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Oblivion talk:100% Completion/Archive 1

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This is an archive of past Oblivion talk:100% Completion discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Further Help Needed

After much searching through the CS, I still have the following maximums yet to be finally confirmed: Stores Invested In, Places Found, Nirnroots Found.

If anyone can find confirmation from the CS regarding these I would appreciate it greatly.

Note that the raw counts of Nirnroots, map markers, etc. in the CS will include out-of-game locations/uses, which should not be included on this page, which makes the process more difficult.

Perhaps those building the Oblivo-Map might have some information? --Actreal 23:51, 16 October 2006 (EDT)

Trying to Nail Down Some More Completion Stats

Having just thoroughly finished the game, I can update the following information on this page. However, given that it's such an important page, I thought I should open this up to discussion first.

This is the game completion information I believe needs modifying, with my own notes following, as it stands on the page:

  • Quests completed: 195
  • Oblivion Gates shut: 60
  • Places Found: 369

Quests

My journal shows 195 quests completed, plus 2 quests still open. My guess is that the extra quest is either Fingers of the Mountain, Part II or Imperial Dragon Armor (which is not listed in the Official Game Guide). And yes, I counted them myself, in my Completed Quests log, to ensure the game hadn't miscounted. I even checked them off on my character sheet to make sure it all added up.

Interestingly, the quest completion code, caqs, gives 211 quests. Of these, 16 involve temporary expulsions from the guilds, 1 is unnamed and doesn't exist in the game (neither the location nor the character). Subtracting those leaves only 194. However, a number of quests remain in the Uncompleted section. These naturally include Whispers of Death and Arena, but they also include Sins of the Father (which brings the count up to 195), and a number I never saw in the game: Directions from Beggars, Cast out of the Thieves Guild and Todd's Test.

Some of these extras could be added to the "Greater than 100%" section. I would think the 16 expulsion quests could be mentioned, along with Cast out of the Thieves Guild, which bears more investigation.

I think no of maximum completed quest is 199. I have updated the page with a list of all known quests incl. some that are optional and can't be combined with others (expulsions from the guilds). About Cast out of the Thieves Guild, try to pickpock a member of Thieves Guild. --Robert Smith 09:51, 18 May 2007 (EDT)

Oblivion Gates Shut

My journal shows 60 gates shut. The Great Gate is counted.

Places Found

Oblivion Gates are definitely counted (I watched my journal tick over just before and after "discovering" one). My journal shows I've found a total of 369 locations, including the 59 Oblivion Gates (in this instance, the Great Gate does not show up). This matches J.D. Wells' annotated map. Note that Weynon Priory, the stables and cities don't count.

Additionally, there's two unmarked bandit camps, one on the road, just south of Kvatch (where Arawen occasionally gets killed), and one on the road past Dragonclaw Rock. Presumably, there may be more -- my explorations were pretty thorough, but not 100 percent.

Game Version, Mods and Savegame

I installed the official patch, along with the unofficial patch partway through my game. I've used some other, minor mods that don't seem to have any effect on these stats (I've checked for likely conflicts). I have none of the official mods.

I can make my savegame available if desired.

Reminder to self: The numbers are referenced elsewhere on the text of this page.

StarliteLemming 10:28, 17 November 2006 (EST)

Unnessicary Mention?

I noticed that among the "found places unaccounted for," both Weynon Priory and the Imperial Prison Sewers were listed as being shocking. I do not find this any more shocking then the fact that all of the IC districts and all of the city gates go unaccounted-the places are never "found." If memory serves, you can fast travel to Weynon Priory at the start of the game, making it like all other markers added to the map at the start of the game. The IC prison sewers are where you emerge from-it would take a trip to the CS, but I bet the game devs made it "found" at the start of the game as well-probably so no odd message like "I found Imperial Prison Sewers" comes up every time you exit the dungeons.

The real question is how many places have been found at the beginning of the game-either at the start of the tutorial or immediately after it. Also, some things contradict each other-one thing mentions that there are 360 places found in the final count, another mentions 420-where do these extra 60 come from, and why are they not mentioned before? -- Dylnuge(talk · edits) 21:27, 6 April 2007 (EDT)

No of Quests

100% Completion "There are 196 journal quests in the game - 194 of them can be completed in your journal." Is Darkness Eternal and Vampire Cure included in the journal 196 quests? There is no information about them on Quests page. How about A Dark Exile, Another Dark Exile, Expelled from the Fighters Guild, Suspended from the Mages guild and Cast out of the Thieves Guild? --Robert Smith 14:43, 16 May 2007 (EDT)

My guess is that all of those are included in the count, and probably also quests like "Blood of the Damned" and "No Rest for the Wicked" (the between-real-quest interludes in the Dark Brotherhood questline that basically just consist of going to get the next set of instructions). The editor who initially put together that article is pretty thorough, and probably took the information from the construction set and/or his game rather than from counting quest articles on UESP. But my answer really is just a guess, since I don't know the details of how that number was derived. You could always try adding up the quests that you know about and see whether you can find a way to reach 196. That's probably the only way to get a definitive answer. --NepheleTalk 16:01, 16 May 2007 (EDT)

With Darkness Eternal and Vampire Cure I have 196 quests in my journal (incl the two current that never will be completed and all the between-real-quest interludes in the Dark Brotherhood). Including A Dark Exile etc the number of quests will be greater then 196. My guess is 204, i haven´t done these 8 quest yet: A Dark Exile, Another Dark Exile, Expelled from the Fighters Guild x2, Suspended from the Mages guild x2 and Cast out of the Thieves Guild x2. I have them all in a xl spreadsheet, if it are for any help i can post a list off all 204 quest. --Robert Smith 17:21, 16 May 2007 (EDT)

Looking at the numbers, I would expect that the 8 quests for getting back into guilds are not among the 196 mentioned in the article. As long as you aren't running any mods. --Ratwar 01:46, 17 May 2007 (EDT)

Should I correct then number (and do the list) on the 100% Completion page? --Robert Smith 03:48, 17 May 2007 (EDT)

That's probably a good idea. --Ratwar 12:38, 17 May 2007 (EDT)
Some quibbles if we're trying to get an accurate total: there is only one Expelled from the Fighters Guild quest, and only one Cast out of the Thieves Guild quest (even if you get expelled/cast out multiple times). So that brings the total to only 202, not 204. And both of these quests are ones that can never be officially completed, so that means there are only 198 quests you can finish. --NepheleTalk 18:47, 17 May 2007 (EDT)
Expelled from the Fighters Guild quest is not a glitch, this quest can be completed, see my comments on Oblivion Talk:Expelled from the Fighters Guild# Not a gliched. As far as I can see the maximum quests that can be completed is 197 including 3 optional, see list on 100% Completion. I also tried to get the third suspension from mages guild, but with no success, not even with rank as Apprentice. --Robert Smith 09:18, 18 May 2007 (EDT)
OK, after counting through the list multiple times there are obviously 204 quests. To try to make sense of the math and the rest of this discussion, I have to conclude that you originally had 197 quests listed in your journal (not 196), and then 7 explusion quests have been added: 3 for Dark Brotherhood (not 2, Eternal Exile was not in the earlier lists), 2 for Mages Guild, 1 for Fighters Guild, and 1 for Thieves Guild.
I don't understand the rationale for listing Vampire Cure and the two Mages Guild suspensions as optional: they are quests that exist in the game and can be completed without preventing any other quests from being done. If a player is trying to create a "complete" game I think those quests should be included in the requirements.
I also don't see why "A Dark Exile" and "Another Dark Exile" are listed as quests that can not be completed if you are Listener of the Dark Brotherhood. After you complete them, you are fully reinstated in the guild and there is nothing that prevents from you going on to become Listener. They seem to be no different from the two Mages Guild suspension quests.
So I think the summary should be "There are 204 journal quests in the game, at most 202 of which can appear in your journal, and at most 199 of which can be completed" --NepheleTalk 11:53, 18 May 2007 (EDT)
I guess you mean at most 203, all except Eternal Exile. I have moved Vampire Cure to Main cities, Mages suspension to Mages Guild and "A Dark Exile" and "Another Dark Exile" to Dark Brotherhood. Do you have any clue about third suspension from mages guild? Is the list ok now? Feel free to correct my poor english :)--Robert Smith 12:43, 18 May 2007 (EDT)
Oops, right, 203. I was incorrectly subtracting off Expelled from the Fighters Guild, too... but you can have that one appear in your journal and still finish the Fighters Guild quests, you just can't complete it. Why couldn't the developers have made our lives simpler and just had all the expulsion quests work the same way? :)
As for the third Mages Guild suspension, it definitely isn't listed as a separate quest in the construction set. And I also haven't had any luck getting myself kicked out of the Mages Guild, even when I loaded up a low level (pre-Arch Mage) save.
Thanks for all your hard work and diligence putting this list together! I know I've been a bit nitpicky about the details, but I wanted to get the questions figured out now while you were working on it and had all the info available, rather than risk having questions come up months from now and be unable to answer them. --NepheleTalk 14:26, 18 May 2007 (EDT)

It looks as though i've stumbled across an additional quest that cannot be completed. This means "There are 205 journal quests in the game, at most 204 of which can appear in your journal, and at most 199 of which can be completed" It is headed under The arena (not the standard quest that doesn't disappear)and the quest description is simply "I've got everything." - no idea how i got this to appear though sorry.

That's a known bug. See the Arena page here. --RpehTalk 06:26, 13 September 2007 (EDT)

Oblivion Gates Shut

When I shut all Ob gates I was following the suggestion "If you want your accomplishment page to read the total 60, then you must leave one random gate open until after closing the Great Gate.". After closing the last random gate I was unable to travel to the surrounding area of the last random gate. In my case Narfinsel, Serpent Hollow Cave, Molag Bal's Shrine, Fort Carmala and the Ob gate. When I fast travelled, the game stopped loading after ~10-50%. If I travelled by foots/horse the games was freezing just before I saw the place (Loading area...). I became aware of the problem several level later then I was heading for Molag Bal's Shrine to do the Conjuration Training. To solve the problem I had to reload an old save and close the last random Ob gate before the great Ob gate. Summary: No problem to get 60 on the accomplishment page even if you close the Great Gate last. Maybe the note is for an old version. If someone can confirm this, it might be a good thing to remove this tip, since it could result in a glitch (I'm on Xbox). --Robert Smith 02:29, 19 May 2007 (EDT)


I have closed 56 gates. I have one random gate left. I also have the Great Gate left to do. I cannot find another random gate to close. I'm on the PS3 and this is the third character I've done and all three have the same problem. Tell me I missed something. Tell me I'm misunderstanding the directions and that the Great Gate counts as 3.

There will be another couple somewhere. I once couldn't find the last gate, got bored and finished the game. Literally 15 minutes later I was running through the Colovian Highlands and walked straight into it :| –RpehTCE 02:11, 12 February 2008 (EST)

The more interesting question is, which is the correct wording? "you must leave exactly one gate...", or "you must leave at least one gate...". The current wording allows either interpretation, which effectively makes it "wrong" regardless of which one it really is. I'm fairly sure this bug doesn't actually exist anyway ("for me"), but that's probably a UOP fix. Aliana 10:16, 8 January 2011 (UTC)

Stores Invested In

"Stores Invested In: 89" I have 93 on my accomplishment page (the page is now updated). --Robert Smith 15:27, 19 May 2007 (EDT)

Places Found

According to Places there are 316 places to be found plus 60 oblivion gates. My accomplishment only count 364 and the writer to this page has 370. I have counted them several times and also started the game from many different old savings trying to track the difference down. As mention before this four has no map marker and the count on the accomplishment page doesn't increase when visit the locations.

When you start Oblivion there are two map markers that are already discovered (the count on the accomplishment page will not increase when you visit the locations).

I have found three more locations without map marker (and no increase of count). Subtracting these three makes it impossible to reach 370 places found.

I have found three quest related locations which could decrease the count. If you haven't visit them before doing the quest they will be marked as already discovered map marker (compare with Imperial Prison Sewer above). I guess the reason for this is to make it possible to fast travel...

376 - 12 = 364

Conclusion: Without mods, maximum places to found on the accomplishment page is 367, but the number could be less (down to 364) depending on if you have found the quest related locations before doing the quest or not. --Robert Smith 13:45, 28 May 2007 (EDT)

In case you're curious, I looked through the CS for some info on the quest-related locations. There are a lot of places in the game where a map marker is added to your map using the ShowMap command. What's different about Arpenia and Cloud Ruler Temple is that the ShowMap command has an extra "1" at the end, e.g. ShowMap ArpeniaMapMarker 1 instead of just ShowMap ArpeniaMapMarker. That presumably makes the marker be added to your map as an "already visited" place. Scanning through the rest of the ShowMap commands in the game the only other case I could see with that extra "1" was Weynon Priory. But I could not find where it's done for Sedor: the only Sedor-related command is ShowMap SedorMapMarker without any "1". --NepheleTalk 16:15, 31 May 2007 (EDT)
Hmm, I have done on more test. ref. to The Stone of St. Alessia "He believes the ogres are now at Sedor, an Ayleid ruin along the road between Bruma and the Temple of the Ancestor Moths. K'Sharr will mark its approximate location on your map." But if you ask K'Sharr about Sedor he will add a already visit map marker. "It's not far from here. Here I'll mark mark it on your map. Now, just leave me." Could it be a command for another map marker for Sedor or maybe for K'Sharr? (I'm on Xbox so i'cant check it myself) --Robert Smith 18:05, 31 May 2007 (EDT)
Actually, the answer appears to be that Sedor is always marked as a marker you can fast-travel to, but by default the marker isn't visible. (Whereas most places, like Arpenia and Cloud Ruler Temple, are originally no-fast-travel and not-visible, so the extra "1" is necessary to turn on fast travel). One implication is that a handful of other places (27 besides Sedor to be exact) could have the same thing happen: if someone tells you about the place instead of you finding it on your own, it should immediately be marked as "visited" and you never get credit for it in "Places Found". Almost all of the other 27 are campsites and I haven't checked yet to see whether they are places you are ever possibly told about.
In the process, I've created a list from the construction set of every place in Tamriel with a map marker. The total comes out to 421. That includes all 99 possible Oblivion Gates, only 59 of which will open during any game. It also includes the 14 markers that show up on your map from the start of the game (including Weynon Priory and Imperial Prison Sewer). So 421-40-14=367 in agreement with your count. --NepheleTalk 20:25, 31 May 2007 (EDT)

Lost boy lich

Hey, it says 'ere that the horror of dive rock is the only unique creature that isnt connected to any journal quests- but what about the lich of erandur-vangaril of lost boy cavern?? isnt this unique too? This isnt connected to any journal quests either.--Willyhead 10:53, 3 June 2007 (EDT)

Yep, good point. Erandur-Vangaril has been added. --NepheleTalk 13:48, 3 June 2007 (EDT)
In addition to this, I think you should include the boss that you fight when you are on the quest for the Sword of the Crusader (you can list it underneath the mods heading...). If you would rather there be a 100% completion PLUS modifications page, then feel free to add this suggestion to that page as well :) Razorflame 11:11, 7 May 2009 (EDT)
Lord Vlindrel is connected to a journal quest, and so cannot be listed under that section.

Player completion compared to 100% completion.

After looking over the vast amount of accomplishments on this 100% page I thought I would make a suggestion for a companion page where people could input what they have found/accomplished so far which the form could then calculate to a percentage to see how close to 100% a player is.

Just wondering...

How is the bloated float an unmarked place? Isn't it just part of the waterfront district?--Willyhead 12:51, 4 September 2007 (EDT)

Dark Exile quests

I cannot believe it i have done everything towards my 100% completion except 2 missions that were at the very end of the dark brotherhood list. (Dark Exile & Another Dark Exile) please tell me there's a way i can now complete these as i am up to 197 completed quests(without mods) and no matter how many times i steal or attempt to kill people who i think might trigger the wrath of sithis, nothing seems to happen. — Unsigned comment by Fieldmouse79 (talkcontribs)

I've moved this question (originally asked on my talk page) here, since this is a more appropriate place for the question. In particular, if any other readers later have the same question, they'll have a much better chance of finding the discussion here than on an archive of my talk page.
Also, I'm really not the best person to answer this question. I haven't done 100% completion, I haven't finished the Dark Brotherhood quests, and I've never done the Dark Exile quests. The question has a much better chance of being answered here than on my talk page. --NepheleTalk 23:05, 12 September 2007 (EDT)
Once you've finished The Purification you ignore the rules of the five tenents therefore you cannot be exiled, so I'm afraid you cannot complete the exile quests now. the only bet I can give you is that there is probably a console code that lets you complete the quest.--Willyhead 11:14, 13 September 2007 (EDT)

Thanks for the quick response - if this is the case i will make this point clear on the relevant pages as i have spent 250+ hours hammering the game only to find my 100% completion can no longer be obtained as there is no prior warning that the dark exile missions must be completed before the purification.

Welkynd/Varla Stones

Welkynd and Varla Stones can both be duplicated using scrolls so what's the point in searching and collecting each and every one? --Sundar 18:03, 22 October 2007 (EDT)

¿Play time?

It would be awesome if someone could specify the actual play time needed to achieve 100% completion

Since different people play with different strategies and some are faster than others, it would be impossible to determine exactly how long one would have to play in order to do so. We could hazard a guess, but anything we came up with would be no better than that - unless you're willing to get a large sample of people to test this and see how long everyone takes and come up with an average, any number we stated would be pure guesswork, and this sort of thing does not belong on an encylopaedic website. We deal only in verifiable facts. --TheRealLurlock Talk 23:17, 12 July 2008 (EDT)

Jokes Told

Since most of the things on this page you can view on the statistics page in-game, I'm confused about the one called jokes told. I was just scrolling through it and i saw that i had told 67 jokes already. I was curious so i did the Dark Brotherhood quest "Next of Kin". When I met Caelia Draconis the guard woman, she told asked me what i needed. I told her i needed her.Dead. I looked at the stat page, but the jokes told was still at 67. i told Matthias Draconis that i was looking at a dead man and i told Andreas Draconis that his mother bled like a pig. None of them raised the stat, so i just ignored it and kept playing. A week later i look and it said 95. Can you guys give me one example of when that stat goes up?Amantius Allectus 21:26, 29 July 2008 (EDT)

It's caused by playing the Persuasion mini-game. You know how it has "Admire", "Boast", "Joke" and "Coerce"? That's what it means. Of course, the number is pretty meaningless, as you must do all four every time you Persuade someone, so it really just means the number of times you've done the Persuasion mini-game. A pretty pointless stat, really. Only one worse than that is "Books Read". It doesn't keep track of whether you've already read the same book. (Or whether you even read it or just opened the cover and closed it immediately.) You can actually make that stat go up just by repeatedly opening and closing the same book over and over again. --TheRealLurlock Talk 00:30, 30 July 2008 (EDT)

100% Fame and Infamy.

What would be the maximum amount of Fame you can get? I assume the level of Infamy is nearly infinite, but I might be wrong.

Infamy is unlimited. Fame almost certainly has a consistent maximum, and is listed on the game's Accomplishments page, but is missing from this one because apparently nobody's worked it out yet. Be the first.  :P
(Someone will undoubtedly argue that it's just "Completion" rather than "SUCCESSUL Completion", then someone smarter will point at "Artifacts Found", then there'll be a month's worth of bickering, then it'll finally either be added or someone will find that there's a bug in e.g. The Arena that gives you a point for every "bonus" match and it'll be scrapped, but at least there'll be a reason why).
Roughly, it'll be Quests (199) - Evil Quests (34 DB + 13 TG) + Gates (60) + a couple of +10 bonuses (MQ + Arena) - a bunch of quests that aren't "important" enough to merit Fame (Master Training, Ejya, etc). So I'd guess around 200 or so, but I only recently reinstalled and don't have any of my old chars, so that's a pretty wild guess.
The Fame page says it's exactly 200, so that was a pretty good guess. :P I've added it to the article. --Aliana 08:38, 22 April 2010 (UTC)

giant mudcrab

i saw a giant mudcrab in a cave once, though i don't remember what cave it was. shouldn't this be included under unique enemies? — Unsigned comment by Wayne Disney (talkcontribs) on 28 April 2009

No, it's not a unique enemy. The mudcrab in Greenmead Cave is simply a standard Mud Crab with a larger-than-usual scale factor. Other than its size, everything (including its name, health, attack damage, loot, etc) is identical to a standard Mud Crab. In terms of the game mechanics, the scale factor is treated the same way as the creature's original position: it's simply a parameter that needs to be set for every instance of every creature in the game. We don't consider creatures unique just because they appear in a different location than other instances of the creature, so I don't think it makes any sense to consider creatures unique just because their scale factor is not set to 1. --NepheleTalk 23:30, 28 April 2009 (EDT)

# of locations

does the number of locations you must find in order to achieve 100% include Shivering Isles locations? (367)

Two questions about places to find and a possible error.

I am trying to find every place that puts a marker on my map and I came across one that simply doesn't exist (yet). I just started this game and the marker for Serpent's Trail doesn't show up because I have not started the appropriate quest yet and I was wondering if there were any other places That don't exist until you accept the quest involving it? I would really love for there to be seven more because that's how many I need for 100% completion, I've given myself a headache looking at every map I can find and then trying to check it against the in game map of the places I've found.

My second question is does anyone know if there is a map anywhere that lists the accurate locations of ONLY the map markers? It's hard enough to try and find places without having to ignore doomstones and wayshrines and everything else that is on full maps.

Finally, the 100% Completion page states that you start with 14 markers on your map and that visiting them does not count toward the total for places found. My game started with 40 markers on my map not 14 and I was wondering if this is an error or if I am just misunderstanding what it is saying? Unfoundhopes 20:43, 3 May 2009 (EDT)

Suggestions to add to 100% completion guide

Hi there. I have several suggestions that I think should be added to the page, as I feel that they count towards 100% completion (in my mind):

  • Retrieve ALL of the Welkynd Stones that are preset when the game begins (600 some when I last checked the Welkynd stone article). (and not use any of them, maybe?)
  • Retrieve ALL of the Varla Stones (56 according to the Varla Stone article. (and not use any of them, maybe?)
  • Retrieve at least one full set of every major armor in the game. (Iron, Steel, Dwarven, Orcish, Ebony, and Daedric for Heavy Armor, and all of the Light Armors as well)
  • Completely upgrade EVERY house in the game.
  • Completely max out everyone's disposition (although this might not be feasible).
  • Get and cast every spell in the game at least once.
  • Max out the money you have (if it is possible, and if the money does indeed have a cap)
  • Complete all of the Official Plug-ins (could be listed on a separate 100% completion including mods page or something like that).
  • Become a vampire and cure oneself either using the Font of Renewal at the Vile Lair, or through the completion of the "Vampire Cure" quest.

What do you think? Cheers, Razorflame 10:56, 7 May 2009 (EDT)

I added becoming a vampire to the list, as I really think that it should be included in the list of things one must do in order to TRULY complete the game 100%. Razorflame 11:14, 7 May 2009 (EDT)
I think these are pretty good ideas, but since you can't get all of the Official Plug-ins on the PS3, I don't think that you should count for all of those except for SI and KoTN , as well as vampirism for the GoTY version.

100% completion [locations]

I wonder, do I have to penetrate all of the locations to tell I beat the game at 100% completion? Because I found 190 locations and visited 190 of them, and I'm getting really sick of killing the same monsters and getting more money to spend them on nothing (I've got 200.000 Septims and I bought all of houses, horses etc.). And I just like to beat games at 100%. — Unsigned comment by 212.127.95.225 (talk) at 21:08 on 1 July 2009 (UTC)

I would say no because you only really have to discover the locations. Looting the caves doesn't show up in the stats menu. —Elliot(T-C) 21:08, 1 July 2009 (UTC)
It depends what you're trying to max out; one could argue that you must fill in every inch of your map of every dungeon and outdoor area in order to have "completed the game 100%", or you could just settle for maxing out all the numbers on the stats page that have maximums; or you could just settle for 1000/1000 gamerscore on the X360, which just means finishing all the faction questlines along with the main quest. Since, as the article points out, the game doesn't have any official measure of % completion, it's up to you what you consider to be "100%". Shashakiro 06:28, 3 August 2009 (UTC)

Why the Welkynd/Varla stones?

Why are Welkynd/Varla stones included alongside Nirnroots as part of "greater completion"? The game doesn't have a counter for them like it does for Nirnroots, so it seems pretty random to decide that one must somehow keep a record of how many one has obtained in order to achieve "greater completion". IMO, Nirnroots ought to be part of the main 100% completion requirements (fixed maximum, on same page as all other stats), and Welkynd/Varla stones shouldn't be here at all. Shashakiro 06:29, 3 August 2009 (UTC)

One answer would be "Why not?" It's true there's no counter, but on the other hand the locations of the stones are easy to find as they are all in Ayleid Ruins. Nirnroot can be a real pain to find after the first 200 or so. In any case, this isn't an "official" list - it's an accumulation of ideas from various editors. If you don't want to do a part of it - just ignore it. –rpehTCE 06:52, 3 August 2009 (UTC)
And if you want to be a true afficiando, you can collect all of them without using a single one, which would be much more difficult to do otherwise. A hint: Make sure you have a house to dump them into. The house that I use to dump most of the items that I get is Battlehorn Castle, as it has a great amount of space to use for said items. Razorflame 02:17, 11 August 2009 (UTC)

Edit Question

Was there a reason for this edit? I only ask because I don't want people thrown off by incorrect data. (http://www.uesp.net/w/index.php?title=Oblivion:100%25_Completion&curid=12845&diff=496781&oldid=496778) Davehoekst 15:42, 9 December 2009 (UTC)

It has been at 367 for the longest of time, he changed it to 366 and then changed it back. So my assumption is that it is correct. –Elliot talk 20:31, 10 December 2009 (UTC)
That's what I figured. Just making absolutely sure. -Davehoekst 17:03, 12 December 2009 (UTC)

UOP Stores Invested In

UOP fixes the bugs with S'Drassa, Engorm (-2) and Calindil, Edgar Vautrine, Ernest Manis, Ungarion (+4), bringing the "base game" number of stores to 96 (leaving M'raaj-Dar as the only un-investable merchant). - Ali

Accomplishments

Can we get a redirect to this when someone searches for Accomplishments? --Zander490 12:50, 2 June 2010 (UTC)

Done. Not sure it's really necessary, but it doesn't hurt anything. rpeh •TCE 21:43, 2 June 2010 (UTC)

Really? Varla and Welkynd Stones?

Really? V/W Stones aren't even mentioned in the statistics page, and as mentioned, the total number possible varies. We might as well include collecting every non-respawning item in the game to the list too. The stones are VASTLY numerous, and can easily be used, further confusing the count for anyone attempting to collect all of them. Furthermore, they arern't that special or useful, with their purpose being a disposable one-use dungeon recharge or mid-battle magicka restore. Unless someone has any good reason why they deserve to be on the list, I'm removing them from the article. --70.184.239.162 03:46, 16 June 2010 (UTC)

They are extremely usefull. im restoring it. MikeTalk 05:14, 16 June 2010 (UTC)

Extra Store to Invest In

Anyone like to confirm that Niels in Battlehorn Castle Blacksmith House can also be invested in? That increases stores to invest in to 99 with plug-ins. - Woobie 23:21, 15 July 2010 (UTC)

Confirmed, with another. Niels and Sergius Turrianus can be invested in, bringing the count up to an even 100.--Doctormccorm 13:07, 7 March 2011 (UTC)
Oh yeah, Sergius Turrianus is the smith you get from Knights of the Nine.--Doctormccorm 13:09, 7 March 2011 (UTC)

Plug-in Specific Places

The 6 plug-in specific additional places, does that including the door to Shivering Isles? (i.e. Battlehorn Castle, Fort Bulwark, Garlas Malatar, Priory of the Nine, Sundercliff Watch and A Strange Door?) - Woobie 23:29, 15 July 2010 (UTC)

I think A Strange Door may be included in that count, as I can't think of any other plug-ins that add anything to your count. That should be changed to 372, with a note that Shivering Isles adds an additional 57 or something.--Doctormccorm 13:59, 7 March 2011 (UTC)

199 instead of 200?

Am I misreading something or does the fame page says there is a maximum of 199 fame points you can obtain, and not 200, like is being mentioned in the 100% Completion page. Or can anyone explain to me where to get the last point? — Unsigned comment by Eels (talkcontribs) at 14:38 on 2 September 2010

I think the discrepancy comes from the Oblivion Gates section where it says "no less than 59". I'm honestly not sure where the Fame points from each gate are included, since the line is a little blurry in some cases. For example, in The Wayward Knight, you get Fame +2 if Farwil lives, but from a technical standpoint, you get nothing at all for the act of closing the gate (at least not that I can see, I haven't tried it in game). Figuring out the exact maximum you can get would mean going over each of the non-random gates and determining how many Fame points were counted as part of the quest and how many were counted as coming from the gate closing. Robin Hoodtalk 17:37, 2 September 2010 (UTC)
Thats a good point, and I think this should be found out properly first before adding "fame" to the list of 100% completions--Eels 19:56, 2 September 2010 (UTC)

Needed: Links pointing to this page

The "trail" at the top of the page simply points back to the main Oblivion page, but this guide has no other links bringing the reader to this page. I could only find it by searching the site, since I knew the page existed before the links to it were deleted when other pages were removed from the wiki. I added a link to this page on the In-Depth Guides page, since it makes sense to put it there. I'm sure it could also be listed on the Hints page but I am not certain of this. Any thoughts on putting a link to this page on the Hints page? Also, how does one go about marking a page so that the "trail" at the top corectly identifies the 'type' of content the page represents? In this case, would it not make sense to mark this page as a 'hint' page? --Duke Stevrick 17:38, 8 November 2010 (UTC)

OK, I changed the "trail" to show this page as a type 'Hint', but decided not to put a link on the Hints page. In part because the title of the article would put it at the top of the hints page, and also because not all of the in-depth guide pages are on the Hints page, even though they are all tagged as hint pages. --Duke Stevrick 17:58, 8 November 2010 (UTC)

Horses Owned and Horses Armored

The page currently reads that the max number of Horses owned in the game including the Horse Armor plug-in is 8 and the maximum number of horses you can armor is 9. I do not dispute the first of these claims, but the second should be 10 as Shadowmere does not count as a horse owned, but you can armor him as well (just like Prior Maborel's Paint Horse). I made the change, so it should be good unless someone disputes this.

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