Oblivion Gate
From OblivioWiki
Oblivion Gates are the gateways created between Oblivion and Tamriel. They are magical portals that allow for travel between the two planes. They are made by Daedric worshippers in an effort to essentially merge the worlds, allowing the Daedra to roam Tamriel and rule it.
Closing Oblivion Gates is one of the main tasks in this game. They are found throughout the landscape and normally have several Daedra guarding them. Once you enter the gate you'll find yourself in a place where you have no friends at all, so be sure to carry enough potions and Repair Hammers with you. Don't forget to rest regularly, especially when your health is low.A Sigil Stone keeps the Gates functioning; these are found in the largest accessible tower in the plane of Oblivion that the Gate led to. Accessing some of these large towers may be very straightforward, others may require opening gates (switches can be found at the top of other, smaller towers), using a bridge from one of the smaller towers, or navigating through mazes of paths and caves. Do not be afraid to jump or walk over narrow streams of lava, as it takes a little time to kill you, and it may be necessary for some maps. Despite the relatively small size of the zones, it may take hours to finish the more complicated ones.
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[edit] Hints and Tips
If you are just looking for sigil stones, you can save a lot of time by looking for shortcuts. In Oblivion realms with gates and bridges, you can almost always use a shortcut to complete the closure in a fraction of the time. Although in realms with caves, you are usually confined to the intended route.
You may bypass some valuable loot, but you can hot-key several strong potions of healing to swim through some lava--either to get around a gate, or to bridge to another island.
In realms that have 3 towers, and that require you to activate bridges to reach the main keep, you can simply jump a level down once you are initially allowed in the main keep (generally able to access after activating only one bridge), thereby bypassing the need to go to both of the connecting towers. In the main chamber, you can jump down to a lower platform that connects to passages leading you to the stone.
It is a good idea to save some Oblivion Gate-closings until after you have achieved level 17, as you will obtain the most valuable enchanting-stones after the 17th level-up.
- If there is an item you want that is near the Sigil Stone, but are you are over-encumbered simply remove the stone, pick up the item, and pick up the stone. You will arrive in Cyrodiil with the item and over-encumbered. Drop the item and when you come back it will still be there.
- On some levels of the towers, big slicing traps will fall on your head. Just before those traps are levers to activate them so that you can pass by them while they reset.
- Some oblivion gates require that you use a portal on the floor near the top to make it the rest of the way to the sigil stone. If you just can't find the right door, and you've got a portal like that, take it!
- At higher levels, you'll find fireball shooting traps in the plane of Oblivion. Outdoors, simply turning as you move should be enough to dodge most of the fire. Indoors, while fighting monsters, things will be more difficult. It's advisable to lure monsters back out into halls to kill them to avoid the extra irritation of those traps.
- You may find landmines in Oblivion. To disarm them, walk up slowly, and stop as soon as the trap pops up. You should remain just out of range when it detonates. Or you can shoot them with bow from safe distance and then dodge the fireball.
- Bring Feather potions or spells with you so that you don't have to leave valuable drops.
- If you come across a gate that is not part of a quest requiring you to assist anyone inside, consider just running as fast as you can through the level. If you have decent armor and a healing spell/potions, you'll easily make it to the Sigil stone with plenty of health. After a while, you'll begin to recognize that there are only a few different, random planes of Oblivion you are teleported into. After learning your way around the various levels, you'll be closing gates and picking up Sigil stones in minutes.
- If possible, take an invisibility spell with you. While there are daedra everywhere, especially within the towers, there is only one instance where you need to attack one (to get a key in the Kvatch gate).
- Also note that some realms of Oblivion house TWO gates that open at different places eg. you may enter in the Colovian Highlands and emerge near Leyawiin, so explore thoroughly before entering the Sigil Keep. This is useful for mapping gates if you don't intend to close them straight away.
- Watch where you're walking, there is lava everywhere that can hurt and kill you. Make sure you save before entering an area you haven't been before such as a Blood Tower. Also make sure you keep an eye of your health bar. You can also use the Wait key/button if you're low on Health and Magicka; just make sure there are no daedra around before you do.
[edit] Gate Locations
Oblivion Gates appear pseudo-randomly throughout Cyrodiil, based on how far you have progressed along the Main Quest line. There are 100 distinct locations where a gate can appear, and as each gate is closed that location will never spawn a new gate. (Gate re-opening can be turned on via console commands, but is off by default.) However, no more than 60 separate gates will appear during a single game, including 10 gates which always open in designated spots.
When entering an Oblivion Gate, there are several exterior map templates randomly chosen from, as well as several interior maps for the towers and caves, which allows for different map configurations for each gate. The ten guaranteed gate locations lead to specifically chosen Oblivion map; five gates lead to a specific one of the random worlds, and the other five have a custom Oblivion map with random towers.
[edit] Static Gate Locations
These gates always spawn in the same location, and are triggered as soon as you complete a part of the main quest line. Included in this list are the only three gates that are required to complete the main quest. These gates are:
- Kvatch Gate: Opens outside Kvatch as soon as you are sent there to find Martin. Leads to custom Kvatch Gate world.
- Bruma Gate: Opens outside Bruma once you return a Daedric artifcact to Martin. Jauffre sends you to close this gate. Leads to custom Bruma Gate world.
- Bruma Great Gate: Opens in a field southeast of Bruma, once you arrive there with Martin. (Note that other Oblivion Gates open during this quest, but those cannot be entered.) Leads to custom Great Gate world.
Six of the remaining gates are part of the Allies for Bruma quest, one per city that may send allies. These open as soon as you steal the Mysterium Xarxes from the Dagon Shrine. For each city, you need to close the nearby gate before the Count or Countess will risk sending his/her soldiers away to Bruma:
- Cheydinhal Gate: Leads to custom Cheydinal Gate world (and A Wayward Knight quest)
- Anvil Gate: Leads to map with the Sigil Tower atop an unclimbable mountain, which requires traversing two sets of tunnels to reach.
- Bravil Gate: Leads to world with single war gate between the Oblivion Gate and Sigil tower, which is opened from one of two peripheral towers.
- Chorrol Gate: Leads to world with six "natural disaster" towers and four war gates.
- Leyawiin Gate: Leads to world with dead horse and ruined bridge just inside the gate.
- Skingrad Gate: Leads to world with two side towers and retractable bridges.
Finally, there is always an Oblivion Gate nearby Fort Sutch, which opens at the same time as the city gates; this gate leads to one of four Oblivion worlds (the ones for the Anvil, Chorrol, Leyawiin, or Skingrad gates.)
[edit] Random Gates
In addition to these ten gates, up to 50 out of the 90 remaining gate locations will spawn a gate as you progress through the main quest. These gates do not spawn all at once, but appear to spawn as you near their location. For example, you could pass an Oblivion Gate at one location, reload an earlier saved game, and the gate may no longer be at that location. Once a gate spawns and is closed, the dead gate remains present for the rest of the game, and no other gate will spawn there.
The number of gates, and the odds of a gate appearing, depend on how far along the main quest line you are. As soon as you rescue Martin from the Kvatch Gate, up to 25 random gates will open. As you near each possible location, there is a 25% chance that a new one will spawn. At the same time that the fixed city gates open, the number of possible random gates increases to 50, its highest point. In addition, there is now a 50% chance of any given gate location spawning a gate. Once you have retrieve the amulet of kings from Paradise, the number of gates reduces to 20, with a 20% chance of a new one spawning. Note that the maximum number of open gates also includes dead gates you have already closed; that is, if you have closed more than 20 gates by the time you return the amulet, no more will spawn.
Once you finish the main quest, the maximum number of open gates, and the odds of a new gate opening, both drop to zero. From this point, you would need to use the console to force any more gates to open.
Below is an incomplete list of locations where a gate can open, along with a partial map to the right. (Please feel free to add locations to this list as they are discovered.) The list is organized based on the nearest city to the gate location.
[edit] Anvil
- Far NNW of Anvil, near a Daedric Shrine
- Southeast of Anvil
- West of Anvil
- Just NW of Anvil, smashes into the Wayshrine of Mara that's south of Crowhaven
[edit] Bruma
- East from Bruma(& from Gnoll mountain)
- West from Bruma, just south to Applewatch
[edit] Cheydinhal
- Just Southwest of Cheydinhal
- Straight North of Cheydinhal
[edit] Chorrol
- East of Odiil Farm
- South of Chorrol, near Fort Carmala
- North of Battlehorn Castle
[edit] Imperial City
- Southeast of the Arcane University
- Northeast of the Imperial City
- Northeast of Aleswell just off the Red Ring Road.
- Northeast of Vilverin just before the road
[edit] Kvatch
- Kvatch Descendant Gate
- Southwest of Kvatch
- Northwest of Kvatch
[edit] Leyawiin
- Far North of Leyawiin, Northeast Nocturnal Shrine
- Directly East of Leyawiin, directly North of Bogwater
[edit] Skingrad
- East of Skingrad, following the Gold Road Northeast
- 2 Gates West of Skingrad, both in the view range from Bleak Flats Cave
[edit] Other locations
- South of Fort Alessia
- Between Fort Variela and Veyond Cave
- North of Lake Canulus and Lost Boy Cavern. West of Valus Mountains, East of Silverfish River. In the Nibenay Basin
- South of Fort Wooden Hand
- Southeast of Fort Blueblood, Northeast of Bogwater
- West of Goblin Jim's Cave
- South of Priory of the Nine
| Cities | Anvil • Bravil • Bruma • Cheydinhal • Chorrol • Imperial City • Kvatch • Leyawiin • Skingrad |
| General | Ayleid (Elven) Ruin • Camp • Cave • Fort Ruin • Mine • Landmark • Settlement • Stable • Tavern |
| Special | Daedric Shrine • Doomstone • Oblivion Gate • Rune Stone • Wayshrine |
| Regions | Blackwood • City Isle • Colovian Highlands • Gold Coast • Great Forest • Heartlands • Jerall Mountains • Nibenay Basin • Nibenay Valley • Valus Mountains • Waterfront • West Weald |
| Shivering Isles | Regions: The Fringe • Mania • Dementia Cities • Camps • Caves • Fort Ruins • Landmarks • Settlements |
