Speedrun of The Elder Scrolls IV: Oblivion (SPEEDRUN EXPLAINED - No Out-of-Bounds)

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Quick PSA; a ton of info was cut from the script to get the commentary to fit into the length of the run. If you’d like to read the script along with the video, there’s a link to the full script in the description with all cut lines highlighted in red. Hey guys, my name’s tomatoanus, also known as Dongus Minimus, and this is a No Out-of-Bounds speedrun of The Elder Scrolls IV: Oblivion. This run is actually performed by sandyX, the current No OoB world record holder for Oblivion. He also worked with me on writing the commentary for this run, making sure that everything is correct and as accurate as possible. This run isn’t Any%, and the game can actually be beaten even faster by performing out-of-bounds clips, hence the name of this category. The world record for Any% is held by GarishGoblin, which is linked in the description below. Also in the description are links to a commentary-free version of this run, as well as sandy’s No OoB world record. This run is performed on version 1.0, which is a downpatched version of the game. This run is also performed with the framerate limited to 60 frames per second. This is due to the physics of the game behaving unreliably at higher framerates, and to make sure that everyone has equal footing when performing runs. We’re going to play as a female High Elf this run, because that’s the tallest race with a height of 1.1 units. Character speed is tied to their height, so by playing as a High Elf, we’ll move faster with no extra effort. To start the run, sandy loads a pre-made save that is made as we gain control after character creation, and before the pop-up for the tutorial quest appears. Once sandy dismisses the pop-up, the run officially begins. Right away, sandy holds S to walk backwards and hit a trigger to make Valen Dreth start talking to us from across the hallway, as well as equipping both ‘Heal Minor Wounds’ and ‘Flare’ to some hotkeys. After we get Dreth talking, we have about 65 seconds to kill before he finishes. In the meantime, sandy will move some bones to clear his path for later on, as well as try to intimidate Dreth into talking faster by throwing a ribcage at his cell door, as well as a respawning tan jug. The reason why the jug respawns is because it goes out-of-bounds, and the game places it back in-bounds. Good thing the ‘No Out-of-Bounds’ rule for the category only applies to us. To top it all off, sandy will also demonstrate to us how he’s into BDSM, by playing with some of the dangling chains on the wall. sandy also has it setup so that when he scrolls his mousewheel, it can register as a left click, which will be used throughout the run to spam through dialogues, as well as spam certain actions. sandy’s pre-made High Elf also just so happens to look like they’re from an Eiffel 65 music video. We then wait for an audio cue from Captain Renault; if we pickpocket Glenroy between when Renault says the words “supposed” and “off”, it will open the door immediately rather than have to wait a little longer. By then hitting Glenroy with a punch or fireball when Renault finishes her next line, Uriel Septim, AKA Patrick Stewart, AKA King Goobot V from Jimmy Neutron: Boy Genius will run up to us immediately to speak. After we use the scroll-wheel clicker to get through the dialogue, a hidden passage opens, and we punch Glenroy three times, followed by heaving a fireball to aggro the Blades as we’re running away. This causes the Blades to run and chase after us, rather than slowly mosey through the passageways. We then hold block and press ‘E’ on Renault to yield to the Blades, followed by immediately turning and fighting a group of assassins from the Mythic Dawn who just spawned. sandy makes quick work of them by lobbing some fireballs, and immediately goes to speak with Baurus. After we speak with Baurus, we punch Glenroy three times, followed by punching Goobot five times to put them just on the edge of being aggroed, so we only have to punch them once or twice later on. We then head over to a nearby wall, as sandy wishes that he were just a little thinner and could squeeze through a small hole. After a rat shows us his Kool-Aid Man cosplay by breaking down the wall, we run through the next room and take all of the items from the goblin shaman’s inventory and enter the Imperial Substructure. Throughout the game, sandy is going to try and preemptively kill some enemies before they have a chance to possibly get in his way, like with a rat at this corner. Not all of these enemies hinder his movement every run, but it’s a safety precaution against losing time, so pour one out for all the enemies that are killed despite the fact they might not have actually gotten in sandy’s way. Something that’s interesting to note, is that right now sandy is playing in a 16:9 aspect ratio, which might not seem out-of-the-ordinary. However, if you look at his world record run, he normally speedruns this game in a 4:3 aspect ratio. This is because when he plays in 4:3, the screen is smaller so his mouse has less overall distance to travel when he’s menuing. As of the day this video released, sandy holds a one second lead over Mirocu in second place, so top-level play is incredibly competitive, and every second matters. When sandy enters the Natural Caverns, he’s going to unnecessarily kill two goblins with fireballs, but that shouldn’t come as a surprise after we learned earlier he was into sadism with the chains. However, the third goblin that he kills actually matters since it has a bow and arrow. If sandy didn’t kill this goblin, it could shoot him which might add an arrow to his inventory, which is actually a bad thing because it would throw off his muscle memory later on when performing arrow duping. The bow and arrow goblin can also spawn with a mace in its hands, in which case we don’t have to kill it. When we enter the Imperial Subterrane, we’ll be reunited with Goobot and his posse. We’ll then punch Glenroy twice to aggro him and lure him next to a door where we yield to him, making him open the door faster. In the meantime, we take out a sneaky-boy up on a ledge, and then turn to kill the assassin behind the door Glenroy just opened. We then punch Glenroy as he reaches the next door to manipulate the locations of some upcoming NPCs. By punching him as he reaches the door, it causes for the three enemies in the next room to come to the door you’re at, while the three enemies in the room after that will stay in their respective room, rather than come into the next room. We then speak with Goobot and pick the Steed as our birthsign for the 20 bonus Speed, after which we launch a fireball to aggro Goobot and begin our retreat. Running away from Charles Xavier, we loot 10 iron arrows and four lockpicks from a chest that we run over. As Goobot hauls ass, we take out the assassins in the next room who are all frozen in place due to the NPC manipulation from earlier. As the party approaches, we yield to Glenroy as he reaches a specific spot in the room, which causes Baurus to talk to us immediately. We then enter the Sanctum, and do our best to push Glenroy as far as we can, despite him smearing butter all over his armor earlier today. We’re then going to perform a long series of item duplications. The first one we perform is an arrow dupe, which is the reason why we play on version 1.0. If you pull out your fists (or any weapon) and pull up the menu with ‘F2’ followed by clicking on our arrow stack twice, then drop an item, it will drop however many arrows we have of the item we dropped. We perform this trick to dupe both our potions and the Chameleon scroll that we picked up off of the goblin shaman. We then picked up the potions that were dropped, and nine of the ten scrolls. We then did an item dupe again, but this time by clicking on Chameleon and dropping Flash Bolt. This is called a scroll dupe, but we’ll explain this later because there isn’t enough time to right now. Just a warning though, the explanation won’t be for another 17 minutes. After doing some work to get the party into Goobot’s death room, we bind our Flash Bolt scrolls and dupe an exorbitant amount of lockpicks, making the floor look like a girl just spent the night in this room. sandy then hit the boys, followed by killing Glenroy, which can aggro Baurus and make him run to us faster after Goobot meets his fate. This is quickly followed by Goobot handing over the Amulet of Kings, before being killed while making a face that looks like he smelled an awful fart but doesn’t want to say anything. sandy then makes quick work of the assassin and yields to Baurus so he’ll speak to us. After skipping through the dialogue, we get to pick our class, where we go with Scout, due to the fact that it focuses on Speed, Athletics, and Acrobatics. Once we’re done talking to Baurus, we head towards the sewers, using Baurus’s key to open the door. We have now officially completed the tutorial, and we’re tasked by Goobot to find a man named Jauffre, and to give him the Amulet of Kings, for Jauffre will know how to find Goobot’s last surviving son. On our way through the sewers, sandy slips past some enemies before reaching the exit, where we immediately pull up our map with ‘F4’, and fast travel to Bravil to get some Skooma. To get to the vendor, we can actually fast travel to the Chestnut Handy Stables which is faster in real-time, but because PC speedruns are timed with in-game time, we fast travel to Bravil proper since it’s faster in-game time. In Bravil, we start walking and then pull up the wait menu and wait for 24 hours. We’re actually just setting up the slider to be at 24 for anytime we wait in the run, as we’re only going to wait until 2AM, at which point we stop waiting and walk into an alleyway to speak with Nordinor. When shopping with Nordinor, we sell all of the potions that we duped earlier to buy one Skooma. If you’re unfamiliar with Skooma, it fortifies both Speed and Strength by 60 points for 20 seconds, while lowering Agility by 60 points for 20 seconds, and damaging our Intelligence by 2. After buying the Skooma, we pull up our map and fast travel to Weynon Priory. As soon as we load in, we press ‘F2’ to pull up our inventory and drop the Skooma, followed by picking it back up. We’re about to dupe the Skooma a ton, and for some reason the game won’t let us dupe it without dropping it once first. We then perform some scroll dupes on the Skooma to get around 400 Skooma to last us the rest of the run. At this point, sandy binds the Skooma, drinks four of them, and makes a save in-front of the door to the Weynon House. This save is for loadwarping, which is a glitch that will be coming up relatively soon, but we’ll go over what it is when we get there. In the house we run upstairs to talk to Jauffre and give him the amulet. We then make our break for the exit, trying to avoid getting talked to by Brother Piner on the way, which sandy does successfully, while also being careful to not land on top of the doorway. Outside, we then fast travel to Kvatch, and as soon we we load in we pop four Skooma, bring up our inventory, and drink four more. This puts us under the stacked effects of eight Skooma, giving us 500 additional speed and a carry weight of 2,550. The normal limit for popping Skooma with a hotkey before the game yells at you to stop drinking is five stacks. However, if you only take four Skooma via hotkey, and then open your inventory and drink four more, then it will circumvent the original limit of five stacks, and give you the effects of eight Skooma stacks. This is used all throughout the run, especially when running long distances. While I was busy explaining Skooma stacks, sandy entered the first Oblivion Gate of the game and performed a trick called ‘Gate Jump’ to jump around the two big gates on the bridge, followed by entering the ‘Tower Portal to the Blood Feast’ and then run up the tower all the way to an exit back to the Plane of Oblivion exterior. This is where we perform the first Skooma jump of the run. By precisely running at the raised ledge of the bridge and jumping at the same time, we’ll jump high enough and with enough speed to be able to reach the door on the second bridge going into the primary tower. Back inside, we make our way up to the locked door that leads to ‘Sigillum Sanguis’ where we use the scroll-wheel clicker to spam auto-attempt on the lockpick. On the other side of the door, we make another save in preparation for loadwarping later, and then perform a Skooma jump off of some spikes to fly up to the Sigil Stone, which we promptly yoink. With the stone in our pocket, we drop down to the bottom floor of the room, which skips part of the cutscene of the area being destroyed, and automatically teleports us outside the Oblivion Gate. Outside the gate, we officially get the quest ‘Breaking the Siege of Kvatch’, which we were supposed to get by talking with Savlian Matius before entering the gate. Instead, by closing the gate, the quest is automatically given to us. When we speak to Savlian after closing the gate, we advance the quest to where we agree to assist in clearing out the Daedra who are in the plaza outside of the Chapel of Akatosh. After killing the Daedra, we speak with Savlian again and head inside the chapel to meet and greet Sean Bean. After we inform him that his father was indeed Goobot rather than some random farmer, he agrees to go to Weynon Priory with us to hear what Jauffre has to say. However, instead of going to Weynon Priory right now with Sean Bean, we instead fast travel to Grateful Pass Stables outside of Skingrad. From there, we drink an eight-stack of Skooma and proceed to run west-southwest towards Miscarcand. Aside from singing ‘The Sound of Music’ when running through these hills, sandy is cognizant of where he is landing on each jump. Because he’s moving so fast, he achieves a bit of hangtime when he goes over the top of each hill. If he were to just land on the ground each time, he would take a fair amount of fall damage, which actually happens on one of the launches. Luckily, if and when he takes damage of any kind throughout the run, he can use ‘Heal Minor Wounds’ to top off on health while still running. The reason we go to Miscarcand is to retrieve the Great Welkynd Stone, which is required to open the portal to Mankar Camoran’s Paradise near the end of the game. Inside of Miscarcand as well as several other interior areas in the game, when we run down stairs, we have to pay attention to what’s on the ceiling. Here, if we bump into the hanging lamps when running down stairs, we will get ramped towards the ground due to their angled sides. Because of how fast we’re travelling, if we hit the ground with the vertical velocity from our redirected launch, we’ll likely die from the fall damage. The rest of Miscarcand is pretty straight forward navigating through passageways to the Great Welkynd Stone, so I’ll take this opportunity to explain loadwarping in advance. When we grab the stone, we’re going to make a quicksave and then load the save we made in Weynon Priory. In our Weynon Priory save, sandy presses ‘E’ and ‘Esc’ to both open the door and pull up the menu at the same time, as indicated by hearing the door opening as well as the menu popping up. In the menu, we then load the quicksave that we just made after picking up the stone. This will then make us load in on the other side of the door that we just opened, but the character that loads in will be the one from the quicksave that we made, allowing for us to quickly exit Miscarcand without ever having to backtrack or do any needless running. Inside the Weynon House, we run up the stairs and look into a chest, only to discover that the Amulet of Kings has been stolen. We then exit the house and head over to Weynon Priory proper and begin our defense of the small monastery. sandy makes quick work of the Mythic Dawn Leader and two other agents before speaking with Jauffre and his big sword that is most definitely not compensating for anything. Outside, we make quick work of two other agents, being sure to eradicate the one on the right first because she’s a marathon runner and is difficult to catch if we don’t get her immediately. We then fast travel to the Cloud Ruler Temple, being sure to be under-the-influence of Skooma before we pull up the map, otherwise we’ll be over-encumbered and unable to fast travel. At the temple, we open the gate and immediately fast travel to the Imperial City Waterfront, which will allow for us to run some errands while the cutscene at the temple plays out. sandy immediately pops an eight-stack and begins heading southwest towards what he refers to on the compass as the Team Fortress 2 logo. This TF2 logo is Vindasel, which happens to be the location of an NPC named Umbra. Outside of the entrance, we make a save for loadwarping later on. Our goal in Vindasel is to convince the NPC Umbra to hand over her sword, also named Umbra. Inside, we again try to avoid hitting our head on ceilings and lamps as much as possible so that we don’t take a lot of fall damage. Once we make it to the inner-chamber of Vindasel, we’ll encounter Umbra, with whom we have a brief conversation about her sword. After we get Umbra to hand over Umbra, we make a quicksave and loadwarp back to the save we made at the entrance to the area. Once we successfully loadwarp, sandy turns around and exits Vindasel, and begins running west-northwest to Clavicus Vile’s Shrine. There we’ll speak with Ma’Raska the Khajiit, and pick some specific dialogue options which give us the quest ‘Clavicus Vile’. We then go to the statue and quicksave quickload to get the ‘Quest Updated’ pop-up about retrieving the Umbra Sword to appear sooner, as well as de-aggro any straggling enemies. After this, we interact with the statue to hand over Umbra and receive the Masque of Clavicus Vile. When interacting with the statue, we interact specifically with Clavicus’s dog, Barbas, as interacting with that part of the statue doesn’t have any dialogue tied to it that we would have to sit through. The reason why we did this to get the masque was so that we can use it in the quest ‘Blood of the Daedra’, where we require a Daedric Artifact to open a portal to Mankar Camoran’s Paradise. After this brief excursion, we fast travel back to the Cloud Ruler Temple. At the temple, we speak with Sean Bean, followed by Jauffre, with whom we agree to join the Blades and finish the quest ‘Weynon Priory’. After joining the exclusive group, we make a quicksave, run inside, and make a loadwarp save at the door to the East Wing, followed by quickloading to be back outside where we fast travel to the Imperial City Elven Gardens District. Here we run to Luther Broad’s Boarding House, wherein we hide in a corner where no one can see us and attack Astav Wirich with a fireball. We then leave our cover after the quest pop-up to retrieve the Mythic Dawn Commentaries 1 from Astav’s body. We quickly speak with Baurus about tracking down the three remaining Mythic Dawn Commentaries. The idea here is that by retrieving all four editions of the Mythic Dawn Commentaries is that we’ll then be able to determine where the Mythic Dawn sanctuary is. Upon leaving the boarding house, we fast travelled to the Arcane University, where sandy waits until around 7-8AM to speak with Tar-Meena, who helps us out by giving us the Mythic Dawn Commentaries 2. After retrieving the light reading, sandy goes to exit the building, and makes a hardsave at the door to loadwarp to later on. Outside, we fast travel to the Market District where we run to the First Edition bookstore. There we speak with Phintias, the proprietor of the bookstore, and learn that Mythic Dawn Commentaries 3 was just purchased by a Bosmer named Gwinas. By exiting the bookstore, waiting for one hour, re-entering, and exiting again, this Gwinas fellow will be walking in the street in front of us. sandy talks to him and tells Gwinas that the Mythic Dawn were the ones who murdered Goobot. Stricken with fear and an absolute shell of his former self, Gwinas hands over the book, leaving just the fourth for us to locate. We then fast travel to the Elven Gardens and proceed to run to the courtyard, where we enter the sewers. In the sewers, sandy drops down and turns a wheel to open a gate, and then immediately decides this area is too dark and damp for him and exits back to the Elven Gardens where he runs over to Fathis Ules’s house. We have to lockpick to enter the house, so after making sure no one can see us, sandy uses the scroll-wheel clicker to auto attempt the lock over and over until it unlocks. Once inside, sandy then performs an actual lockpick on the basement door and heads down to access a shortcut to the end of the sewer area. This detour through Fathis’s house skips having to follow Baurus through the sewers, and when we arrive here at the end we just wait two hours and Baurus will spawn by us. When Baurus appears, we talk with him and tell him that we’ll be the one to meet the Sponsor from the Mythic Dawn to get the Mythic Dawn Commentaries 4. sandy then sits down listens for the footsteps of the Sponsor, which upon hearing, he stands up and waits for the gate to be opened. The moment the gate is opened, sandy blasts the Sponsor, Raven Camoran, the son of Mankar Camoran, and loots the fourth book off of his body. We then make a quicksave and loadwarp to the Arcane University save we made, followed by fast travelling to the Imperial Palace. Equipped with the knowledge from the four books, we run over to the Tomb of Prince Camarril, which glows red between 11:48AM and 12:30PM to reveal the location of the Mythic Dawn’s shrine. By interacting with the runes on the tomb, we get the quest ‘Dagon Shrine’ and fast travel to Black Waterside Stables outside of Cheydinhal. Upon arrival, we immediately drink an eight-stack and frolic through the hills to the north-northwest. Our destination now is the Lake Arrius Caverns, which is the location of the Mythic Dawn’s secret shrine to Mehrunes Dagon. Our goal there is to steal the Mysterium Xarxes, which is a book written by Mehrunes Dagon himself, which will be used as a gateway to Mankar Camoran’s Paradise. We want to put a stop to his shenanigans. When we arrive at the Lake Arrius Caverns, we get into a scuffle with the bouncer outside of the club, and use his key to enter the Shrine Antechamber. We’re only in the antechamber for a moment, as the door to the Dagon Shrine itself is just down the hallway. At the shrine, sandy runs forward a little bit, stops for half a second to reset his momentum, and runs off the ledge to land right on top of the ritual shrine to grab the Mysterium Xarxes, after which he runs up some nearby stairs to the Shrine Living Quarters. The Dagon Shrine quest will then update, meaning Mankar Camoran will now spawn in Paradise when we travel there later. We then quicksave and loadwarp to the Cloud Ruler Temple. At the temple, we speak with Sean Bean who is moseying about, and hand over the Mysterium Xarxes. We then exit to outside and look to talk to Jauffre, who can spawn in a couple spots. Unfortunately in this run, we got a bit unlucky and Jauffre spawned back inside the temple so we had to re-enter to talk with him. Talking with Jauffre, we learn that there are spies working against the Blades We then head outside and fast travel to the Bruma East Gate, where we wait until 7AM. Side note: you may have noticed by now that whenever sandy is attacking, he holds block the whole time. This is because there is actually less of a delay between attacks if you’re holding block. This is utilized all throughout the run, especially when throwing fireballs. When we’re done waiting, we’re going to make a save outside of the Great Chapel of Talos for loadwarping later on, and then run across town to Jearl’s house where we lockpick our way inside. The reason why we waited until 7AM was that the NPCs routines at 7AM allow for us to lockpick in broad daylight without worrying about getting caught, and also to make sure both residents will be inside the house. Once inside, we’re going to take out both Jearl and Saveri Faram with fireballs and a mean left hook. We’ll then take a key from Saveri’s body and enter the basement. There, sandy will find a scroll of Jearl’s orders to cleanse Bruma, which retroactively justifies his double-homicide. sandy will then flee the scene of the crime via loadwarp to the Cloud Ruler Temple, where he’ll wait until around 2PM to speak with Jauffre in the main room. Jauffre will congratulate us on the equivalent of guessing the correct culprit on turn one of a game of Clue, and we then hand over the Masque of Clavicus Vile to Sean Bean to be used as a piece in the creation of the portal to Paradise. Jauffre will then speak with us again to inform us that an Oblivion Gate has opened outside of Bruma and we’re to lead the charge in closing the gate. We’ll then head outside and fast travel to Wildeye Stables and run over to the Oblivion Gate where we’ll speak with our boy Burd. We’ll then enter the gate, and immediately upon loading in, make a quicksave and loadwarp to the door at the top of the tower in the first Oblivion Gate that we closed. The Oblivion Gates recycle the interior cells of the last rooms in the towers, so by loadwarping to that room with the save we made next to the door earlier, and entering the final room, it counts as entering the final room in the current Oblivion Gate that we’re in. The caveat to this is that the door we’re loadwarping on is technically locked in the Oblivion Gate we’re currently in, so once we successfully loadwarp, we will still have to lockpick the door. Once we complete the lockpick, and turn around to enter the final room, the gate will automatically close since we entered the final area, and we’ll be brought back to outside of Bruma. Outside, Burd will speak with us and tell us about how he learned from our technique, and will be able to handle any additional gates that open near Bruma. We then loadwarp back to the interior of the Cloud Ruler Temple, where we’ll speak with Sean Bean. At the temple, the Jay Leno looking Martin informs us that the next ingredient we need to open the portal to Paradise is the ‘Blood of the Divines’. Creeped out, we speak with Jauffre who informs us that we can probably get some blood of Tiber Septim off of his armor that we can find in Sancre Tor. Tiber’s blood will work for the portal because he later on became the god Talos, the God of Governance. With this information in hand, we fast travel to the Chorrol North Gate, exit to the Great Forest, and run north-northeast. I know that it was almost 18 minutes ago, but we quickly have time to explain the scroll duping process. When we performed the first dupe by clicking on one scroll stack and dropping the other, it caused us to drop nine Flash Bolt scrolls, but we only picked up eight of them. The reason why we only picked up eight, was because we wanted to make sure we didn’t have the same number of each scroll. This is because in order to perform a scroll dupe, you need to have fewer items of whatever stack you’re dropping, otherwise the glitch won’t work. We continued to perform scroll dupes, alternating the scroll stack that we were dropping and duping, until we ended up with 256 Flash Bolt scrolls. Getting back to what’s on screen, when we approach Sancre Tor, we run past the skellington outside and enter with the key that Jauffre gave us. Sancre Tor has very low ceilings compared to other dungeons that we’ve been to, so low in fact that we don’t have to worry about the fall damage from them redirecting us into the ground, so we’re able to just run straight at the slanted ceilings when running down most stairs. We eventually come to a gate that we open with a nearby lever, and then go up some stairs to find a skellington of an undead Blade. sandy makes quick work of our deceased brother, and runs to the door to the Entry Hall, making a save for loadwarping before he enters. Our stay in the Entry Hall is going to be short-lived, as we quickly run to the entrance to the Prison. In the Prison, we pull a lever to be able to continue down the passageways, and sandy burns a ghost to quench his boredom as the gate opens. Running up some nearby stairs, sandy happens upon the skellington of Warden Kastav, whom he makes quick work of. sandy loots the key off of Kastav’s bones, and uses it to open a nearby door so we can progress deeper into Sancre Tor. As we descend deeper into the dungeon, we run past more ghosts than Eddie Murphy dealt with in ‘The Haunted Mansion’, and finally come across another undead Blade skellington. After deleting this calcium deposit, sandy waits for a quest pop-up and aligns himself looking a certain direction while waiting. After the pop-up appears, sandy loadwarps back to the Entry Hall, and thanks to his positioning, he’s facing the direction that allows for him to just hold ‘W’ when he loads in to move further into the area. If we aren’t aligned correctly, when we hold ‘W’ we might accidentally run into a wall and clip through, which would technically make the run invalid as a ‘No Out-of-Bounds’ run. In the Entry Hall, we ran to the right this time to go to the Hall of Judgement. Right now our goal is to kill all four of the cursed Blades who are roaming as skellingtons, and so far we’ve taken out two. The reason we have to take out all four is that a spell was put on the passage where the Armor of Tiber Septim lies, and in order to lift the spell we have to free all of the Blades from their undead slumber. The third Blade unfortunately spawns in a cell in the Hall of Judgement, and he didn’t want to come out to play. This forced sandy to have to move around the area to an awkward angle and snipe the Blade from super far away before we were able to move on to the fourth and final Blade. Luckily, the last Blade was in the Catacombs lurking near the entrance, and we easily sniped him from the door. We then ran to the Tomb of the Reman Emperors, where we quicksave quickload upon entering to deaggro any straggling enemies who may have been following us. We then wait about four to five hours for all of the Blades to appear. Once the final Blade takes a knee, we begin running through the cursed passageway and pick up the Armor of Tiber Septim, after which we loadwarp back to Cloud Ruler Temple. Here, we’re going to speak with Sean Bean who has gone full bookworm on us and is making progress on how to open the portal to Paradise. We hand over the armor, as well as the Great Welkynd Stone from Miscarcand, and then exit the temple and fast travel to Castle Bruma. The Great Gate is about to open outside of Bruma, so we have to make sure that Countess Narina Carvain is safe. We’re going to briefly speak with her and tell her to follow us, after which we’ll quicksave and loadwarp to the Great Chapel of Talos with the save we made just before committing the double-homicide. Inside the chapel, we’ll wait one hour for Narina to catch up, after which we’ll talk with her again and say “let the battle begin.” Unfortunately, the chapel is only serving as a safehouse for the Countess rather than the birthplace of our marriage, and we have to leave her here to fast travel to Wildeye Stables. When we load in, we wait five hours to give the troops time to mobilize, and then drink an eight stack and run northeast to the Oblivion Gate. When we arrive at the battlefield, we’re going to be very careful about how we descend the hill, because it’s very easy to take fall damage while going down there. We then have to stand around and wait as Sean Bean does his William Wallace impression. In the meantime, we get to admire our boy Burd a bit, and also tower over Mr. Bean as he looks stupid in that tacky helmet. We then stand ready to fight the demonic menace, as a character who belongs more in a James Cameron movie, rather than in Oblivion. When the time has finally come, the Daedra begin their invasion by sending their initial charge of a whopping three enemies, who we take out quickly with some fireballs and some quick jabs. sandy is sure to make quick work of the foes before they cast their absorb spell, which would give them a chance to absorb our fireballs if we’re unlucky. The Daedra then send their combat specialists in their second wave; another terrifying three enemies to take on the two dozen who have assembled to defend the realm of Tamriel. After another couple fireballs and jabs, the second wave falls beneath our feet. Once the second wave is complete, sandy, being the masterful tactician he is, is able to correctly predict where the next Oblivion Gate will appear, as if he has seen this moment happen hundreds on hundreds of times before in his dreams. sandy again quickly takes out these enemies, but it was a trap! Three more additional enemies spawned at the first gate as well to flank our defense. sandy pushes Sean Bean to safety and looks for an angry face, because that’s how we know when more enemies will spawn. The additional enemies spawn at the second gate, but sandy is ready for them, quickly taking them out before predicting the flank. sandy and the defenses are so efficient, that one of the units in the flank attempted to retreat, but no living creature can escape the wrath of humanity. Again, more enemies invade our realm, but we’re quick to beat them back. During this battle, sandy has to pay close attention to where Sean Bean is at all times, because if he accidentally were to hit him with a fireball, then Sean Bean would die in yet another form of media and we’d have to restart the fight all over again. Soon, the third Oblivion Gate spawns and chaos ensues as enemies spawn from all gates relentlessly. We’re no stranger to combat however, and are able to bat back their forces. Soon, the Great Gate itself spawns, and we enter immediately to the Plane of Oblivion. As with the previous gate we entered, we can finish this gate immediately by loadwarping to the final door of the tower, and then turning around to enter the final room. The Daedra have no one to blame but themselves for this embarrassing manner of defeat, as they clearly went with the lowest bidder when constructing the Plane of Oblivion, and didn’t put much thought into the construction of their towers. Once we enter the final room, the Great Gate is destroyed and we’re brought immediately back out to the battlefield, where there are several Dremora who we have to take out quickly. When all the Dremora have been finished, including the one who will do a weird floating jump, the music will change and we can speak with Sean Bean, who surprisingly survived a major combat experience. After the brief chat, we quicksave and loadwarp to the Cloud Ruler Temple, where we wait for about four hours for Sean Bean to make it back to the temple. When he returns, we talk with him and say that we want to go through the portal to Paradise. He warns us that the portal will close behind us, but that’s okay. There’s nothing left for us in this world since we can’t marry the Countess. We wait for one hour for Sean Bean to move into position, after which we drink some Skooma as Sean Bean spawns the miniature sun that Doc Ock made in Spider-Man 2. We enter the portal, and we’re brought to Paradise. In Paradise, we run east along a path and enter the Flooded Grotto, where we will find the Dremora named Kathutet. Kathutet has a chance of spawning outside the grotto, but we’re notified of where he spawns based on when we get a quest pop-up. The quest pop-up didn’t appear while we were outside in Paradise at all, so he didn’t spawn outside, and instead spawned inside the grotto. Kathutet can help us if we do a favor for him, but that’s slow so instead sandy will take him out quickly, take the Bands of the Chosen from Kathutet’s body, and then equip them. The bands allow us to access the next door to enter the Forbidden Grotto, where we’re going to be performing a ton of jumps over chasms that have lava at the bottom. These jumps are pretty scary if you’re new to running the game, but sandy is a madman and makes the leaps with no hesitation. Granted two of the jumps are actually just running over the chasm instead of jumping, but it doesn’t take away from sandy’s daring feat. sandy also quickly took out a Mythic Dawn Agent before he could talk to us, which skips all the unnecessary stuff associated with that dude, as we continue to sprint through the caverns. We continue to run through the hot grotto, and speak with Eldamil, whose help we accept. If we had said no to Eldamil, then we would be locked in the area and wouldn’t be able to access the door at the end of the Forbidden Grotto which brings us back outside to Paradise. When we get finally make it to said door and are back outside, sandy will immediately turn west and run towards a big tree. This will spawn us back at the door we just exited, and de-aggroes the enemies to ensure that our fast travel doesn’t get disabled at the end. sandy runs up the hill and performs a large Skooma jump, no-scoping an unsuspecting Mythic Dawn Agent before we enter Carac Agaialor. In this room, we find Mankar on his throne. After a heated and epic battle with the leader of the Mythic Dawn, we barely defeat the evil man before making a quicksave and loadwarping back to the Cloud Ruler Temple. We had to wait for when our screen started to shake in Paradise before we made our quicksave though, otherwise we wouldn’t get the Amulet of Kings from killing Mankar. With Mankar dead, the only thing left to do is relight the Dragonfires in the Temple of the One, resealing the barrier between Tamriel and Oblivion. In the Cloud Ruler Temple, we spoke with Sean Bean to give him back his drip, before exiting the temple and fast traveling to the Imperial City Palace. There, we run up to the Elder Council Chambers and make a save outside before entering. Inside, we run in front of High Chancellor Ocato and wait about four hours to get Ocato to start talking, since he’s typically slow to start. We then speak with Ocato, which triggers some dialogue between the two men. These dialogues can actually be skipped via quicksaving and quickloading, however we can’t move during these talks and we want to be close to the exit so we don’t get body-blocked on our way to the exit later on. To do this, we quicksave on the first dialogue, and then loadwarp to the first door, which both functions as a loading of our quicksave to skip their first line, and a method to reposition our immobile self to the exit. We then quicksaved and quickloaded to skip each individual line as it started. After the final line, we got a pop-up saying that the Daedra and Mythic Dawn are launching a last-ditch attempt to destroy the Empire. Oblivion Gates have opened all around the city, and Mehrunes Dagon himself has crossed over into our realm. We sneak past the big red man and enter the Temple of One, where we wait until the timer stops itself and Sean Bean spawns inside of our face. After getting to know Sean Bean a little too well, we try and push him to his next dialogue spot. The run officially ends after we skip through all of his dialogue and the camera zooms out after talking with him. Sean Bean has resolved that he must utilize the power of his lineage and the Dragon God blood infused in the Amulet of Kings to turn himself into the Avatar of Akatosh, the Dragon God. As an immortal, he will be able to fight Mehrunes Dagon, who is also an immortal, and banish his physical form, closing all of the Oblivion Gates in the process. I’m gonna be honest, this ending made no sense to me when I first played through it as a ten year old, and still goes down as one of the most out-of-nowhere ending cutscenes in video game history. If you made it this far in the video, I’d like to say thank you, and that both myself and sandy appreciate you. sandy was a huge help, and is a really talented speedrunner. If you use Twitch, please do go drop him a follow. Lately he’s been doing speedruns of Half-Life 2, which are super interesting and entertaining runs to watch live. Also, I highly recommend you go check out the leaderboard for Oblivion, it’s absolutely stacked with talented runners that you should go follow. Just looking at the No OoB board alone has runners like sandy, Mirocu, GarishGoblin, BubblesDelFuego, Funcannon, and tons of others that you should check out. Speaking of recommending things, a lot of people lately have been recommending that I make a Patreon, so I did a stealth launch of one a few weeks ago. You can find it at patreon.com/tomatoanus. It’s 2019, so I’m sure you all know what Patreon is, so I’ll spare you the explanation. I just want to be clear though, I do have a full-time job outside of YouTube, so if I don’t make millions off of Patreon, I won’t become destitute. Right now we have goals setup so that for every 25 patrons, I’ll punish you with a Patron-only “Fan-Fiction Friday” video, and I’ll also host a live Q&A for every 50 patrons. Again, it’s totally fine if you don’t want to contribute. A few YouTubers I watch have the philosophy that if you want to contribute, you should chuck in as much money as you would be okay with dropping on the street and just not picking up. If you do decide to become a Patron though, I really appreciate you and your support. That’s all for this video though, sorry to go off the deep end with this Patreon shilling. This video was going to have a sponsor instead, but I called it off after some stuff came to light about the company, and I’d rather not work with them at this time, so I figured this video would be the best time to plug the Patreon. Regardless, I hope you enjoyed the run, and if you have any feedback on it or recommendations for other runs to cover or videos to make, I recommend you join my Discord and head over to the video discussion and recommendation channels, link is in the description. This was an Oblivion No Out-of-Bounds speedrun, I’ve been tomatoanus, and I hope you have an above average day.
Info
Channel: tomatoanus
Views: 908,916
Rating: undefined out of 5
Keywords: oblivion speedrun, speedrun, speedrun explained, oblivion, world record speedrun, the elder scrolls, no out of bounds speedrun, bethesda, heavy commentary speedrun, e3, tes 4, tes 6, the elder scrolls 6, elder scrolls, oblivion glitches, elder scrolls oblivion, elder scrolls speedrun, elder scrolls lore
Id: j-jSW0V9qXo
Channel Id: undefined
Length: 40min 7sec (2407 seconds)
Published: Sat Nov 02 2019
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