Skyrim:Knifepoint Ridge

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SR-mapicon-Camp.png
Camp:
Knifepoint Ridge
(view on map)
# of Zones 1
Clearable Yes (see bugs)
Dungeon Yes
Respawn Time 10 days
Level Min: 6
Occupants
Bandits
Important Treasure
Vernaccus and Bourlor
Console Location Code(s)
KnifepointRidgeExterior01, KnifepointRidgeExterior02, KnifepointRidgeExterior03, KnifepointRidgeExterior04, KnifepointRidge01
Region
Falkreath Hold
Location
Southeast of Glenmoril Coven
Northwest of Falkreath
Special Features
# of Alchemy Labs 1
# of Tanning Racks 1
# of Smelters 1
# of Forges/Anvils 1
# of Grindstones 2
Ore Veins
# of Corundum 19
# of Iron 5
Knifepoint Ridge camp, with the mine in the background to the left

Knifepoint Ridge is a large palisade-walled bandit camp surrounding an iron and corundum mine, located northwest of Falkreath.

The camp has an exterior campsite and one interior zone: Knifepoint Mine.

Related Quests[edit]

  • Note: This location is one of many potential targets for one or more of the radiant quests found on this page.

Walkthrough[edit]

Exterior[edit]

There are nine bandits roaming the main camp, with several huts containing various loot or crafting tables. Working in from the perimeter where you can find up to five bandits walking around (depending on the time of day), in and near the hut to the south are a smithing forge, a workbench, and a grindstone. This hut also has a novice-level chest containing varying loot of reasonable quality (gold, lockpicks, weak potions, and usually one piece of apparel), as well as a table holding a two-handed weapon and a helmet. Outside the hut, on another nearby table, there is a copy of the Archery skill book Vernaccus and Bourlor, a bow, and a sheaf of arrows.

There is an iron ore vein just east of the smithing hut. If you take the stairs to the west of the smithing hut and head to the right, you will find a hut containing a table with some leveled armor and weapons. This section of the camp features a log gate to the south that leads to a campfire with a bandit near it. The entrance to the second zone, Knifepoint Mine, is also found beyond this gate, with a pickaxe on the ground just outside the entrance and another by some crates and sacks to the left. Returning to the smithing hut then heading through a small gap in the palisade to the north, a third and final hut is found containing an alchemy lab, a poison, a potion, an apothecary's satchel, and a loose sample of frost mirriam.

Knifepoint Mine[edit]

The boulders blocking the path through Knifepoint Mine
The hideout of Boethiah's Champion

Entering the mine leads to a small room, with a tunnel down to the east blocked by a cave-in (unless the quest Boethiah's Calling is active). There will likely be a bandit chief near the campfire in the small room. There are two veins of iron ore here, and a dead Imperial prisoner in a cage next to the fire; this cage has an additional three iron ore veins and an expert lock, with no key to open it. There is an unlocked chest and a weapon rack along the back wall, from which hangs a pickaxe. If the quest Boethiah's Calling is active, you can descend through the otherwise blocked tunnel to find a bandit by an alchemy table. You can continue down the path to the left, which contains a flammable gas trap, or open the locked gate, giving you a good vantage point overlooking the main room.

In this main room you will find the Champion of Boethiah, if you have the related quest active, as well as a few bandits. There are over a dozen corundum veins here. To one side will be a smelter, in front of a wooden ramp leading to a makeshift house; on the other, you will see a wooden walkway leading to the aforementioned locked gate. There is a master-locked chest under the wooden ramp, hidden near the barrel with cheese on top (see Bugs). In the makeshift house, you will find another unlocked chest. To the right of the house, you will find a small tunnel which loops back around to the main chamber and contains several glowing mushrooms. There is another grindstone near the bottom of the wooden ramp.

Notes[edit]

  • If you climb the ridge west-southwest of the camp, you'll find some skeletal remains. The skeleton has a leveled bow and a knapsack (containing common loot), which are splattered with blood.

Bugs[edit]

  • This location may not be marked as cleared on your map if you enter for the first time during the Boethiah's Calling quest.
  • Upon clearing this mine and returning at a later point, you may find that the tunnel leading down to the left from the first room is still blocked by the cave-in, leaving no way to progress through the mine.
    • PC Only This bug is fixed by version 2.0.1 of the Unofficial Skyrim Patch.
    • Exiting and reentering the mine may fix this, possibly requiring multiple attempts.
  • If you have already received the quest Boethiah's Calling and have the objective to kill her current champion, you will be unable to complete the quest Kill the Bandit Leader in Knifepoint Ridge. The quest marker will point to where the bandit chief stands instead of over his head, and even if you kill everyone in the mine, the quest will not be completed. Waiting until Knifepoint Ridge has reset does not fix the problem.
    • PC Only This bug is fixed by version 2.0.1 of the Unofficial Skyrim Patch.
    • A fix is confirmed for PC. First uncheck the quest tracker (in case of another bug), then type this command in the console: setstage Favor154 20. This will finish the quest, allowing you to turn it in to the Jarl; however, you won't get the gold reward.
  • In the area under the wooden ramp leading to the barrel with goat cheese and on to the chest, there is one spot where it is possible to get "stuck". If you are unfortunate enough to find it, the only option is to reload a saved game. The trouble spot is on the zigzag before the barrel; if you stick to the outside of the tunnel, you should avoid it.