Daggerfall:Dungeons

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[edit] Introduction

Dungeons are an essential part of the game-play. Most quests demand from the player to enter a named dungeon and find a quest object within, which can be an item, monster or NPC. If one is to kill the quest object, this must be done as well.

Most dungeons, except Common Cemeteries and a few others, are not visible on the local map from the start of a game. They must be found first, which can be done in three ways:

  • Exploring the wilderness, which is rather difficult
  • Get their locations in the course of quests, which is the most common way
  • By reading dungeon maps, that can be found on fallen enemies sometimes or are sometimes a reward for a completed quest or a promotion (see Thieves Guild and Dark Brotherhood)

The process of finding a quest object in a dungeon is called dungeon crawling, since the location of a quest object is determined randomly and in most cases it is necessary to search the dungeon step by step. The only exceptions are objects in Main Quest Dungeons.

[edit] Assembling of Dungeons

A dungeon consists of a number of so-called modules that are linked to one another. More precisely, there are two connecting passages in each of the four cardinal directions, so there are eight paths leading out of each module. Most dungeons are a random conglomerate of different modules. Main Quest dungeons, however, are an exception, because these are all hand-crafted and their corresponding modules are used to generate the other random dungeons. In this context, random means that the dungeons were created randomly during the development of the game, but their final configuration is hard coded. Main Quest dungeons are also the biggest dungeons in the game. The biggest of them is Scourg Barrow.

One of the major drawbacks of the game are in fact the dungeons because:

  1. The number of dungeon modules is limited, causing dungeons to lack diversity.
  2. While it would be understandable for Main Quest dungeons to be rather extensive, even the smallest random dungeon is far too large to be suitable for a common quest. The term mating octopi, which is sometimes used to describe a dungeon is quite adequate.

[edit] Dungeon Entrance/Exit

The dungeon's entrance/exit as it is shown within a dungeon

Regardless of its dimensions, a dungeon has only one entrance, which is also the exit. The entrance/exit is displayed as green square on the dungeon's overview map and as a green tag on the detailed 2D/3D dungeon map. Normally, you start at this point but in some quests you must find this exit to escape a dungeon.

[edit] Dungeon Maps

Two types of dungeon maps are available within a dungeon. The dungeon overview map gives an approximate two dimensional overview of the dungeon's layout, with the player's location shown as a red square. The more detailed 2D/3D map displays the player's location as a red arrow and shows details of the explored areas (e.g., corridors and rooms). As you explore the dungeon, the detailed map becomes increasingly confusing. When you leave a dungeon all map information is lost, so the map is reset to its initial, unexplored state.

[edit] Main Quest Dungeons

[edit] Quest Locations

Because Main Quest Dungeons are hand-crafted, the location of quest objects is always the same, hence it is possible to give a guidance how to find them.

In other dungeons the location of quest objects is determined randomly. Depending on the dimension of the dungeon and the used modules, there can be up to about ten so-called quest locations within. One or more treasure piles can be found at every quest location and the quest object will also be at one of these spots. Depending on the random numbers it can be a location rather near to the dungeon's entrance/exit, but it is also possible for the quest object to be rather deep within the dungeon.

Regarding this facts, the only way to definitely find a quest object is to search the dungeon, step by step. That process is called Dungeon Crawling. The spot where a quest object is located will remain the same until the quest is over. So repeated exiting and re-entering a dungeon will not alter its location.

The quest locations of a certain dungeon-module are always the same. So if one has explored a lot of dungeons during his adventures, one may remember where these locations are, making the exploration slightly easier.

One can also use a Cheat to cycle through the various quest locations of a dungeon.

[edit] Dungeon Scenarios

Following section comes from Donald Tipton's former webpage, which has been down for many years. Using the Internet Archive WayBack Machine at http://www.archive.org, it was however possible to retrieve some documentation concerning the dungeon-modules, or dungeon scenarios as they are called in the article.

Original Article

There are 32 primitive models for the various dungeon scenarios. As a rule, each scenario appears in four variations: one flooded and three dry. One model, the double moats, has only two (flooded) variations; the moats are never dry. Three models never flood: the stone arch bridge grotto, the tower of crossroads, and the checker board cellar room; they have only the usual three dry variations.

The following tabulates the correspondence between the dungeon scenarios in blocks.bsa. The variations on a dry scenario always appear as consecutive triples in n*.rdb. Flooded scenarios always appear in w*.rdb. Intersticial zeros in the scenario file names have been elided for brevity.

RDB Description
n000 Big stairs
n001 Big stairs
n002 Big stairs w/ red brick teleporter, blocking statue
w001 Flooded big stairs
n003 Hollow pyramid, short lever opens trapdoor teleport
n004 Hollow pyramid, turnwheel in upper mini-maze, skull fountain teleport
n005 Hollow pyramid, trapdoor over teleport exit
w003 Flooded hollow pyramid
n006 Two towers with catwalks
n007 Two towers with catwalks
n008 Two towers with catwalks
w005 Flooded two towers
n009 Caves, arched ramp grotto
n010 Caves, arched ramp grotto, treasure pile moves stone
n011 Caves, arched ramp grotto
w008 Flooded caves, arched ramp grotto
n012 The stone arch bridge grotto [1]
n013 The stone arch bridge grotto [1]
n014 The stone arch bridge grotto, root teleporters [1]
n015 Wooden suspension bridge grotto, torch moves wall
n016 Wooden suspension bridge grotto, opened wall
n017 Wooden suspension bridge grotto, torch moves wall, teleporter
w023 Flooded wooden suspension bridge grotto
n018 Room of tapestries, small surroundings, teleporting treasure pile/brazier
n019 Room of tapestries, large surroundings, brazier teleporter
n020 Room of tapestries, large surroundings, brazier teleporter
w025 Flooded room of tapestries
n021 Flying J: no unlocking brazier in the rafters
n022 Flying J with unlocking brazier in the rafters
n023 Flying J with unlocking brazier in the rafters
w018 Flooded flying J
n024 Royal audience hall, stone catwalk
n025 Royal audience hall, stone catwalk
n026 Royal audience hall, stone catwalk
w013 Flooded royal audience hall, stone catwalk
n027 Skull teleporter scenario
n028 Skull teleporter scenario
n029 Skull teleporter scenario
w026 Flooded skull teleporter scenario
n030 Caves, stone in crossroad
n031 Caves, stone in crossroad
n032 Caves, stone in crossroad
w000 Flooded caves, stone in crossroad
n033 Basement eight door room
n034 Basement eight door room
n035 Basement eight door room
w002 Flooded basement eight door room
n036 Red brick teleporter maze
n037 Red brick teleporter maze
n038 Red brick teleporter maze
w004 Flooded red brick teleporter maze
n039 The tower of crossroads [1]
n040 The tower of crossroads [1]
n041 The tower of crossroads [1]
n042 The cellar 12-columned/checker board room [1]
n043 The cellar 12-columned/checker board room [1]
n044 The cellar 12-columned/checker board room [1]
n045 One floor meander, (magic) locked room in basement, often w/ 3 levers
n046 One floor meander, (magic) locked room in basement, often w/ 3 levers
n047 One floor meander, (magic) locked room in basement, often w/ 3 levers
w024 Flooded one floor meander
n048 Long attic zig-zag, foe inside packing crate
n049 Long attic zig-zag, foe inside packing crate
n050 Long attic zig-zag, foe inside packing crate
w019 Flooded long attic zig-zag
n051 Attic eight door room/three floor elevator
n052 Attic eight door room/three floor elevator
n053 Attic eight door room/three floor elevator
w020 Flooded attic eight door room/three floor elevator
n054 Caged doorway
n055 Caged doorway
n056 Caged doorway
w021 Flooded caged door
n057 Flying H, zig-zag shaft [2]
n058 Flying H, zig-zag shaft [2]
n059 Flying H, zig-zag shaft [2]
w014 Flooded flying H, zig-zag shaft [2]
n060 Three U's, short elevator shaft in rafters
n061 Three U's, short elevator shaft in rafters
n062 Three U's, short elevator shaft in rafters
w015 Flooded three U's, short elevator shaft in rafters
n063 Flying Y: stem is a ramp leading down
n064 Flying Y: stem is a ramp leading down
n065 Flying Y: stem is a ramp leading down
w016 Flooded flying Y: stem is a ramp leading down
n066 Double spirals [3]
n067 Double spirals [3]
n068 Double spirals [3]
w017 Flooded double spirals [3]
n069 Y in the rafters
n070 Y in the rafters
n071 Y in the rafters
w009 Flooded Y in the rafters
n072 Rafter windowed corridors
n073 Rafter windowed corridors
n074 Rafter windowed corridors
w010 Flooded rafter windowed corridors
n075 Rafter circle of rooms
n076 Rafter circle of rooms
n077 Rafter circle of rooms
w011 Flooded rafter circle of rooms
n078 X/H ground floor
n079 X/H ground floor
n080 X/H ground floor
w012 Flooded X/H ground floor
n081 Pig sty [4]
n082 Pig sty [4]
n083 Pig sty [4]
w022 Flooded pig sty [4]
n084 Spaghetti maze
n085 Spaghetti maze
n086 Spaghetti maze
w027 Flooded spaghetti maze
n087 Double ovals (gray stone sewers)
n088 Double ovals (gray stone sewers)
n089 Double ovals (gray stone sewers)
w028 Flooded double ovals
n090 Big barn [5]
n091 Big barn [5]
n092 Big barn [5]
w029 Flooded big barn
w006 The double moats/windowed corridor
w007 The double moats/windowed corridor

The b*.rdb files furnish the perimeter rooms of the dungeons: either a single room or a connecting stair between floors.

The m*.rdb files are the different styles of graveyard crypts.

The s*.rdb files are the special dungeon interiors associated in one way or another with the main quest:

RDB Dungeon
s120-121 Castle Llugwych
s160-161 Daggerfall Castle
s180-181 Direnni Tower
s140-141 Lysandus' Tomb
s000-006 Mantellan Crux
s020-022 Orsinium
s999 Privateer's Hold
s040-043 Sentinel Castle
s060-071 Shedungent
s200-205 Scourg Burrow
s080-082 Wayrest Castle
s100-101 Woodborne Hall

The gaps in sequence for the specials are perfectly normal. There are no special settings left unaccounted.

The specials usually provide a unique setting for the dungeon entrance and for the location of a quest object inside the dungeon. The rest of the interior is drawn from stock pieces in b*.rdb, n*.rdb, and w*.rdb. A couple, Privateer's Hold, Scourg Burrow, and Shedungent rework common settings with different treasure drops/foes.

[edit] Footnotes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Never floods.
  2. 2.0 2.1 2.2 2.3 The pieces of the "H" are corridors, with the eastern arms ramping to upper levels, usually with a small room bridging the crosspiece of the "H".
  3. 3.0 3.1 3.2 3.3 Clockwise and anticlockwise square ramps winding around the perimeter of the block.
  4. 4.0 4.1 4.2 4.3 There always seems to be a caged pig in a connecting room in the lower levels of this straight forward block.
  5. 5.0 5.1 5.2 The one with a high open area and a naked elevator platform that rises up through empty air to a single shaft in the roof. It also has a tricky combination of levers, turnwheels, shafts, and sliding walls to open a grate blocking access to the pinnacle rooms.
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