smugglers. The guards clearly aren't too thorough with checking out potential illegal activity, evidenced from the fact that a whole gang of pirates lives and operates right beneath the castle. As for the cave's "purpose", I doubt the developers went into much detail. There's no evidence of it being used as an escape ruote, nor of the Grey Fox's involvement with it. It was just a placeholder for the plug-in, like the Orrery door in the Arcane University and the little island where Deepscorn Hollow is located. Legoless 12:46, 21 March 2011 (UTC)
Edit: Looking above at some of the other discussions (specifically Nephele's comment here), the locked door is apparently owned by the Grey Fox. Perhaps it originally played a part in a Thieves Guild quest, in which case that's its purpose. Legoless 12:51, 21 March 2011 (UTC)

I think the notes have it backwards[edit]

The pillars that activate from the two secret entrances are on the left coming from the cave, and on the right from the castle side. dtm 08:59, 27 March 2011 (UTC)

I changed them. I checked both in-game and in the CS. --DKong27 Talk Cont 15:05, 27 March 2011 (UTC)