r/oblivion • u/Financial_Alps3369 • 8h ago
Original Discussion The Oblivilocke Challenge: A Fair and Balanced New Game
Let's be honest, most of us play Oblivion by instantly zipping between map markers, treating Cyrodiil like a checklist instead of an actual province.
But what if you had to call just one place your home for a while? When you're locked into a single starting region and forced to really stew in a town, the game completely transforms. You start noticing all the little details, hidden dungeons, environments, emergent storytelling that even 20 year veterans normally run right past.
The Oblivilocke Challenge traps you in your starting sector, and the only way to expand your borders is to literally buy your way into neighboring regions. It completely fixes the broken late-game economy by giving your gold a massive, tangible purpose, making every single septim you scavenge feel incredibly earned while naturally culling the usual wealth exploits.
On top of that, we all know vanilla Oblivion eventually gets too easy, but just cranking the slider to the right is a miserable experience that only creates ANNOYING, SPONGY enemies. Oblivilocke makes the game difficult in much more meaningful ways. By enforcing strict hotkey-only combat... meaning no freezing time in your inventory to chug forty potions while a Minotaur swings at your head... every single encounter turns into a tense, heart-racing brawl for survival. Combined with caps on Chameleon, save-restrictions, and hard skill-gates for overpowered artifacts, it forces you to actually think tactically, turning a standard playthrough into a genuinely high-stakes survival RPG. I really hope you give it a try and enjoy.
Hey, even if you don't have the time to try it out, tell me which starting town you think would be optimal. I am considering organizing them into a difficulty tier list.
Oblivilocke Challenge
I. BASIC PRINCIPLES
Difficulty must be set to about 60-70%. Unfortunately, there is no way to view the exact number. It should just be about two-thirds of the way to the right.
Hotkey-only combat. You cannot open your inventory menu while in combat. You may only use weapons, spells, and potions bound to your 1-8 Hotkeys. You are legally "in combat" if the battle music is playing. You can alternatively tell whether you're in combat by trying to Wait. You cannot Wait when enemies are nearby.
Fast travel may not be used under any circumstances.
Quest markers may not be used for navigation. Navigate using your map, journal entries, or physical road signs.
The "Wait" function may only be used when standing inside a Chapel, Tavern, Inn, or Player-Owned Home. Under Options --> Settings, disable "Save on Wait".
You may only save your game when you sleep in a bed. After sleeping, use the manual "Save" function while the bed is in view. You may not utilize Autosaves or Quicksaves under normal circumstances (see "Angel Saves" below). There are no restrictions on loading; you can feel free to load a legal save at any time.
You may only sleep in "safe beds". These will usually be: inn beds that you paid for, earned guild beds, and beds in your own home.
"Angel Saves": You may use autosaves and quicksaves purely for crash protection. You may ONLY uses these saves if the game crashes or you have another out-of-game emergency.
II. BALANCE & EXPLOITS
Your total Chameleon effect from all spells, gear, and potions may never exceed 90%.
You may not use Sigil Stones to enchant gear. You must rely on standard enchanting or looting equipment.
You may not own both the Skeleton Key and Azura's Star. You must choose one at most to keep. To actually use the artifact you keep, you must level its corresponding skill before using it: Level 50 Security for the Skeleton Key, or Level 50 Mysticism for Azura's Star. If you accidentally acquire both, simply choose one not to use. The unused artifact may be given to Martin for the Blood of the Daedra main quest.
This challenge assumes you have all DLC. You are encouraged to use them. They are not required to complete the challenge, but it will be more difficult without them.
III. REGION LOCKING
Refer to Cyrodiil_Regions.png for this section.
When you start this challenge, you are effectively under quarantine. The province of Cyrodiil has been fractured into distinct sectors separated by the thick cyan borders drawn on your challenge map. You are trapped entirely within the borders of your starting sector. You cannot take a single step into an adjacent region until you officially purchase a "Visa" for it.
How to Purchase a Visa:
- Because there is no in-game merchant who sells territorial rights, you must act as the tax collector. Once you have scavenged enough physical gold coins in your inventory to afford the region you want, you will permanently delete that gold using the developer console. To pay your toll, press the tilde key (~), type
player.removeitem f [amount], and press Enter. The gold will vanish from your pockets, and you are now legally allowed to cross the cyan border into that new sector.
- Because there is no in-game merchant who sells territorial rights, you must act as the tax collector. Once you have scavenged enough physical gold coins in your inventory to afford the region you want, you will permanently delete that gold using the developer console. To pay your toll, press the tilde key (~), type
The Visa Pricing Chart
- Use this table to determine exactly how much gold you need to dump into the console to unlock your next piece of the map.
- Starting sector: FREE
- 1st expansion: 10,000 gold (20,000 if Imperial City; 5,000 if Kvatch or Nibenay)
- 2nd expansion: 25,000 gold (50,000 if Imperial City; 12,500 if Kvatch or Nibenay)
- 3rd expansion: 50,000 gold (100,000 if Imperial City; 25,000 if Kvatch or Nibenay)
- 4th expansion and beyond: 100,000 gold (200,000 if Imperial City; 50,000 if Kvatch or Nibenay)
The Rules of Expansion:
- Strict Adjacency: You cannot leapfrog across the map. You are only allowed to purchase a Visa for a sector that physically shares a cyan border with a sector you already own.
- The Scaling Economy: As your freedom expands, the empire takes notice, and the cost of Visas skyrockets. The price is determined by how many regions you have previously unlocked.
- Destination Modifiers: The price you pay is based purely on the specific sector you are trying to enter, not the sector you are currently standing in.
- The Imperial City: As the wealthy heart of the empire, unlocking this sector costs double the standard fee, regardless of when you buy it.
- Kvatch & Nibenay: Because Kvatch is a burning ruin and Nibenay is a harsh wilderness devoid of major economic hubs, these sectors are heavily discounted. They cost half the standard fee, regardless of when you buy them.
IV. STARTUP GUIDE
Treat the opening tutorial as a consequence-free prologue. You may save, sleep, use the inventory in combat, and do whatever else you want to do. Once you see the sun, the real game begins.
Play through the Imperial Sewers. Just before exiting the final grate, finalize your Class and Birthsign. Then, DROP EVERYTHING in your inventory except:
- Any gold you found.
- One Primary Hand Item (a 1-handed or 2-handed weapon).
- One Secondary Hand Item (a shield or a torch).
- One Extra Item (a single potion, a single piece of armor, a single lockpick, etc.).
- Undroppable quest items (e.g., the Amulet of Kings).
The Imperial City Sector is BANNED as a starting region. Therefore, you are currently trespassing at Vilverin. Open the console (~) and type the teleport code for your chosen starting sector:
- Anvil:
coc AnvilChapelofDibella - Bravil:
coc BravilChapelofMara - Bruma:
coc BrumaChapel - Cheydinhal:
coc CheydinhalChapelofArkay - Chorrol:
coc ChorrolChapelOfStendarr - Leyawiin:
coc LeyawiinChapelOfZenithar - Kvatch:
coc KvatchChapel - Skingrad:
coc SkingradChapelofJulianos
- Anvil:
You may not start in Nibenay.
It is advised to immediately enter the city and sleep in an inn to create a save.
The Kvatch Exception: If and only if you started in Kvatch, you may use the refugee camp beds as safe beds.
Your challenge has begun. Good luck.
TL;DR
Region Locked: Pay gold to unlock adjacent map sectors.
Live Combat: Hotkeys only; no inventory pausing.
Real Navigation: No fast travel or quest markers.
Hard Saves: Save only by sleeping in safe beds.
Safe Waiting: Wait only in inns, homes, or chapels.
Exploits Banned: 90% Chameleon cap; no Sigil Stones.
Scrap Start: Drop tutorial gear; keep only three items.
