Shivering talk:The Museum of Oddities

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Remove Redundancy[edit]

  • I belive that the 'Remove Redundancy with The Museum of Oddities (place)' should go on the place's page because this article seems to be about the quest as it should be, but the place's page seems to be more about the quest than the place. — Unsigned comment by Quazzieclodo (talkcontribs)
I think that the 'remove redundancy' is just left over from when the two articles (place and quest) had just been started and the same edits were being made to both pages by different editors. It was starting to be a mess so the cleanup for redundancy tag was put on it and the line/link about the 'quest' was put on the 'place' page. After the articles were separated the tag was left simply so editors would see it and not confuse the two (as the articles were both still young). In all honesty, it can probably be removed now as both articles are solid enough and the 'place' page has the disambiguation line at the top. So I say remove it if you want, should be good. However, I have to disagree about the (place) page being more about the quest than the place. It could use expanding but there isn't a whole lot more to write about it (it's empty, has a proprietor, you can take a tour, and can be filled up doing the quest). --AlbinoMudcrab 17:22, 7 April 2007 (EDT)
I'm actually the one who added the cleanup tag back when the page was first created [1], at which point there was already a long list of items on the place page [2]. It looks like that has been sorted out now, so anyone who wants to remove that from the cleanup tag is free to do so (and since I'm avoiding actually reading any of these pages, it's hard for me to judge whether something's been cleaned up ;) ) --NepheleTalk 17:35, 7 April 2007 (EDT)

Ring of Disrobing...[edit]

Does this function in the same way as Sanguine's Stark Reality spell or the script that removes your gear during the Through a Nightmare quest? If so, there's a good chance that it suffers from the same glitch in that quest items you're wearing will end up giving you permanent bonuses, only, this being a ring would be considerably more accessible than those two quests, so you could easily do it with every qualifying item in the game, and getting all the benefits at once. I hope they've fixed this glitch, as that would be a major exploit. Can somebody test that? --TheRealLurlock Talk 18:50, 16 April 2007 (EDT)

Bug confirmed. It does RemoveAllItems to a container and immediately returns them, causes Ring of Vipereye enchantment to be permanent and ring is unequippable.
Interestingly, the item is set to take up the UpperBody, LowerBody, Hand, Foot, and RightRing slots in the Biped Object field. This should make it automatically unequip all those slots immediately (the same as if you equip a Mythic Dawn or Black Hand Robe), but it doesn't actually occur. --Deathbane27 19:53, 16 April 2007 (EDT)

Reward for Ring of Disrobing: Nothing.[edit]

I've checked the Construction Set. There is no reward. All the other rewards are given in the Result Script of the quest stage, and the one for turning in the ring (entry 30) has no Result Script. I checked the rest of the quest scripts and her dialogue as well. Nada. Nothing for the ring, nor extra for completing the entire collection that I could find. --Deathbane27 09:01, 17 April 2007 (EDT)

I am going to check again, but I earned 235 for turning this in, might be from one of the unofficial patches, I haven't managed to find the list of things they fix. If it is from the USIP or UOP it might be worth mentioning.

Kivan had already indicated this is fixed by the UOP - I just changed it to USIP as Nephele only just added that template. It definitely gives no reward in the unpatched game however. —RpehTCE 03:00, 7 January 2008 (EST)

Leveled Rewards[edit]

The rewards for the quests seem to be leveled. My current character is level 13 and only received 120 gold for the Hound's Tooth Key. Anybody got more info on this? --RpehTalk 11:46, 19 June 2007 (EDT)

Found a blind watcher's eye in Knotty Bramble.[edit]

I'm pretty sure it didn't say Blind Watcher's Eye on the plant before I harvested it either.

The locations are fairly random - I got the Mute Screaming Maw in Knotty Bramble, for example. The description on the plant will be the same as normal; you only find the oddity after you harvest from it. --RpehTalk 06:04, 9 July 2007 (EDT)
As far as I can tell, the plant items for the museum aren't actually random. For most of the museum items, there's basically a 2% chance of finding them in any container in SI (amber has a 1% chance of appearing in any amber stump or limb). But the Blind Watcher's Eye, Mute Screaming Maw, and Deformed Swamp Tentacle only come from specific plants. The Blind Watcher's Eye comes from one of two plants. Both of them are named "Watcher's Eye" just like the two standard plants, but internally each of the four plants has a different ID. There is one of these special plants in Knotbone Chamber, one in Knotty Bramble, Lost Crypt, and one in Milchar, Nexus. --NepheleTalk 11:43, 10 July 2007 (EDT)
And just to find every possible way to contradict you, Rpeh ;), I'm not seeing any Mute Screaming Maws in Knotty Bramble. I also don't see any scripts that would modify the plants, so I think the locations I'm listing really are fixed. Any chance your notes got scrambled on this one? Or should I keep investigating to figure out how a Mute Screaming Maw could show up there? --NepheleTalk 11:59, 10 July 2007 (EDT)
The Blind Watcher's Eye plants are not labeled as such, unlike the Deformed Swamp Tentacles and the Mute Screaming Maws. That might be the source of the confusion here. Shashakiro 20:07, 15 August 2009 (UTC)

easy to find oddities[edit]

i have found out that luck does effect the chance of finding the items , high the luck better the chance of finding them.:) — Unsigned comment by 88.105.132.247 (talk)

Sorry, but I seriously doubt it. I've done literally thousands of tests to examine the effect of luck on the items generated by leveled lists, and I've been unable to find any change in the chance of finding items or the quality of the items. Given the nature of random item generation, one or two examples where you found an item shortly after boosting your luck don't demonstrate anything. There will always be times when you happen to find items after boosting your luck, but it doesn't mean that the luck caused you to find the item. To show an effect between luck and finding items you would need to carefully track exactly how many times you found items out of how many attempts both with and without a luck boost... and you'd need to have on the order of 200 attempts in each case. --NepheleTalk 12:32, 20 October 2007 (EDT)

Cell Numbers[edit]

Under "Deformed Swamp Tentacle," the locations of several tentacles are listed as cells, and one is listed only as a cell. I play SI on the 360, and, since I can't access cells through the console, this is absolutely no help to me. Could we edit the descriptions so that the location of the tentacles is relative to the locations of other landmarks? --141.157.17.204 15:57, 22 February 2008 (EST)

Sorry for not signing in? --Twentyfists 15:59, 22 February 2008 (EST)

Mixing Bowl[edit]

On the page it says that it can be found in containers with alchemey apparatus inside. What kind of containers is this referring to?— Unsigned comment by 76.120.103.127 (talk)

Any Container that spawns Alchemic Supplies as loot. --Prince of Madness 01:01, 10 July 2008 (EDT)

Using several reloads, I found it in one of the coffins in the Mausoleum at Vitharn. ComaDivine 05:31, 11 May 2010 (UTC)

Amber!!!!!![edit]

Because the amber in the limbs and stumps doesn't respawn, wouldn't it be impossible to find the sheogorath shaped amber if you've already searched all the limbs? — Unsigned comment by 76.120.103.127 (talk)

Are you sure you searched All of the Amber limbs? and maybe it Might be in a container? --Prince of Madness 06:50, 10 July 2008 (EDT)
Yes. They say that there's a 1% chance that the special amber will appear in a stump or limb. But even if there were 100 limbs it's still possible that the amber will never randomly appear. Basically, I'm wondering wether there are any amber limbs that DO respawn, or if the sheogorath shaped amber can be found in a container that's not an amber limb/stump. You guys on UESP are incredible with all this stuff, so I was hoping you could help me out. — Unsigned comment by 76.120.103.127 (talk)
It seems your suspicion is correct. Absolutely none of the containers that the Sheogorath-Shaped Amber can appear in will ever respawn, so it's entirely possible that you will never be able to complete the quest. --Robin Hood (TalkE-mailContribs) 11:47, 20 July 2008 (EDT)
I have a tip for finding that Sheogorath-shaped amber. The random amber spawns seem to be determined when you first enter an area containing an amber limb or stump. Not sure if subsequent loadings change the contents, if you haven't opened the limb/stump. But it's not determined when you first load the Shivering Isles, nor does it seem to be when you open the limb/stump. So, there's an exploit: if there's an area of a dungeon you've never been in, with an amber limb inside, you can get the Sheogorath-shaped amber with a bit of persistence. It requires saving just outside the area, entering, and checking the limb, and reloading until you get it. It took me about what it should have for a 1% chance; sure felt like a hundred tries. But I was desparate, having searched just about every other amber source in the game. I found a good place to do this was Xaselm. The part with the amber (Corpse Pit) is easily overlooked during the mission there, and it's a tiny loop so it loads fast and the limb is in rather close proximity to the door. Arachnophilia 23:41, 2 December 2008 (EST)
Yes, you're absolutely right about containers being filled only once you enter an area for the first time (and yes, they stay the same once you've entered...unless they're respawning containers, of coruse), so saving outside a dungeon level you've never entered before and constantly re-trying is definitely one way of doing this. Good tip about using Xaselm to do this if you have to! --Robin Hood (TalkE-mailContribs) 00:03, 3 December 2008 (EST)
Would boosting my luck rating have any effect? I think I may have hosed myself on almost every Amber limb. One of the few I know I haven't opened is one in Vitharn. I'm glad I saved before I entered for the first time. -Lord Malus DCLXVI 18:10, 2 February 2010 (UTC)
Nope, as I recall Luck only affects how fast your skills level up and your chances of winning a bet in the Arena. There have been multiple conversations in Oblivion talk:Luck about this, and it was verified that Luck doesn't have any effect on the possible loot you can get. --S'drassa T2M 20:53, 2 February 2010 (UTC)
To clarify, will a Sheogorath-Shaped Amber appear in ANY of the amber limbs in the Shivering Isles as long as they haven't been found, opened, and looted? -Lord Malus DCLXVI 19:17, 3 February 2010 (UTC)
Correct. Once you've emptied an amber limb or stump - they stay empty. Save before you enter a section that you know contains unopened amber containers, check for Sheogorath-shaped, and if no success - reload and repeat until you find it. I was down to my VERY LAST amber limb in the Isles (in my case: the one in Vitharn Reservoir) and it took 6 attempts to get one. ComaDivine 04:29, 11 May 2010 (UTC)

I wish I would have run into this discussion before I emptied every Amber container available. Playing on the XBOX 360 so there's no way to reset anything. Looks like I'll have to kill Una to clear the quest off the books. — Unsigned comment by 68.125.93.234 (talk) at 16:47 on 8 April 2011

Good place to find the Ring of Disrobing[edit]

Where is a good location to look for the Ring of Disrobing? — Unsigned comment by Codyz (talkcontribs) on 4 August 2008

Really anywhere. All the items with a location marked as "containers" are randomized. The tips section gives a list of locations with a lot of containers but there's no hard-and-fast answer to what comprises a "good" place. –RpehTCE 03:26, 5 August 2008 (EDT)

Two-headed septim[edit]

The Orc smith from "The Missing Pauldron" (can't remember his name) sold me a two-headed septim for 16 gold. Is this a glitch? -- LordDagon 10:23, 24 August 2008 (EDT)

Not at all...or at least if it is, it's a commonly-repeated glitch. Merchants will basically sell you anything they own, as well as any unowned items in their store, including those that are in containers in their store (as a rule; the game allows for exceptions). Several cupboards in shops in both Mania and Dementia are allowed to have Oddities in them, though there's only a 2% chance that they'll have an Oddity. Since the smith owns one such cupboard (in his bedroom), he will therefore sell you the Oddity if you're lucky enough to find it there. Of course, you could always simply have gone to his cupboard and taken it. :) The Oddities that might randomly show up in cupboards in New Sheoth are: the Two-Headed Septim, the Soul Tomato, the Mixing Bowl, the Hound's Tooth Key, the Dagger of Friendship, and the Ring of Disrobing. Most of these sell for fairly small amounts, under 100 septims, with the exception of the Soul Tomato, the base value of which is 250 (modified by your Mercantile skill, etc.). --Robin Hood (TalkE-mailContribs) 12:38, 24 August 2008 (EDT)

Do random items repeat?[edit]

Are you guaranteed to find a "new" random container item each time you find one, or is it possible to get 6 Mixing Bowls before ever seeing a Dagger of Friendship? Shashakiro 20:11, 15 August 2009 (UTC)

It's totally random. You could end up with millions of Mixing Bowls... but it's not likely. –rpehTCE 20:51, 15 August 2009 (UTC)
Really? Ouch. I've explored every dungeon area in SI and only seen three of the six random container oddities (not counting the Amber). So that means I would expect, on average, to need to find 2 + 3 + 6 = 11 more container oddities...i.e. explore all of the dungeons 3-4 more times, and that's if I'm not unlucky. Kind of an unreasonable quest, really...
It's one of the more frustrating quests, certainly. I will confess to using the console to finish it on more than one occasion. –rpehTCE 06:19, 16 August 2009 (UTC)

Which containers can have Oddities?[edit]

Can ALL containers (including crates, sacks, barrels, etc) contain random oddities, or only certain kinds of containers? If so, which ones? Shashakiro 00:26, 17 August 2009 (UTC)

If you mean the random oddities (not the ones at "fixed" locations), then no. Mostly the specific loot containers (e.g. found in Dungeons) contain the oddities. --Timenn-<talk> 12:09, 17 August 2009 (UTC)
Are oddities possible in all the coffins outside of Ebrocca? If so, that's definitely by far the best place to go as far as I can tell--7 coffins outside, 4 on the way to Crematorium, 6 in the Crematorium, and one urn on the way out gives 18 containers, for a more than 30% chance of getting an oddity in one of them, and it takes maybe five minutes or so to search them all and then leave and wait three days...pretty nice given how rare the oddities are. Shashakiro 03:03, 22 August 2009 (UTC)

Tediousness and expected container count[edit]

Expected containers to find an oddity: 50 (2% chance)

Expected total oddities before all 6 are found: 6/6 + 6/5 + 6/4 + 6/3 + 6/2 + 6/1 = 14.7 oddities

Expected total containers before all 6 are found: 50 * 14.7 = 735

Without mentioning how absurdly tedious this quest is, the page is simply incomplete in my opinion. It doesn't give any indication of how much of an ordeal finding the six random ones are, and IMO it's just silly to have a "tips" section that doesn't warn players of the sheer magnitude of searching that is virtually certain to be required for completing this quest. If there's some rule against mentioning mathematically calculated expected values based on probability, I certainly am unaware of it. Shashakiro 20:19, 22 August 2009 (UTC)

The number resets after each time. It isn't a fluctuating threshold of probability. That is my issue with it. You can get all oddities within 10 containers or 6,948 containers, so the number doesn't really help. You can explain how long this quest possibly can take; but I just don't like that number. –Elliot talk 20:28, 22 August 2009 (UTC)
So...do you just not like the notion of expected value, or what? The number shows a player what to expect. The number makes a player no longer surprised when they spend hours upon hours searching and are still not done with the quest. I fail to see what is wrong with having the number, other than that you "don't like it" because it's based on probability. Shashakiro 20:35, 22 August 2009 (UTC)
Well, changing probability. It can either be too much or too little. If you are going for effect, then just say it is possible to spend hours looking for the oddities. The number is unnecessary. –Elliot talk 20:39, 22 August 2009 (UTC)
I don't care much about the number itself being there and I'll leave it out to avoid revert-wars, but I still don't agree that it's somehow a "bad" number. The claim is that, from the point when you haven't opened any containers, you can expect to need to open about 735 before finding all six oddities. That exact claim never changes. Of course, the number of remaining expected containers for a given player depends on how many oddities the player has found; the expected total number of containers a player will have had to open depends on both how many containers have been opened and how many oddities were found; this does not change the fact that it is always 735 if you start from the beginning. It sounds like you're disagreeing inherently with the concept (or, perhaps, the usefulness) of expected value...if so, I guess we have to agree to disagree? Shashakiro 20:59, 22 August 2009 (UTC)
The number gives a false sense of what to expect. I would rather be vague in the description (such as, it will take a long time or multiple hours) than be incorrect in the specificity of what we are describing. The number just complicates things. I think it is fine to add a description of the tediousness, but the number is beside the point. –Elliot talk 21:07, 22 August 2009 (UTC)
The number gives exactly the right sense of what to expect...that's the whole point of expected value! If you flip a coin until you get "heads", you can expect to finish in about two flips. The fact that it's possible for it to take a million flips doesn't mean that it's incorrect or false to expect it to take about two flips. The entire purpose of expected value is to give an accurate sense of approximately what value one can expect a random variable to take. It's exactly the same with the Oddities...just slightly more math. The way you insist that it be worded gives, IMO, far more false of a sense of what to expect. But whatever; I can see that I'm not convincing you at all, so have it your way. Shashakiro 22:42, 22 August 2009 (UTC)
Truthfully, it isn't all that important to me. I just think having a number is a little over the top (especially considering all of the variables in it, you could have easily messed up). If someone else with good reason thinks it should be added, then by all means, add it. It isn't a big deal or anything. –Elliot talk 22:48, 22 August 2009 (UTC)

Non listed items..[edit]

I have just noticed that Una Armina will accept other 'oddities' that don't apear to be on the list. Such as a Pygmy skull, and the Ring of Desiccation. --Nifta 22:28, 2 March 2010 (UTC)

Yep, it was mentioned in the Bugs section in a bug. I've tweaked a note to include that information. Thanks! --SerCenKing Talk 19:26, 5 March 2010 (UTC)

This is absurd[edit]

Probably one of the most badly designed quests in any Elder Scrolls game, and indeed in any RPG, that I've ever played. Ten solid hours real world time doing nothing but opening the same 9 coffins in the first 2 rooms of Ebrocca before I could get all six items. During the course of that I found 7 Rings of Disrobing, 6 Two-Headed Septims, 6 Soul Tomatoes, and 3 Mixing Bowls.

Is there an unofficial add-on that changes the mechanics of this quest? Something that increases the chance to spawn an oddity, or prevents one from spawning that has already been turned in? If not I'll probably be skipping this quest on any future characters I create. — Unsigned comment by 174.99.46.128 (talk) at 05:13 on 11 April 2010

Actually User:RobinHood70 has a link on his page for :Even Oddities".--Corevette789 05:18, 11 April 2010 (UTC)
That's pretty incredible, pretty much exactly what I was looking for, thanks. — Unsigned comment by 174.99.46.128 (talk) at 05:26 on 11 April 2010
Thank you. Like you, I was frustrated with how the quest was originally designed (I think it may be even worse than trying to find all those freakin' callipers and tongs!), so I created Even Oddities to make it a lot less annoying. :) Robin HoodTalk 07:37, 11 April 2010 (UTC)

Enchanting the Ring of Disrobing?[edit]

I've just been thinking... the Ring of Disrobing is not marked as a Quest Item and does not have any enchantment on it. Additionally, it covers almost all parts of body, except for head and hair. I think it is possible to enchant that ring with some effect, and in result get the ring that is no longer a part of this quest and makes your body invisible, except for head. Can someone check it out? I think it can be an interesting entry for Bugs section. - ZuTheSkunk 17:08, 14 May 2010 (UTC)

Well there's no reason why you shouldn't be able to enchant it, but that's not how enchantments work. If you enchant a pair of gauntlets with Chameleon (you can't enchant with invisibility), your whole body gets the chameleon effect, not just your hands. rpeh •TCE 08:54, 17 May 2010 (UTC)
But I mean that this particular ring covers the full body aside of head, at least as it's visible in CS. So enchanting this ring - what shouldn't be possible anyway, because it breaks the possibility of giving our enchanted version to Una - may turn our body to be half invisible, but because of covering those parts like complete set of armor, not some magical effects. At least this is my theory, and I would like to know how it looks in practice. — Unsigned comment by ZuTheSkunk (talkcontribs) on 17 May 2010
No, that's not how it works. It only counts as one enchantment no matter how many body parts it covers. Okay. I just tried it in-game with both the original and post-donation versions. One ring, one grand soul gem. You get 20% chameleon and that's it. rpeh •TCE 22:42, 17 May 2010 (UTC)

Ring of Desiccation[edit]

So I've finished the Oncoming Storm quest and bought the Ring of Desiccation from Ahjazda and tried to give it back to Una Armina. It didn't show up in the list of Oddities to pawn off, so I tried seeing if Una would mention it was gone during the tour. She acted like it was still there. What the hell?! -Lord Malus DCLXVI 23:49, 8 July 2011 (UTC)

First Time Visit --- Again[edit]

The quest had started with the Blind Watcher's Eye added to the museum's collection. The tour was taken, but on a much later return, Player was greeted with "If this is your first time to the Museum...", a quest update message, and the museum tour dialogue highlighted again.--Lmstearn (talk) 11:23, 13 July 2015 (UTC)

When responding "No Thanks" to the Museum Tour Dialog, the option is not greyed out later. Was it the intention to grey both of these options along with the Museum Tour Dialog when all items have been recovered (all shelves filled)?--Lmstearn (talk) 15:04, 13 July 2015 (UTC)