Oblivion talk:Oblivion Gates

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Archive 1: Jun 2006 - Jun 2010

Closing the gates[edit]

After closing all the gates and finishing the main quest, what happens to the closed gates? Do they stay around smouldering or disappear from the map? Does Kvatch ever get rebuilt? Spikelovesmetal 10:14, 28 June 2010 (UTC)

Several mods exist to rebuild kvatch, but otherwise, gates remain smoldering. Kvatch remains in ruins. That is why many players opt to not start the Main Quest. they care about their scenery. 68.115.88.239 16:15, 12 August 2010 (UTC)

Do OB's Gates follow the 3 day rule.[edit]

This was something I posted on the Forum, cause I didn't see anything pretaining to it on the wiki. No one was sure and wanted to know also, well after trying it out, it appears that the gates do follow the 3 day reset rule. So if you still want to collect stuff that you haven't gotten yet, as long as you don't take the Sigil stone. You may leave and continue to re-enter the gate and collect weapons, jewelery, scrolls and potions. Exspecialy if you like me and try to get everything obtainable obtained. Just wait the 3 days that is required. -- Blackhawk Vegal 09:40, 31 August 2010 (UTC)

No. Once a gate is closed, it's closed forever. rpeh •TCE 10:25, 31 August 2010 (UTC)
You might have missed what i said "as long as you don't take the Sigil Stone", you can re-enter after 3 days and do it again. -- Blackhawk Vegal 08:30, 2 September 2010 (UTC)
Sorry, I didn't see that. Yes of course they follow the three day rule. Why wouldn't they? rpeh •TCE 08:32, 2 September 2010 (UTC)
The leaning tower in OW2 that holds the Hatreds weapons does not reset (no matter where you wait), but the cave leading to it does. You can wait outside the cave entrance for 73 hours and find new monsters and refilled treasure pods inside, but nothing when you get inside the tower except that the bodies of the two dremora you killed for their keys are gone. Chicken Slayer (talk) 01:08, 26 March 2015 (GMT)

Undetected gate[edit]

If I finish the main quest and did not find any gate will i able to find their remains afterward.(Vvardfell 10:45, 30 October 2010 (UTC))

Yes. rpeh •TCE 10:50, 30 October 2010 (UTC)

Kvatch gate[edit]

How come in the Kvatch gate the people dont appear outside the gate onece youve closed it like the Bruma one I wanna save Menien Goneld — Unsigned comment by Jamz slack (talkcontribs) on 00:21 (UTC)

I believe in theory, you have to be in the Sigillum Sanguis when the gate closes. That's not exactly how it works in the end, but, in any case, you can't save Menien, sorry. Oh, and sign your posts in the future please. ~ Dwarfmp 00:37, 17 December 2010 (UTC)

Closed gate opens[edit]

I dont know if this is a glitch or bug or not, but one day i was exploring the wilderness and i had come to a gate i had previously closed (about 132 in-game days) and found it was open again i looked around and didnt find anyother gate remains and i am sure i closed this one, has this happened to anyone or is it some coincidence? and yes i am a person who counts how many days its been after certain things happen Secret Chief 22:50, 7 January 2011 (UTC)

Looking through the script that causes Oblivion Gates to open shows this tidbit:
; if we're not at max gates, we might open a new one here
if MQ00.openGates < MQ00.maxOpenGates && ( getdisabled == 1 || ( MQ00.allowGatesToReopen == 1 && destroyed == 1 ) )
set rand to GetRandomPercent
if rand <= MQ00.randomGateChance
set mySpawnMarker to getParentRef
mySpawnMarker.enable
enablelinkedpathpoints
set MQ00.openGates to MQ00.openGates + 1
if destroyed == 1
setDestroyed 0
set destroyed to 0
endif
endif
endif
end
Which leads over to this:short allowGatesToReopen ; set to 1 to allow destroyed gates to reopen
So Gates can be reopened, as long as you still fir the qualifications for any Gate to become open. --DKong27 Talk Cont 23:02, 7 January 2011 (UTC)

well i play xbox i dont know how it could happenSecret Chief 15:33, 10 January 2011 (UTC)

Dual-gate realms[edit]

Some worlds of Oblivion have two gates that you can sometimes see at the same time by standing on a higher point. Does closing that Oblivion world shut both gates, or does it only count as one? 81.106.135.99 15:43, 24 February 2011 (UTC)

No, it will only count as one, and sometimes if you choose to leave it open, you can use the dual gate worlds to travel across Cyrodiil. I don't know the exact locations, and they may be random, I do know there is almost always a Dual Gate world near Leyawin. ~ Sixhooter500

Can't enter the Planes of Oblivion[edit]

I have a huge problem - I can't enter the Planes of Oblivion. After I finished Find the Heir, a lot of gates appeared, but all I can do is kill a couple of creatures in front of them and walk right through. The sky became red, but I am still in the Cyrodiil. Is there something I must do to activate the Gates or is it just a bug? 109.173.85.249 10:31, 25 February 2011 (UTC)

Yup, you have to use the Activate control. Just walking through the gate does nothing. rpeh •TCE 10:32, 25 February 2011 (UTC)

Great for fishing...[edit]

I've found that Gates that pop up on the shores of bodies of water where slaughterfish are known to congregate, said slaughterfish will die if they swim too close to the gates. At first, I'd only seen the floating corpses of the fish, and figured the Daedra that usually wander near a Gate had killed them, and then I saw one swimming towards a Gate, between Fort Teleman and Fieldhouse Cave (I saw it approaching with Life Detect), and when it reached the shore, it just died and floated to the top. All the user-made mods I use only add weapon content (and I only use two), and as far as I know, the Official plugins don't alter actor behaviour. Has anyone else, playing Vanilla, noticed this type of behaviour as well? Predcon 14:42, 16 March 2011 (UTC)

New Gate?[edit]

When exploring around the Cloud Ruler Temple, I stumbled across an Oblivion gate that I can't seem to find on any of the maps. I'm not sure of the exact co-ordinates, but I will try and find it again ASAP.

--Everguard 13:28, 22 March 2011 (UTC)

Bug caused by followers or passing through 2nd entrance in world 6?[edit]

First off, I'm on the 360, with Ko9 & SI installed. After taking Martin to Weynon priory, I slow traveled with him & Jauffre towards Cloud Ruler Temple. Along the way, we encountered the gate at location 44 (S of Bruma. I decided to enter because I thought it'd be easier with two essential followers (they both tended to get stuck in the lava a LOT). The gate led to Random Oblivion World 6, which we'd entered from the NE entrance. Before grabbing the sigil stone, I exited the SE gate to see where it took me (location 54, near Hackdirt). I quickly re-entered and proceeded to the stone, w/ Martin & Jauffre in tow. Once I took the stone, the load screen became stuck. I then led Martin & Jauffre back out the NE exit, leaving them at location 44 & went back & got the stone, which seemed to work. However, the game became VERY buggy after that. For instance, some of the doors in Cloud Ruler Temple would not open, the game would freeze any time I tried to approach the gate near Hackdirt (I wanted to see if it was destroyed along with loaction 44), the loading screen would often get stuck (though not while I was in the Imperial City), & the colored motes of light from magical effects would often fail to dissipate and my character would end up walking around in a cloud of color. Does anyone know if these bugs were caused by bringing in Martin & Jauffre, &/or multiple passes between both entrances to world 6? Everything seemed fine up until I grabbed the stone, btw.--149.160.118.185 15:11, 26 March 2011 (UTC)

Also, I was wearing permanent bounds.--149.160.118.185 00:20, 31 March 2011 (UTC)
After some research, I think this is the A-bomb glitch. Thanks for all the help.--149.160.118.185 19:12, 17 April 2011 (UTC)

Not exactly sure where to add this.[edit]

In my vanilla Oblivion game, every time I go to the first gate in the Breaking the Siege of Kvatch the sigil stone can be activated over and over to get more than 1 stone. I saw this discussion somewhere but I cant find it again, I feel that this should go somewhere. You can get 3 stones before the gate closes.--Catmaniac66 21:27, 24 April 2011 (UTC)

already noted here 89.242.106.108 21:47, 24 April 2011 (UTC)
That would be the place I saw it... Im an idiot :-(. Thanks, Im good with it just being noted there.--Catmaniac66 21:52, 24 April 2011 (UTC)

How many Gates?[edit]

This statement under Random Gates has me confused:

Ten random gates immediately appear after you complete the quest Find the Heir (i.e., once Martin is delivered to Weynon Priory). As you wander the countryside, there is a 25% chance that one of the gates listed below will appear. A maximum of 25 gates can be open at this point in the Main Quest.

So, how many possible Gates can open after you complete Find the Heir? Is it 10 or 25? Evil-i 15:38, 17 July 2011 (UTC)

Ten gates are opened for definite. You can then open an additional 15 by wandering near to one, making the maximum 25. --Legoless 15:40, 17 July 2011 (UTC)
but then the article states that later a maximum of 50 gates can be opened, and that the total number of Oblivion gates that can ever appear is 60. If 60 is the absolute total, which has been confirmed, then the article is referring to 50 random gates in the later case, but it's not referring to random gates when mentioning a max of 25? That's why it is confusing. --RumblePen (talk) 03:16, 1 May 2014 (GMT)
I agree the page needs more clarification. When "Find the Heir" is completed, the page states that 10 fixed gates open and then says there is a 25% chance for gates to open for a maximum of 25 RANDOM gates. This would suggest that 35 total gates can be opened at this stage (10 fixed and 25 random). After Dagon's Shrine, 7 more FIXED gates open, yet it says up to 50 RANDOM gates can be opened at this time. The wording is confusing and should be changed to something like "Up to 25 total gates this stage of the quest line". Katsuro (talk) 13:59, 9 January 2022 (UTC)

re opening gate glitch or something[edit]

to start off im on xbox 360 console. this is more of a question then anything.

i closed the gate near vilverin and went away quested a little bit (side quests not main quests) and went into the imperial city then saved, turned off my xbox, then didnt play till the next day. when i was going past the gate for a quest i noticed it opened back up and the dead scamps i killed there were still there plus one living scamp but i believe he was there because the gate re opened. does anyone know why this happened? regular xbox 360, no mods, no nothing except a few scroll duping glitchs for more arrows cause im trying to play the game fully through without cheating (lol). — Unsigned comment by 66.245.83.204 (talk) at 23:38 on September 3, 2011

As long as Gates can open in your game file (hasn't reached the limit for your current section of the main quest) a closed gate has a chance of opening again. --DKong27 Tk Ctr Em 05:09, 4 September 2011 (UTC)
The article disagrees:
"Since no gates reopen (unless you use the console to change the default game settings)..."
--Legoless 12:03, 4 September 2011 (UTC)
That whole paragraph seems a bit awkwardly written, but I had looked in the CS and it seems that Gates should be able to reopen as long as you can still have open Gates. I am a bit perturbed that it says "If you have closed 60 Oblivion gates you have closed them all..." before the section you quoted. I am guessing that together they mean: "Gates cannot reopen if you have already closed all 60 that are possible", but I am not sure. Maybe someone with more CS experience can check the Gate opening script? --DKong27 Tk Ctr Em 16:29, 4 September 2011 (UTC)

Any closed gates in skyrim[edit]

Hi is there any closed gates in skyrim because when u closed a gate in oblivion the spikes plants were still there and they are very unlikely to just dissapear in oblivion rumuars between npcs say windhelm was hit hard by daedra and obviously the gate is closed after martins sacrifice so can anyone connfirm a ruin of an oblivion gate.— Unsigned comment by DREMORAKYN (talkcontribs) at 22:29 on 10 March 2012

Nope. It's been 200 years - they've had plenty of time to tidy them up, and rebuild what was destroyed (before it got damaged again with the civil war). --Gaebrial 15:10, 23 March 2012 (UTC)
It would've been a nice easter egg, though.
If i'm not mistaken there is such a thing in "The Infernal City" (i.e. a village risen around the ruins of a closed Gate).
15:58, 18 June 2012 (UTC)Van15:58, 18 June 2012 (UTC) — Unsigned comment by 95.225.24.69 (talk) at 15:58 on 18 June 2012 (UTC)

what opens a gate[edit]

i was wondering for NO reason, what makes a gate open? and what are those hors that grow out of the ground that look like they have blood on the top? — Unsigned comment by 173.86.92.225 (talk) on 9 April 2012

Well the fixed gates are always at their fixed locations and never change. If you are talking about the Oblivion Gates that appear in the wilderness, well they are randomly generated at different locations, but of course in order for the random and fixed Oblivion Gates to start appearing, you must have of course, started the main questline. Hope this helps answer your question.

As to the horns that grow out of the ground - they're just part of the Oblivion landscape, nothing more to it really. Helenaannevalentine 05:00, 9 April 2012 (UTC)

Mini War[edit]

I was doing the Dark Brotherhood Quest related to Fort Sutch. Next to the fort is an Oblivion Gate. I notice the daedra attacking something so I investigate and find a group of Imperial Legion guys fighting. I help them out and slay the daedra, but as I am leaving (I had decided to close the gate after I finish the DB quest), more Xivilai and daedra appear. Then more. Then more. I end up fighting at least 7 Xivilai and a bunch of Atronachs and Daedroths at once. The Legion Officers died. Eventually, some more appear, at least 6. By then I had managed to kill most of the Daedra. Then we finished off the rest. Then, the Officers ran to the gate entrance, saying things like "I'm not going in there!" and "How are we supposed to close that thing?". Then came a dremora, and he was shouting "No one can stop the forces of Oblivion!". By then I thought "Screw this, I will die unless I take the Sigil Stone and stop the daedra coming through" and I entered. Here in the Plane of Oblivion, it is like any other. Then I stopped playing and had to go somewhere. So, my question is literally "What the @$%^?". I just had a mini war with unique dialogue I have never come across before. Why would this happen? Does it normally happen? This would be the 17th gate I have closed, and never has this happened before. Is this gate unique? 24.87.104.28 03:46, 11 May 2012 (UTC)

I have just closed the gate and a Legion Capatain just thanked me when I spoke with him, saying something like "Thanks for the help in closing that gate. I just realized you are the Hero of Kvatch. It was an honour fighting along your side." and his last soldier "Thanks for the help. I didn't want to go in, but usually the Legion has to do everyone's dirty work." 24.87.104.28 04:46, 11 May 2012 (UTC)

I believe this little encounter is a specialty of the Fort Sutch gate. I went there on my random explorations and found the battle going on as well. Something to keep in mind, since there are a lot more daedra at that location than at any other gate. 174.6.51.17 20:14, 3 February 2013 (GMT)
I have it now as well. it is amayzing. wave by wave. it is not mentioned in the Brotherhood quest page though. Jimmate 11 (talk) 14:05, 6 January 2017 (UTC)

Bravil Gate didnt open[edit]

I did the Quest Blood of the Dadrea and the Bruma Gate some time ago (ingame months) and just decided it was time to give the cities a visit to close their gates. Now guess what happened: I realized the Bravil Gate didnt opened at all. I reloaded earlyer saves but non after the last MQ-Quest had that gate which makes it impossible for me to close that gate at all. The Bravil commander I get as a reward is still alive and reloading before the last MQ-Quest seems to fix it but as I already had months passing by I dont really want to reload. Is there a console command fix for this? Or could I create a simple "Mod" which reruns the "Open Bravil Gate" Script? I just feel uncomfortable with that landscape still beeing intact. — Unsigned comment by 93.200.81.122 (talk) at 13:51 on 28 May 2012

Trying to reopen gates isn't working.[edit]

I've set all the variables to allow a gate to reopen to the correct numbers, but the gates aren't reopening. I have my MaxOpenGates variable at 90, my RandomGateChance variable at 100, and my AllowGatesToReopen at 1. I have recently completed the main quest. Does doing this change another variable that prevents the gates from reopening, and if so, what is it? Schiffy (talk) 16:38, 11 September 2012 (EDT)

  • EDIT: Nevermind, it worked. Schiffy (talk) 16:42, 11 September 2012 (EDT)
  How did you make it work? I've used the same vars and while those that reopen end up closing again, some don't even bother reopening. - komodolover

Issue with a plane not letting me take the sigil stone[edit]

I went into a plane (I've gone through over 30 planes already) and got into the tower for some reason it won't let me take the sigil stone, I stand next to it looking at it and no display action shows. I'm on the 360 if that matter, anyone had this issue? --AB— Unsigned comment by 74.137.220.135 (talk) at 02:54 on 25 August 2014

Triggering a gate?[edit]

I wonder, what exactly DOES trigger a random gate to open? Just being in the vicinity? Does that mean that if a gate does NOT open at the time, even if I know its exact location, I should just keep walking around the area until it opens? And while we're at it, can you actually witness a random gate opening in front of you? - 89.70.239.244 09:59, 27 November 2014 (GMT)

Entering the cell spawns them, so you will have to fast travel (or walk) in and out of a cell until one is triggered at a known spot. I don't know if any are close enough to the edge of a cell that you could see it form if you walked in. It would probably just fade into view. Chicken Slayer (talk) 00:37, 26 March 2015 (GMT)

Blood red windows?[edit]

I have the PC GotY edition, and my sigil towers have a single lime yellow/green stripe on them, not red windows as stated on the Wiki page. Is there a difference among game versions? Chicken Slayer (talk) 00:43, 26 March 2015 (GMT)

I usually see it in the same colour as you but sometimes the colour changes a bit to orange. I don't think I've never seen "blood red" on the top of the Sigil Keep. But I think that there was red on the top of some other towers (not the Sigil Keep). I can't tell in which Oblivion world though. Zantira

Ten Gates?[edit]

What is the point of ten gates opening all at once when you will be triggering gates into existence as you move around trying to find them? And, how do we know that ten immediately pop up? Some gates seem to be more willing to show up than others (e.g. Meridia's shrine, Goblin Jim's Cave, Leyawiin's Island, Fort Blueblood, Garlas Agea), but gates are not always there on first visit, so the locations for the ten are not dedicated, as far as I can tell. Chicken Slayer (talk) 00:35, 2 May 2015 (GMT)

As it says on the article, the ten gates that always open are the quest-related ones. Most of these are for the Allies for Bruma quest.Legoless (talk) 11:49, 2 May 2015 (GMT)
Disregard. There's no reason why the ten random gates open immediately, other than perhaps to ensure that at least that many open for players who overuse fast travel. No gate has a higher chance of opening than another, so the only reason you noticed those particular sites is probably due to you regularly passing nearby. We know that ten open up immediately based on game data. —Legoless (talk) 11:53, 2 May 2015 (GMT)

Newly discovered gate bug?[edit]

I'm playing vanilla Oblivion on 360, and the most recent previously unvisited gates to Oblivion I've discovered looked like this mess: http://prntscr.com/82vz8k

They look like they have been cleared already, even though I haven't even been in the area before, and they can't be interacted with or entered. The enemies around them still appear as normal though. I haven't gotten far in the main quest, so that shouldn't be affecting them.

Is this a commom bug? — Unsigned comment by 66.249.81.134 (talk) at 07:44 on 10 August 2015 (GMT)

I managed to fix this by reloading my save, so gates look and work like they should again. — Unsigned comment by 66.102.9.116 (talk) at 20:15 on 7 October 2015 (GMT)

Bad information on gates[edit]

The wiki page states that there are ten fixed gates and lists them. It also states that ten random gates open after Martin Septim is delivered to Cloud Ruler Temple. Those ten gates are not random, they are also fixed gates in that they always spawn at the same locations. They do open randomly to one of the seven OWs, but so does Fort Sutch (randomly to one of four OWs). This mistake in the wiki page is followed by saying that a total of twenty gates can be spawned after returning from Paradise, with a 25% probability, but since ten of those are fixed and already open, you can only open ten gates with 25% probability. If the player does not know of the ten fixed "wilderness" gates and has opened ten proximity gates he or she may then spend time and effort trying to spawn gates at known locations that will never spawn.

The information should be similar to this:

++There are ninety-nine mark-able gate locations on the map. Nineteen of these are fixed-gate locations that will automatically spawn a gate at some point in the main quest. The Great Gate is the twentieth fixed location but it does not create a marker on the map. Up to forty gates can spawn at the other locations when the player enters their proximity zone so a total of sixty gates (fifty-nine markers) can be found and closed by the player.

++The game begins with the Kvatch gate in existence.

++After closing the Kvatch gate and delivering Martin Septim to Cloud Ruler Temple, ten fixed locations will automatically spawn gates across the countryside. They will randomly open to one of seven worlds--the only way to tell that these locations auto spawned a gate is to find burnt gate remains later in the game while certain you never came into their proximity zone during the main quest. Up to fifteen gates can be triggered by proximity at this point in the game, with a 25% probability of it happening.

++After completing Dagon Shrine the probability increases to 50%, with a total of forty spawned proximity gates possible. Also at this point in the game, six fixed location gates will spawn; one outside of each of the county seats other than Bruma, and one near Fort Sutch.

++Once you give Martin a deadric artifact and complete the Blood of the Daedra quest, a sixth county seat fixed location gate will spawn next to Bruma. Closing this gate will start the Aid for Bruma Quest, which puts pointers on your compass map directing you towards the five previously spawned county seat gates and also Chancellor Ocato, who does not have a fixed gate associated with his location.

++The final fixed location gate, the Great Gate, will spawn near Bruma in front of you and the assembled NPCs after you bring Martin Septim the Great Welkynd Stone.

++After you exit Paradise, if fewer than ten proximity triggered gates have been spawned then up to ten new gates can be triggered with a 25% probability. This possibility stops when Martin sacrifices himself and ends the main quest.

The fixed countryside/wilderness gates are as follows, numbers from the UESP Gate page:

14. E of Onyx Caverns

16. N of Fort Blueblood

27. W of Talwinque

38. SE of Garlas Agea (Closer to S of Gottshaw Inn)

54. SE of Fort Carmala (E of Hackdirt)

55. N of Inn of Ill Omen

65. S of Fort Variela

69. E of Bruma --(Actually at the bridge leading to Gnoll Mountain)

88. SW of *Bleak Flats Cave (*This should be changed to SW of Fallen Rock Cave because the gate will not show on the compass from Bleak Flats Cave --It also shows as N of Meridia's Shrine)

99. W of Goblin Jim's Cave

Chicken Slayer (talk) 16:00, 26 November 2019 (GMT)

This information is not correct. I note per your testing on the forums that you tested these locations five times and they opened every time. The very act of you teleporting to these locations all but guarantees that they will open for you, since a gate can spawn when you load the cell it's in. By way of counterexample, I can confirm that the gate north of the Inn of Ill Omen is not guaranteed to spawn at any stage, since I've had games where that gate simply never opened. —Legoless (talk) 20:09, 7 March 2020 (GMT)
I found a very easy way to prove the guaranteed 17 fixed gate locations listed in the article are correct. If you finish the Main Quest up through Dagon Shrine and then do the tmm 1 console command, all the fixed gate locations mentioned in the article (aside from Bruma Gate since the quest isn't started yet) will appear on the map, but none of the random locations. Hope this helps clear things up. --MeemawHustlin (talk) 20:12, 6 May 2021 (UTC)
I personally tested this out just now and the results indicate that Chicken Slayer is correct. The 10 gates they listed above are fixed rather than random; they will always spawn when Find the Heir is completed. --Rigas (talk) 10:15, 10 November 2023 (UTC)

More Information On the First Ten Gates[edit]

Hello, I have recently started another run on Oblivion after a long hiatus, and I saw this page did not explain what are the first ten gates opened after you deliver Martin to the priory. I wondered what is the point of "opening" ten gates if we still have to face the dice roll of 25% every time we approach a candidate location? So I went into CS and take a looks. This is my takeaway:

In MQ03 "Find the Heir," the final quest stage escalates the Oblivion crisis by enabling gate spawns, upped the chance of spawning to 25%, and the number we could encounter to 25. Then it also "enable starting gates" as the result script suggests. What the script does is it enables an invisible static in the Chapel of Akatosh in Kvatch, while increasing the number stored in openGates variable in MQ00 to 10.

So I went to the interior space to see the static in question in CS, and its use info suggests it is used by 10 references scattered in the wilderness of Cyrodil. Note I am using the map marker so it could be searched on the interactive map.

1. OBGateRandVM001MapMarker: Gate 69. To the east of Frostcrag spire, before the player cross the bridge to Gnoll Mountains

2. OBGateRandHL001MapMarker: Gate 65. North of Bravil, between Veyond Cave and Fort Variela.

3. OBGateRandGC003MapMarker: Gate 38. To the south of Gottshaw Inn.

4. OBGateRandWW010MapMarker: Gate 99. Right next to Goblin Jim's Cave.

5. OBGateRandNV001MapMarker: Gate 55. Between Faregyl Inn and Inn of Ill Omen.

6. OBGateRandCH002MapMarker: Gate 27. West of Talwinque.

7. OBGateRandBW008MapMarker: Gate 14. Easy of Onyx Cavern.

8. OBGateRandBW001MapMarker: Gate 16. North of Fort Blueblood.

9. OBGateRandWW001MapMarker: Gate 93. Directly north of Meridia's Shrine.

10. OBGateRandGF002MapMarker: Gate 54. East of Hackdirt.

I then realized this information has already been suggest before in the talk page, but was challenged, and I see no follow-up. I changed my RandomGateChance to 0, and went by the information in CS, so I hope this should suffice. I will keep RandomGateChance at 0 and play around a bit more to make sure what I see is indeed what I want to see. Then I will add this information to the page proper if there are no objections.

Thank you all. — Unsigned comment by 47.185.228.170 (talk) at 02:17 on 28 September 2020 (UTC)