The Madness of Choosing When to Close Those Pesky Oblivion Gates
You ever just wander around in a world that’s not even real and find yourself pondering deep questions like, "When exactly should I close those gates to Oblivion?" No? Just me? Anyway, so in The Elder Scrolls 4: Oblivion Remastered, you get to decide when to take on those fiery portals of doom. It’s kind of like choosing when to eat dessert—no wrong answers, but if you wait too long, it could get complicated.
Now, there’s this place called Kvatch. The gate there? It’s a bit of a beast after level 10. Those enemies level up with you, which sounds awesome until you realize a measly Daedroth can suddenly wipe the floor with you. Fun times, right?
Apparently, if you’re around level 1 to 4, the enemies are more… mild-mannered? Sure, let’s go with that. Once you hit 10, though—boom! Flame Atronachs and Dremora Lords show up to crash the party. It’s like upgrading from playful kittens to full-grown lions overnight. Makes you rethink those early game choices, huh?
Oh, and those with a penchant for bending the rules—I’m looking at you, power-leveling glitch fans—might find themselves in a bit of a pickle. You’d think leveling up would make you stronger, but nope, not if you’ve been maxing out knitting skills instead of combat ones. In Kvatch, that mismatch spells disaster.
Let’s talk Sigil Stones—these magical little rewards you get for closing gates. If you’re not at least level 17, you might as well be trading with candy instead of gold. Transcendent, Ascendant, Latent—these aren’t just fancy words; they’re the difference between a meh enchantment and something that packs a punch.
And if you’re wondering about how many gates there actually are, it turns out the world has a finite number—60, to be kind-of-exactish. But you need to progress until Martin has artifact fever in the "Blood of the Daedra" quest to make the most of finding these gates. Yep, Oblivion has you hustling across the map like a caffeinated treasure hunter. There are 80 possible spawn spots—all the more reason to stretch those legs and explore the wilderness.
Oh, but here’s where the fun-ends magically: Finish the main quest, and all those gates shut tighter than a clam at a pearl convention. If you haven’t collected those sweet Sigil Stones by then, you’re out of luck unless you fancy going back in time via save files. Time travel without the DeLorean—how quaint!
So yeah, think about your choices next time you’re in Oblivion. Or don’t. Who am I to tell you how to live your virtual life?
That’s your chaotic guide through the complex maze of Oblivion gate-closing strategies. Open a gate or slam it shut; just remember, it’s all about those choices—and sometimes about how hard those choices can kick your character’s behind.