Daggerfall:Dungeons
The UESPWiki – Your source for The Elder Scrolls since 1995
Contents |
[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:
- The number of dungeon modules is limited, causing dungeons to lack diversity.
- 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
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
- Castle Daggerfall
- Castle Llugwych
- Castle Sentinel
- Castle Wayrest
- Direnni Tower
- Lysandus' Tomb
- Mantellan Crux
- Privateer's Hold
- Scourg Barrow
- Shedungent
- Stronghold of Orsinium
- Woodborne Hall
[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
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Never floods.
- ↑ 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".
- ↑ 3.0 3.1 3.2 3.3 Clockwise and anticlockwise square ramps winding around the perimeter of the block.
- ↑ 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.
- ↑ 5.0 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.


![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)