Oblivion:Goblin Jim's Cave
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# of Zones | 3 | ||
Occupants | |||
Goblin Jim White Skin Goblins |
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Important Treasure | |||
1 Blunt Skill Book | |||
Console Location Code(s) | |||
GoblinJimsCaveExterior, GoblinJimsCave, GoblinJimsCave02, GoblinJimsCave03 | |||
Region | |||
Great Forest | |||
Location | |||
North of Skingrad |
Goblin Jim's Cave is a medium-sized cave north of Skingrad containing goblins. It contains three zones: Goblin Jim's Cave, Goblin Jim's Whiteskin City, and Goblin Jim's Pantry.
Notes[edit]
- This cave contains 40 Cairn Bolete plants and 34 Wisp Stalk plants.
- The map marker can be added by talking about "Goblin hunting" with Fadus Calidius in Skingrad Fighters Guild.
- At the beginning of the game, the Totem Staff of the White Skin Tribe has been captured by the Sharp Tooth Tribe and can be found in Derelict Mine, in the second zone. A raiding party will therefore leave Goblin Jim's Cave and head to Derelict Mine to recover it, but it is unlikely that they will ever succeed. If the totem is recovered, it will be placed in the living area in Goblin Jim's Pantry.
Bugs[edit]
- The small dead rat found in Goblin Jim's Pantry may be unnaturally stretched when first encountered. Moving anything on the table will cause it to ragdoll and return to normal proportions. ?
Exterior[edit]
- The exterior is located at coordinates: Tamriel -17, 7
- This location's map marker (M on map) is named Goblin Jim's Cave (editor name GoblinJimsCaveMapMarker). The entrance door is NW of the marker, 40 feet away.
- 2 White Skin Goblin Skirmishers are near the entrance
- 1 Wilderness Creature (Forest variety) is near the entrance
- The following plants can be found near the entrance: 16 Alkanet plants, 5 Columbine plants, 21 Flax plants, 3 Fly Amanita plants, 3 Lady's Smock plants, 12 Motherwort plants, 1 Nightshade plant, 8 Peony plants, and 2 Viper's Bugloss plants
- 1 Oblivion Gate is at location O on map
- Waves of Daedra can spawn near the entrance while the Gate is open
Zone 1: Goblin Jim's Cave[edit]
If you are interested in quick exploration, you can reach the next zone very rapidly by heading straight down the tunnel from the entrance to door D. Don't bother with the room at the end of the corridor as it only contains a goblin, although it can be taken out by activating the falling logs trap at J via the tripwire at I. For a more rounded exploration, as well as the possibility of avoiding up to two enemies in the next zone, head left (southwest) just after entering.
The next room presents a three-way junction. Head southwest and you will gain access to two minor loot chests; one is guarded by a goblin while the other is protected by a swinging mace trap (H). Pressing straight ahead (northwest) you will arrive in a well-stocked alchemical room guarded by a goblin. Here you will find four minor loot chests and a variety of alchemical equipment: one Novice Calcinator, one Novice Mortar & Pestle, three Novice Alembics and five Novice Retorts (at F and G). On a shelf you will also find the Blunt skill book Night Falls on Sentinel and a copy of Darkest Darkness.
When you're done, head northeast at the three-way junction and battle past three goblins to reach door C.
Occupants:
Treasure:
- 1 Blunt Skill Book: Night Falls on Sentinel, on a bookshelf
- 1 Chest 01
- 2 Chests 02 (1 locked)
- 1 Chest 02 (locked)
- 1 Chest 04
- The following skill books will always be found: 1 copy of Night Falls on Sentinel
- The following alchemy equipment will always be found: 3 Novice Alembics, 1 Novice Calcinator, 2 Novice Mortar & Pestles, and 5 Novice Retorts
- The following books will always be found: 1 copy of Darkest Darkness
- The following plants will always be found: 11 Cairn Bolete plants
- Some of the above items are clustered at the following locations:
- At F: 1 Chest 02 (locked), 1 Novice Calcinator, 1 Novice Mortar & Pestle, and 2 Novice Retorts
- At G: 3 Novice Alembics, 1 Novice Mortar & Pestle, and 3 Novice Retorts
Traps:
- 1 Falling Log trap at location J on map
- 2 Swinging Mace traps at H
- 2 Tripwire triggers at I
Doors and Gates:
- There are three doors in/out of this zone
- 1 door (at Out) leads outside
- 2 doors (at C and D) lead to the zone Goblin Jim's Whiteskin City
Zone 2: Goblin Jim's Whiteskin City[edit]
Upon entering from door C, turn left (southwest) and then take the second tunnel on the right (northwest). They both lead to the same room but this way you avoid the swinging mace trap at I. The room contains two goblins, a minor loot chest and a bottle of cheap wine.
Press on northwest and take the first tunnel on the right (northeast) as this leads to the higher level of the next room; from here you can snipe at the lone goblin below. Provided the tribal totem staff is in the cave then three more goblins are present: two in the upper level and one on the lower level. The ones on the higher level can be dispatched by clever use of the two rotten plank traps at F and the swinging log trap at G. Also on the higher level is a rather odd ruin: half of a room from a home sits in the northern section.
The lower level holds a minor loot chest and a small cage containing a skeleton. In the corridor to the east, a single goblin guards the door (E) to the next zone. On a nearby table is an iron dagger.
When you return to this zone from zone 3, pass door C and defeat the goblin just east of that door. Continue northeast to find some minor loot guarded by another goblin, just before you reach door D to zone 1. Exiting through door D gives you a small shortcut back to the exit door in zone 1.
Occupants:
- 2 White Skin Goblin Berserkers
- 1 White Skin Goblin Skirmisher
- 1 White Skin Goblin War Chief
- 5 standard White Skin Goblins
Treasure:
- 2 Chests 02 (1 locked)
- The following weapons will always be found: 1 Iron Dagger
- The following plants will always be found: 27 Cairn Bolete plants and 34 Wisp Stalk plants
Traps:
- 1 Pressure Plate trigger at location H on map
- 3 Rotten Plank traps at F
- 1 Swinging Log trap at G
- 2 Swinging Mace traps at I
- 1 Tripwire trigger at J
Doors and Gates:
- There are three doors in/out of this zone
- 2 doors (at C and D) lead to the zone Goblin Jim's Cave
- 1 door (at E) leads to the zone Goblin Jim's Pantry
Zone 3: Goblin Jim's Pantry[edit]
Upon entering from door E you will be on the lower level of a large room in the company of three non-respawning rats, a roasted rat over a fire, and two minor loot chests. Tread carefully as you may be detected by Goblin Jim himself from the higher level. Follow the long corridor southeast and take the second left (northeast) and then the first right (southeast): this leads you to a very odd room where behind the locked wooden door G is a tiny alcove where a goblin has made his camp with a bedroll (b) and chest.
Head north and you will arrive in the upper level of the first room. Here two goblins are guarding Goblin Jim's living area which consists of a thatched-roofed open-walled house with a bed (b), a food dump (F) and a dining table. On the table is a dead rat which is roughly one quarter the size of a normal rat alongside a single gold coin. A copy of A Children's Anuad is at the foot of the bed. Jim himself is slightly further to the northwest.
Occupants:
- Goblin Jim (non-respawning)
- 4 standard White Skin Goblins
- 3 Rats (weak tutorial variety; non-respawning)
- 1 Rat (dead)
Treasure:
- 1 Chest 01
- 1 Chest 02
- 1 Chest 03
- 1 Chest 04
- The following armor will always be found: 1 Fur Helmet
- The following ingredients will always be found: 1 Bread Loaf, 1 Carrot, 1 Corn, and 1 Lettuce
- The following plants will always be found: 2 Cairn Bolete plants
- Some of the above items are clustered at location F: 1 Bread Loaf, 1 Carrot, 1 Corn, and 1 Lettuce
Doors and Gates:
- There is one door (at E) in/out of this zone, leading to the zone Goblin Jim's Whiteskin City
- 1 Wood Door at G (locked)
Other:
- 1 bed at location b on map
- 2 bedrolls at b