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	<updated>2026-06-09T15:56:41Z</updated>
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		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Keys&amp;diff=200303</id>
		<title>Oblivion talk:Keys</title>
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		<updated>2007-11-06T18:18:40Z</updated>

		<summary type="html">&lt;p&gt;172.188.125.193: Commander's chest key&lt;/p&gt;
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&lt;div&gt;==Orthe's Key==&lt;br /&gt;
Hey, does anybody find it strange that Orthe's key can be used (and subsequently removed from your inventory) by trying to activate a door in the Lake Arrius Caves Shrine Antechamber that is otherwise opened by a lever just next to it? {{unsigned|86.31.163.142}}&lt;br /&gt;
:Looks like a slight scripting error by the developers.  The same style door (CGate01.NIF) is used in just three places in the game: twice in Lake Arrius Caverns and once in the Forbidden Grotto in Paradise.  The one in Forbidden Grotto is designed to be opened by Orthe's Key, and a script (CGate01Script) was set up to do those details (open the gate if you have his key, then make the key vanish).  That script is actually attached to all three of the doors, even though it's only probably only supposed to be attached to the one in Forbidden Grotto.  Which is why Orthe's Key works in Lake Arrius Caverns.  The final odd twist is that the developers seem to have realized the problem, and created a differently named door for the Forbidden Grotto, but they forgot to delete the script from the other version of the door. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:44, 27 June 2007 (EDT)&lt;br /&gt;
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==Weights==&lt;br /&gt;
Oh, one question: Does anybody care about the weight of keys?  The vast majority are weightless, but there are several which have 0.1 for their weight.  It's so small I assume nobody really needs to know, but it's easy enough to add the column if anybody cares... --[[User:TheRealLurlock|TheRealLurlock]] 11:49, 12 July 2006 (EDT)&lt;br /&gt;
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:I don't think it's worth adding in the weights.  At most, put a note at the top or bottom saying that that the weight ranges from 0 to 0.1, but I've never even noticed the weights of the keys before.--[[User:Nephele|Nephele]] 01:07, 15 July 2006 (EDT)&lt;br /&gt;
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==Echo Cave Key==&lt;br /&gt;
What I meant with the note &amp;quot;This key stays in your inventory permanently&amp;quot; on the Echo Cave Key is that even after you've completed the associated quest, you can't get rid of the key.  That key, and now that I'm checking, ''Falcar's Key'' and ''Mages Guild Key'' are some of the only keys that you can never get rid of, even after becoming Archmage and completely finishing that entire quest line.  Most of the other keys lose their quest status or get removed once the quest is done and don't keep cluttering up your inventory.--[[User:Nephele|Nephele]] 10:49, 12 July 2006 (EDT)&lt;br /&gt;
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:I'm not sure, but I think you may find the same is true of every key with a &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; in the last column.  At any rate, if we want to make the distinction between keys which retain their quest status and those which don't, maybe we can add a &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; to deal with that situation, but I'm not sure how best to distinguish them.  Anyhow, the &amp;quot;where to get&amp;quot; and &amp;quot;opens&amp;quot; columns are going to probably get a bit crowded, which is why I opted to do all the notes with little numbers, to conserve space.  If there are any other special circumstances I haven't covered, (e.g. keys which are removed from your inventory after a quest) feel free to add numbers to the list to cover them.  It's a bit harder to track that kind of thing down in the CS, so somebody who gets the info by actually playing will have a better chance of seeing that. --[[User:TheRealLurlock|TheRealLurlock]] 11:49, 12 July 2006 (EDT)&lt;br /&gt;
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::It's definitely not true of every &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; key on the list.  There's a lot of other quest-specific keys that I've picked up at one point or another and was able to stash in my loot chest or otherwise dump after the quest was done (Akaviri Fort Key, Benirus Manor Key, Chorrol Castle Private Area, Hunter's Run keys, Fort Grief keys, Fort Blueblood, etc.) On the other hand, I'm not sure if the permanent-inventory problem is specific to the key or somehow determined by odd details of how you do the quest.  Case in point: the Chorrol Castle Private Area key is still in one of my character's inventory; another character had it snatched back by the countess when the quest was done.  But in any case, it's secondary info compared to all the other stuff going into the table, so I'll just leave it out.--[[User:Nephele|Nephele]] 01:05, 15 July 2006 (EDT)&lt;br /&gt;
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==Limitations of my Powers==&lt;br /&gt;
Okay, while I can easily input the names of the people carrying the keys, I've run into a serious problem with determining which doors they open.  That being: my computer crashes a lot whenever I load any cells, particularly exteriors, in the Cosntruction Set.  Until I get a new video card that doesn't require Oldblivion to play the game (can't figure out how to make Oldblivion work properly with the editor as well), I can't reliably check that sort of thing.  Hopefully somebody else can fill in that info. --[[User:TheRealLurlock|TheRealLurlock]] 23:57, 14 July 2006 (EDT)&lt;br /&gt;
:Well, I'll keep filling in keys as I pick them up, but given the length of this list, that could take a while! Eventually I'm sure it'll get done somehow...--[[User:Nephele|Nephele]] 00:56, 15 July 2006 (EDT)&lt;br /&gt;
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== Storeroom Key ==&lt;br /&gt;
&lt;br /&gt;
I just got the Storeroom Key from the Mythic Dawn Storeroom Guard in the Shrine Living Quarters of the Mythic Dawn Shrine in [[Oblivion:Lake Arrius Caverns]] (whew). I can't test it since I already picked the door, but I assume it opens a door in the adjacent Shrine Antechamber, which leads to a little room with a few chests with good loot (I got some enchanted rings, armor, and finally a Master Mortar &amp;amp; Pestal). It can be found in the southern most area of the Shrine Antechamber. Interestingly enough, I cleared out (killed everyone in) the Shrine Living Quarters, went into the Shrine Antechamber and killed one last guy, went back to the Shrine Living Quarters, and only then did the Mythic Dawn Storeroom Guard appear. Anyway, might be worth noting under the Storeroom Key, and also in [[Oblivion:Dagon Shrine]]. Can someone confirm that this key in fact does what I think it does? — [[User:Kentyman|Kentyman]] 00:20, 17 January 2007 (EST)&lt;br /&gt;
:Yes, the &amp;quot;Storeroom Key&amp;quot; does unlock the door at the far end of the Shrine Antechamber, although the loot in the storeroom is mostly randomly generated, so there's no guarantee of getting good loot. --[[User:Nephele|Nephele]] 01:05, 24 January 2007 (EST)&lt;br /&gt;
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== Display Case in Leyawiin Mages' Guild ==&lt;br /&gt;
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In the Mages' Guild in Leyawiin, there is a display case on the first floor with soul gems in it.  The case cannot be picked, but needs a key.  Does anyone know where the key is?  I've checked the mages there and they don't seem to have it.&lt;br /&gt;
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== Commander's chest key ==&lt;br /&gt;
&lt;br /&gt;
What does it open? I'm removing keys from my inventory, and want to know whether it is important.&lt;/div&gt;</summary>
		<author><name>172.188.125.193</name></author>
		
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