Oblivion talk:Keys

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Orthe's Key[edit]

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 comment by 86.31.163.142 (talk)

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. --NepheleTalk 16:44, 27 June 2007 (EDT)

Weights[edit]

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... --TheRealLurlock 11:49, 12 July 2006 (EDT)

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.--Nephele 01:07, 15 July 2006 (EDT)

Echo Cave Key[edit]

What I meant with the note "This key stays in your inventory permanently" 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.--Nephele 10:49, 12 July 2006 (EDT)

I'm not sure, but I think you may find the same is true of every key with a 4 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 5 to deal with that situation, but I'm not sure how best to distinguish them. Anyhow, the "where to get" and "opens" 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. --TheRealLurlock 11:49, 12 July 2006 (EDT)
It's definitely not true of every 4 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.--Nephele 01:05, 15 July 2006 (EDT)

Limitations of my Powers[edit]

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. --TheRealLurlock 23:57, 14 July 2006 (EDT)

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...--Nephele 00:56, 15 July 2006 (EDT)

Storeroom Key[edit]

I just got the Storeroom Key from the Mythic Dawn Storeroom Guard in the Shrine Living Quarters of the Mythic Dawn Shrine in 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 & 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 Dagon Shrine. Can someone confirm that this key in fact does what I think it does? — Kentyman 00:20, 17 January 2007 (EST)

Yes, the "Storeroom Key" 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. --Nephele 01:05, 24 January 2007 (EST)

Display Case in Leyawiin Mages' Guild[edit]

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. — Unsigned comment by 66.188.71.209 (talk)

There is no key, and even if you open it you can't pick it up, its a colossal soul gem.Western3589 14:40, 6 November 2007 (EST)
I pickpocketed every mages guild member before I found that out...:( --Piercethetruth 06:30, 21 November 2007 (EST)

Commander's chest key[edit]

What does it open? I'm removing keys from my inventory, and want to know whether it is important. — Unsigned comment by 172.188.125.193 (talk)

Umm it would probably help with a description and a location but luckily i just did this a few weeks ago. If you're talking about the commanders key in the Prison District, theres a commanders chest on the first floor where the stamp is for the thieves guild quest where you get Lex reassigned. The chest can be picked by a lock however, a very hard lock if i remember correctly. There's a decent weapon and some other misc items, no idea if its random or respawning. I have to look into which chests respawn. Anyone else Know? hope this helps. --Piercethetruth 06:24, 21 November 2007 (EST)
Respawns58.175.80.221 07:26, 28 March 2008 (EDT)
The article says that key opens nothing, perhaps it should be changed SneakyPenguin77 (also my Gamertag) 05:48, 1 October 2009 (UTC)
No. The key doesn't open anything, but the Unofficial Oblivion Patch changes this, so that may be confusing. --Timenn-<talk> 06:15, 1 October 2009 (UTC)

Too many Keys!![edit]

I have alot of these keys carrying them around but it is a pain to scroll throught them to get to my other things lower down in the inventory. After I use a key once do I really need it to open the same lock a second time or does it remain unlocked? If it does I could get rid of some of these. — Unsigned comment by 75.69.86.203 (talk)

You can drop any key that isn't a quest object because the doors remain unlocked. I usually keep all my excess keys in a draw in a house just in case I ever need one: I never have. If you're on the PC you might want to look at the Keychain mod for a different solution. –RpehTCE 00:58, 7 April 2008 (EDT)
Thanks I appreciate the help! — Unsigned comment by 75.69.86.203 (talk) at 21:26 on 9 April 2008‎

Trespassing[edit]

(combined with identical discussion at Oblivion_talk:Crime#Trespassing)

xx in item ID?[edit]

what does that mean? i'm trying to setquestobject Sir Amiel's key 0 but the 2 xx's in the item ID stand for something and I don't know what, I'm tired of carrying this thing around — Unsigned comment by 99.230.234.79 (talk) at 01:12 on 4 June 2008

It means it's a real nuisance to figure out what the xx is. LOL. See the last bullet here for more info. --Robin Hood (TalkE-mailContribs) 23:34, 3 June 2008 (EDT)
It depends on how many mods you have and in what order you have them in. If you have only a few mods then 'xx' could mean 01,02, 03 etc, or 0A, 0B, 0C etc (the only letters used are A-F). If you have a ton of mods this will be frustrating to figure out. If you can find anything else (item, npc, etc.) from that same mod then you can click on them to find out what numbers that mod is using so you will know which number to use for the xx for the key in your inventory. Bamspeedy 18:31, 16 July 2008 (EDT)

Idea on new implementation of Key notes[edit]

Currently there are 7 notes possible for each key. I don't think this makes the article best readable, so I'd propose to work on a new implementation so that readers don't have to constantly scroll backwards and forth to understand what the notes mean.

  • Work with small abbreviations instead of numbers. These abbreviations can be transcluced from templates so that we can easily include hover text.
  • Move the note the field/text it applies to, rather than having them all in a seperate Notes column. For example, if a key cannot be pickpocketed, but must be received in dialogue, the Found field will look like this: Given by Countess Narina Carvain during the Lifting the Vale quest.NP.
    This way we will have three categories for notes; notes that apply to the finding place of the key, notes that apply to the lock the key unlocks and notes about the key itself. Note 6 falls in the first category, notes 1, 2 and 3 fall in the second, notes 4 and 5 fall in the third category. Note 7 can apply to more than one category.

We will still have the notes explained on top of the page in detail, but when implementing my proposal, readers hopefully don't have to memorize the notes anymore when reading the article. --Timenn < talk > 08:57, 30 July 2008 (EDT)

Sounds good to me. --NepheleTalk 20:04, 1 August 2008 (EDT)
This is the template as I propose it. (Removed Example). If there is nothing serious that needs to be changed to it, I will be applying it to this page, and other key pages. --Timenn < talk > 13:48, 4 August 2008 (EDT)
I like it. That'll make things much easier to understand. –RpehTCE 14:21, 4 August 2008 (EDT)

Orthe's Key used in Lake Arrius caverns[edit]

I opened a locked gate with it in the shrine antechamber , weird. Zeik 22:00, 21 November 2008 (EST)

I'm afraid you're mistaken. Orthe's key doesn't open any of the doors in Arrius - the only keys that work in there are the "Shrine of Dagon Key" and the "Storeroom Key". Why do you think it was Orthe's Key that opened the door? –RpehTCE 01:53, 22 November 2008 (EST)
we should have read the first message :p Zeik 02:03, 22 November 2008 (EST)
Ah yes! Fair enough then... –RpehTCE 02:06, 22 November 2008 (EST)

Bralin's Key[edit]

Rythe and Tivela Lithandas both possess a house key labeled "Bralin's key" which seems to fit their house. Anyone know who Bralin is/was and why they have his/her/its key in their pockets? Wordmama 20:33, 30 May 2009 (EDT)

This is exactly like the situation I came a across while robbing houses in Leyawiin. Mahei and his wife Numeen both carry Deric's key but it fits their house. My guess is that it is either the previous owner or some joke between developers, or just a mistake. SneakyPenguin77 (also my Gamertag) 22:38, 1 October 2009 (UTC)

Imbel Family Crypt Key always a quest item[edit]

How should this be displayed in the article? 68.32.250.200 22:06, 9 June 2009 (EDT)

Actually, it already is. The QI after the key name in the chart indicates that it is a quest item. –Eshetalk 22:16, 9 June 2009 (EDT)

Key of hidden wealth 2 ?[edit]

Hey i've noticed that there is only one key of hidden wealth but there is another in Benirus manor, its in the room with the desk in the upper level but I dont know what it goes to, by the way its on the floor near the table with lit candles. -Darklin[[Oblivion:|Oblivion:]]

Sorry, but there really is only one location for that key in the normal game. I've double checked it. --Timenn-<talk> 15:34, 10 January 2010 (UTC)

Use of Iron Key[edit]

Just starting game. Cannot use the iron key at the beginning. Hit the X and it won't equip or use. What am I doing wrong?76.170.27.50 23:53, 18 January 2010 (UTC)

Have you tried to approach and activate the door where you have to use it? --S'drassa T2M 00:35, 19 January 2010 (UTC)
where is the door you use it? — Unsigned comment by 216.126.224.178 (talk) on 24 February 2010
In Oblivion keys do not equip, you just activate the door and the key will automatically unlock it and give you a message telling you witch key unlocked said door.--Corevette789 23:39, 25 February 2010 (UTC)
If you read the article it says: Door to Imperial Substructure. That's the door in front of the dead goblin shaman from whom you took the key. --SerCenKing Talk 08:42, 26 February 2010 (UTC)

Reverse Pickpocketing Keys onto NPCs[edit]

Does adding the proper key to an NPC's inventory allow them to access areas they normally cant enter due to a locked door? For instance, Fathis Ule being locked out of Dul gro-Shug's house. 74.77.129.70 15:47, 22 November 2010 (UTC)

Dunno. Please try it and let us know! rpeh •TCE 17:12, 22 November 2010 (UTC)
I added the key to his inventory using the Construction Set and he enters the house but will stand outside Dul gro-Shug's Private Quarters because "Dul gro-Shug's Key" doesn't open his private quarters. I added the key to my own inventory using the console and it wouldn't let me open the door. Mxk101 18:01, 22 November 2010 (UTC)

How NPC's Keys Work[edit]

When you pickpocket an NPC of their key it makes sense that once you have unlocked the door that it can never be relocked, however some shops seem to relock even though the NPC's no longer have the appropriate key. Is there a script attatched to their timetables that lock doors even without the key? --Manic 22:02, 30 November 2010 (UTC)

Locking works as part of a package, e.g. the last action someone does before they go to bed often has a "lock doors" on end in that package. ~ Dwarfmp 22:28, 30 November 2010 (UTC)
Yup. All AI packages have three sections: "At package start", "When at location" and "At package end" and all three have "Unlock doors" and "Lock doors" flags. So, for instance a shopkeeper will have the "Unlock doors" flag ticked in the "At package start" section of the AI package that makes them sell their goods. rpeh •TCE 07:01, 1 December 2010 (UTC)

Minor Suggestion concerning UOP[edit]

In several items, a key does nothing, but it's fixed in the UOP. Should it not also state, perhaps in parenthesis, what the fixed key does? --DaedalusMachina 08:02, 19 December 2010 (UTC)

It's a good idea to mention it somewhere, but this page is already a little crowded. Probably a better idea to include a note on the NPC's page, or the location page. I think we already do that in several places already. rpeh •TCE 09:54, 19 December 2010 (UTC)

"A Rusty Key" correction[edit]

The room I found A Rusty Key in the Leyawiin Mages Guild was "2nd Floor South", not "West", as the rooms are located on the North and South sides, and the main stairwell is on the West side, where no other rooms are. This is, of course, with the UOP and appropriate UOP Hotfixes applied. If there are no objections, I would like to make that correction. Predcon 21:24, 26 March 2011 (UTC)

The cell in question, LeyawiinMagesGuildLaboratory, is named 'Mages Guild 2nd Floor West' in vanilla Oblivion. I have a feeling the UOP has messed with this, and in fact I think I remember reading about it on the list of fixes. However, it should be documented on the relevant page. Not here. Legoless 22:24, 26 March 2011 (UTC)
Unless the UOP rotated the entire world 90 degrees counter-clockwise (or just the compass), then the names the rooms in the UOPatched version are correct. That aside, since it is one of the places A Rusty Key can be found, it should be noted here as well. Nothing elaborate, just "The UOP changes the room '2nd Floor West' to 'South'". Predcon 00:12, 27 March 2011 (UTC)
It doesn't matter how incorrect the original names are. For all intents and purposes on the wiki, the cell is referred to as 2nd Floor West. I checked the UOP in the CS and it does in fact change it to South. However, the keys page is not the place to document changes like this - that's the job of the place page. Legoless 00:19, 27 March 2011 (UTC)

Question about Nonexistent Keys[edit]

Some of the keys on this page are described as being found nowhere, and opening nothing, yet they're identified as quest items. Medrike's Key and Ritual Key, for example. If they're found nowhere and open nothing, how can they be quest items? What quests use these apparently nonexistent keys? If they're one of those items that are only found in the Construction Set, then they can't be quest items, can they? — Unsigned comment by 69.249.101.138 (talk) on 5 July 2011

If a key has the 'Quest Item' flag ticked in the CS, it will be listed here with QI, regardless of whether or not it appears in-game. mxk101Talk 19:48, 5 July 2011 (UTC)
Oh, okay. So, are all the keys listed as being found nowhere CS-only, or just the ones also listed as opening nothing? — Unsigned comment by 69.249.101.138 (talk) on 5 July 2011
If the key has nowhere listed as its location then it is CS-only. The Bruma Dungeon Key is CS-only because it doesn't appear in-game, even though it opens a number of doors in the Bruma dungeon. mxk101Talk 20:08, 5 July 2011 (UTC)
Okay, thank you. — Unsigned comment by 69.249.101.138 (talk) on 5 July 2011

Merchants buy but don't sell keys...?[edit]

Now that I've hit 100 Mercantile, I decided to load up all of my items that were marked stolen and go to a fence to remove the tag without losing money. These items ranged from the Draconian Madstone to the Ayelied Statues to various scrolls and gems I had picked up along the way. Included in the lot were keys. But I couldn't buy them back... neither the pages on Keys nor Merchants have anything about this... Does is have to do with me using Khafiz (Dunbarrow Cove fence)? I've got 100 Merc so that includes the journeyman perk of sell/buy anything... Where did my keys go? Stouf761 06:13, 22 July 2011 (UTC)

anything you sell that is zero value wont appear in the merchants sell list (Eddie the head 06:27, 22 July 2011 (UTC))

Bradon's Key[edit]

I find it odd that Bradon's Key becomes 0.1 weight after the associated quest, unlike all of the other keys. Are there other non-zero weight keys, aside from it and the Shard of Order? 24.156.216.144 14:04, 29 September 2011 (UTC)

Umm I looked in the CS and I will separate this into categories:
These Keys weigh .1 but are usually quest items:
Benirus Manor Key - Quest status removed after quest
Chorrol Castle Private Area - Removed at end of quest, never non quest item
Braden's Key - quest status removed at end of quest, other keys are 0 weight
Ormil's Cabin Key (on the Bandit) - Quest - Quest status removed after quest
Storage Room Key - Same Quest as above - Quest status removed after quest
Top Deck Key - Same Quest as above - Quest status removed after quest
These Keys weigh .1 and are not quest items
Ormil's Cabin Key (on Ormil) - Same Quest as above similar key
Redwater Slough Key - Vampire Cure for Hindaril
Secret Cell Key - Skingrad Dungeon, Pale Lady section
Key that weighs 1 and is not a quest item
Shard of Order
Those are all weighted keys from the CS. --DKong27 Tk Ctr Em 15:46, 29 September 2011 (UTC)

Sunken Urn Key[edit]

I have a "Sunken Urn Key" in my inventory from an adventure long ago. I'm sorry to say that I don't know where it came from or what it unlocks, but thought I'd bring it up in case someone with the PC version can look it up somehow in the game's code. --206.248.130.243 15:40, 9 October 2013 (GMT)

Its from the Shivering Isles. It unlocks an urn behind Sickly Bernice's Taphouse. Silence is GoldenBreak the Silence 15:43, 9 October 2013 (GMT)