Dungeons are an essential component of gameplay. Many quests require the player to enter a dungeon and find a quest object within; this can be an item, monster, or NPC. If the player's objective is to kill the quest object, then this must be done as well.
At the start of the game, only Common Cemeteries and Privateer's Hold are known to the player's character and visible on the fast travel map; all others must be discovered.
The player can discover new dungeon locations in one of three ways:
- Exploring the wilderness, which can take several days with no guarantee of success.
- By reading dungeon maps, which can be:
- Found on the bodies of fallen enemies or as loot in treasure piles;
- Received as the reward for a completed quest (almost exclusively for the Fighters Guild);
- Received as a guild-promotion reward (see Thieves Guild and Dark Brotherhood);
- Occasionally sold at bookstores.
- Being told of their locations during the course of quests, which is the most common way.
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 thoroughly search the dungeon step-by-step. The only exceptions are objects in Main Quest dungeons, these quest items are statically defined and therefore always found in the same locations within their dungeons.
FeaturesEdit
Dungeon interiors consist of one or more blocks defined in BLOCKS.BSA and referenced (per-dungeon) in MAPS.BSA, which are glued together to create the appropriate scene. Dungeons may have up to (and including) 32 of these blocks, some of which have two passages connecting to other blocks in each of the four cardinal directions, hence the mating octopi term.
Dungeon Entrance/ExitEdit
Regardless of its dimensions, all dungeons have only one entrance. Some dungeons like castles, keeps etc. have numerous entrances on the surface, but all these entrances on the surface will always lead to a single entrance inside the dungeon. Sometimes, a dungeon also has more than one exit. One such dungeon which has numerous entrances on the surface, and in addition numerous exits inside the dungeon, is Palace Sentinel. The entrance and exit inside a dungeon are always the same location; if a second exit exists, the player will enter the dungeon at the entrance/exit location anyway. The second exit can therefore not be used as an entrance. The entrance/exit is displayed as a green square on the dungeon's overview map and as a green tag on the detailed 2D/3D dungeon map. If a second exit exists, it is not visible on the map, thus it can only be found by exploring the dungeon.
Assembling of DungeonsEdit
As stated above, a dungeon consists of up to 32 blocks: some of these (the ones located in the center of the dungeon) are connected to all four cardinally adjacent blocks, since there are two connecting passages in each of the four cardinal directions, and thus there are eight paths leading out of each of these blocks. While most dungeons appear to be a random conglomerate of different modules, they were hard-coded in the release media and thus are never-changing. These were most likely generated via a pseudo-random program of some type, but Main Quest dungeons are an exception, because these were all hand-crafted.
While Main Quest dungeons may be the biggest dungeons in the game, it has been commented by some that even the least of the random dungeons are logically too large for the majority of quests. It has also been voiced that because the number of blocks in the source material is limited, most dungeons lack diversity/variance, and hence all dungeons tend to look like each other.
Dungeon BlocksEdit
Dungeons are built from blocks by assembling them together side-by-side on a 2D grid. There are two types of blocks: internal and border.
- Internal blocks
- These form the core of the dungeon, where most rooms and corridors are placed. Every internal dungeon block has two door openings in each one of its fours sides, one above the other, arranged diagonally. Each door opening is used to link to an adjacent internal block or border block.
- Border blocks
- These are used when it is necessary to close the side of an internal block. They are generally composed of a single corridor which connects the two door openings on one side of an adjacent internal block, but they can also consist of an isolated room or set of rooms, and sometimes combine the two. Border blocks are used to seal a dungeon's peripheral internal blocks and do not contain any quest locations.
Quest LocationsEdit
Because Main Quest Dungeons are hand-crafted, the location of quest objects is always the same; hence, it is possible to follow a guide on how to find them.
The remaining dungeons pose a more difficult challenge since the location of quest objects is determined randomly from the dungeon's list of quest locations, which vary depending on the dimensions of the dungeon and the modules used. One or more treasure piles can be found at every quest location, and the quest object will also be at one of these spots.
Knowing this, the only way to find a quest object is to search the dungeon step by step. This process is called Dungeon Crawling. The spot where a quest object is located will remain the same until the quest is over, so repeatedly exiting and re-entering a dungeon will not alter this location but will respawn all other monsters and treasure piles.
The quest locations of a certain dungeon module are always the same, so if the player has explored a lot of dungeons during their adventures, they may remember where these locations are, thus making the exploration slightly easier. The player can also use a Cheat to cycle through the various quest locations of a dungeon.
Dungeon MapsEdit
Two types of dungeon maps are available within a dungeon. The dungeon overview map (2D) gives an approximate two-dimensional overview of the dungeon's layout, with the player's location shown as a red square. The more detailed map (3D) displays the player's location as a red arrow and shows details of the explored areas (e.g., corridors and rooms) as they are seen through the character's eyes, complete with all textures and other details. As the player explores the larger dungeons, the detailed map may become increasingly confusing, but the player can click on an area of the map to disable display of that area. When the player leaves a dungeon, all map information is lost; the map is reset to its initial, unexplored state.
Dungeon TypesEdit
Dungeon Type | Possible Encounters | |||||||
---|---|---|---|---|---|---|---|---|
Animals | Atronachs | Daedra | Humanoids | Lycanthropes | Monsters | Orcs | Undead | |
Barbarian Stronghold | Giant Bat Rat Spider |
Archer Barbarian Rogue Sorceror Warrior |
Wereboar Werewolf |
Centaur | Ancient Lich Vampire Vampire Ancient |
|||
Coven | Giant Bat | Fire Atronach Flesh Atronach Iron Atronach |
Daedra Lord Daedra Seducer Fire Daedra Frost Daedra Lesser Daedra |
Battlemage Mage Nightblade Sorcerer Spellsword |
Harpy Imp Nymph |
|||
Crypt | Giant Bat Rat Spider |
Ghost Lich Mummy Skeleton Warrior Vampire Vampire Ancient Wraith Zombie |
||||||
Desecrated Temple | Giant Bat | Daedra Lord Daedra Seducer Fire Daedra Frost Daedra Lesser Daedra |
Healer Monk Sorcerer |
Dragonling Gargoyle Harpy Imp |
Orc Shaman | Mummy Skeleton Warrior Wraith |
||
Dragon's Den | Giant Bat Giant Scorpion Rat Spider |
Daedra Lord | Battlemage Burglar Knight Mage Nightblade Sorcerer Thief |
Werewolf | Centaur Gargoyle Harpy Nymph |
Ancient Lich Vampire |
||
Giant Stronghold | Giant Scorpion Grizzly Bear Rat Sabretooth Tiger |
Fire Daedra Frost Daedra Lesser Daedra |
Wereboar | Dragonling Giant |
Orc Orc Sergeant Orc Shaman Orc Warlord |
|||
Harpy Nest | Giant Bat Giant Scorpion Rat Spider |
Daedra Lord Daedra Seducer |
Burglar Nightblade Rogue Warrior |
Harpy | Orc Shaman | Skeleton Warrior Vampire |
||
Human Stronghold | Giant Bat Grizzly Bear Rat |
Archer Barbarian Knight Nightblade Rogue Spellsword Warrior |
Centaur | Orc Shaman Orc Warlord |
Vampire Wraith |
|||
Laboratory | Fire Atronach Flesh Atronach Ice Atronach Iron Atronach |
Lesser Daedra | Battlemage Mage Sorcerer |
Gargoyle Imp |
Ancient Lich Lich Zombie |
|||
Mine | Giant Bat Grizzly Bear Rat Spider |
Ice Atronach Iron Atronach |
Fire Daedra | Nightblade Thief Warrior |
Giant | Orc Orc Sergeant |
Skeleton Warrior Vampire Vampire Ancient |
|
Natural Cave | Giant Bat Giant Scorpion Grizzly Bear Rat Sabretooth Tiger Spider |
Barbarian Monk Warrior |
Wereboar Werewolf |
Dragonling Giant Harpy |
Orc Orc Shaman |
Ghost Lich |
||
Orc Stronghold | Giant Bat Giant Scorpion Grizzly Bear Rat Sabretooth Tiger Spider |
Lesser Daedra | Giant | Orc Orc Sergeant Orc Shaman Orc Warlord |
Skeleton Warrior | |||
Prison | Giant Bat Rat Spider |
Flesh Atronach Iron Atronach |
Assassin Barbarian Bard Burglar Nightblade Thief |
Ghost Skeleton Warrior Wraith Zombie |
||||
Ruined Castle | Giant Bat Rat Spider |
Knight Warrior |
Wereboar Werewolf |
Giant | Orc Orc Sergeant |
Ancient Lich Ghost Lich Skeleton Warrior Vampire Ancient Wraith Zombie |
||
Scorpion Nest |
Giant Bat Giant Scorpion Rat Spider |
Daedra Lord Daedra Seducer Lesser Daedra |
Healer Nightblade Thief |
Gargoyle Imp |
Ghost Skeleton Warrior Wraith Zombie |
|||
Spider Nest | Giant Bat Giant Scorpion Rat Spider |
Assassin Ranger Rogue Thief |
Harpy Spriggan |
Ghost Lich Mummy Skeleton Warrior Wraith |
||||
Vampire Haunt | Giant Bat Rat Spider |
Nightblade | Werewolf | Ghost Mummy Skeleton Warrior Vampire Vampire Ancient Wraith |
||||
Volcanic Caves | Giant Bat Giant Scorpion Sabretooth Tiger |
Fire Atronach Iron Atronach |
Daedra Lord Fire Daedra Lesser Daedra |
Barbarian Mage |
Wereboar | Giant Harpy Imp |
Ancient Lich Ghost Wraith |
Overview of Dungeon LocationsEdit
Region | Barbarian Stronghold | Cemetery | Coven | Crypt | Desecrated Temple | Dragon's Den | Giant Stronghold | Harpy Nest | Human Stronghold | Laboratory | Mine | Natural Cave | Orc Stronghold | Prison | Ruined Castle | Scorpion Nest | Spider Nest | Vampire Haunt | Volcanic Caves |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Abibon-Gora | 3 | 9 | 1 | 2 | 7 | 0 | 3 | 11 | 1 | 5 | 2 | 3 | 3 | 2 | 2 | 6 | 1 | 4 | 0 |
Alcaire | 3 | 5 | 2 | 1 | 0 | 0 | 5 | 5 | 2 | 4 | 3 | 0 | 0 | 0 | 4 | 0 | 4 | 4 | 0 |
Alik'r | 1 | 21 | 3 | 23 | 26 | 3 | 5 | 0 | 6 | 1 | 11 | 14 | 3 | 1 | 12 | 21 | 0 | 1 | 0 |
Anticlere | 4 | 48 | 16 | 14 | 13 | 0 | 4 | 4 | 13 | 3 | 7 | 16 | 0 | 4 | 12 | 0 | 3 | 12 | 0 |
Antiphyllos | 0 | 4 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Ayasofya | 0 | 15 | 0 | 4 | 1 | 0 | 1 | 9 | 1 | 0 | 1 | 2 | 2 | 5 | 1 | 1 | 2 | 3 | 0 |
Bergama | 0 | 2 | 1 | 2 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 0 |
Betony | 0 | 2 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 |
Bhoriane | 2 | 13 | 4 | 4 | 3 | 0 | 2 | 0 | 2 | 1 | 4 | 3 | 1 | 0 | 3 | 0 | 1 | 2 | 0 |
Cybiades | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Daenia | 6 | 14 | 1 | 4 | 4 | 0 | 1 | 0 | 3 | 2 | 4 | 4 | 3 | 4 | 5 | 0 | 1 | 6 | 0 |
Daggerfall | 9 | 72 | 13 | 23 | 0 | 20 | 18 | 2 | 2 | 21 | 0 | 13 | 0 | 21 | 24 | 0 | 9 | 21 | 0 |
Dak'fron | 2 | 4 | 1 | 11 | 7 | 16 | 5 | 4 | 6 | 3 | 11 | 14 | 3 | 7 | 9 | 22 | 2 | 0 | 2 |
Dragontail Mountains | 3 | 48 | 7 | 20 | 1 | 2 | 11 | 3 | 13 | 9 | 85 | 48 | 12 | 1 | 8 | 0 | 5 | 5 | 29 |
Dwynnen | 3 | 21 | 7 | 15 | 19 | 4 | 1 | 2 | 9 | 10 | 0 | 2 | 0 | 13 | 23 | 0 | 6 | 16 | 0 |
Ephesus | 3 | 11 | 3 | 2 | 2 | 0 | 2 | 0 | 2 | 2 | 4 | 6 | 4 | 2 | 4 | 7 | 3 | 3 | 3 |
Gavaudon | 2 | 2 | 0 | 1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 1 | 1 | 0 |
Glenpoint | 0 | 29 | 11 | 16 | 13 | 0 | 2 | 0 | 4 | 16 | 3 | 6 | 0 | 3 | 8 | 0 | 1 | 29 | 0 |
Glenumbra Moors | 2 | 8 | 2 | 1 | 4 | 0 | 2 | 0 | 2 | 2 | 0 | 2 | 0 | 3 | 2 | 0 | 5 | 2 | 0 |
High Rock sea coast | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Ilessan Hills | 12 | 42 | 18 | 16 | 14 | 0 | 14 | 0 | 12 | 10 | 2 | 12 | 5 | 13 | 18 | 0 | 18 | 11 | 0 |
Isle of Balfiera | 0 | 11 | 1 | 7 | 8 | 0 | 0 | 6 | 0 | 0 | 0 | 2 | 0 | 0 | 8 | 0 | 1 | 3 | 2 |
Kairou | 0 | 3 | 1 | 3 | 1 | 0 | 1 | 6 | 0 | 1 | 3 | 1 | 1 | 3 | 1 | 2 | 3 | 1 | 0 |
Kambria | 3 | 17 | 5 | 6 | 2 | 0 | 5 | 0 | 8 | 7 | 7 | 7 | 5 | 9 | 10 | 0 | 3 | 5 | 0 |
Koegria | 1 | 6 | 2 | 1 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 4 | 2 | 2 | 0 | 0 | 1 | 2 | 0 |
Kozanset | 2 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 |
Lainlyn | 0 | 17 | 5 | 3 | 8 | 0 | 1 | 5 | 8 | 1 | 4 | 2 | 0 | 10 | 2 | 4 | 2 | 1 | 0 |
Menevia | 1 | 16 | 2 | 3 | 2 | 0 | 1 | 0 | 0 | 1 | 2 | 0 | 2 | 1 | 3 | 0 | 1 | 0 | 0 |
Mournoth | 7 | 26 | 4 | 8 | 5 | 0 | 5 | 0 | 3 | 7 | 1 | 4 | 5 | 8 | 3 | 5 | 1 | 2 | 0 |
Myrkwasa | 3 | 5 | 0 | 2 | 2 | 0 | 4 | 2 | 4 | 3 | 0 | 2 | 0 | 1 | 1 | 3 | 3 | 1 | 0 |
Northmoor | 3 | 27 | 10 | 3 | 6 | 0 | 3 | 12 | 2 | 2 | 0 | 0 | 0 | 0 | 5 | 0 | 2 | 4 | 0 |
Orsinium Area | 0 | 4 | 0 | 4 | 7 | 0 | 0 | 0 | 0 | 0 | 6 | 4 | 24 | 0 | 5 | 0 | 0 | 0 | 4 |
Phrygias | 1 | 8 | 0 | 1 | 3 | 0 | 2 | 0 | 3 | 6 | 0 | 2 | 7 | 1 | 5 | 0 | 2 | 0 | 0 |
Pothago | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 2 | 1 | 2 | 1 | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
Santaki | 0 | 7 | 0 | 1 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 0 | 0 | 0 |
Satakalaam | 3 | 10 | 2 | 1 | 0 | 0 | 2 | 0 | 1 | 1 | 3 | 5 | 0 | 3 | 1 | 5 | 3 | 0 | 0 |
Sentinel | 0 | 15 | 12 | 2 | 8 | 0 | 0 | 6 | 2 | 7 | 6 | 20 | 0 | 4 | 11 | 11 | 0 | 7 | 0 |
Shalgora | 2 | 3 | 5 | 4 | 5 | 0 | 2 | 0 | 3 | 4 | 5 | 4 | 2 | 1 | 3 | 0 | 4 | 5 | 0 |
Tigonus | 4 | 10 | 3 | 4 | 4 | 0 | 2 | 12 | 4 | 2 | 5 | 5 | 5 | 2 | 1 | 11 | 4 | 5 | 0 |
Totambu | 10 | 23 | 11 | 16 | 24 | 0 | 19 | 0 | 16 | 14 | 11 | 8 | 21 | 6 | 18 | 14 | 16 | 12 | 0 |
Tulune | 1 | 8 | 2 | 3 | 2 | 0 | 0 | 1 | 4 | 4 | 0 | 0 | 0 | 3 | 4 | 0 | 4 | 2 | 0 |
Urvaius | 3 | 11 | 1 | 1 | 6 | 0 | 2 | 0 | 6 | 1 | 3 | 4 | 7 | 6 | 8 | 0 | 2 | 3 | 0 |
Wayrest | 3 | 40 | 19 | 6 | 16 | 0 | 5 | 7 | 8 | 9 | 14 | 4 | 12 | 10 | 16 | 0 | 3 | 14 | 1 |
Wrothgarian Mountains | 15 | 114 | 7 | 25 | 3 | 4 | 22 | 4 | 0 | 16 | 175 | 127 | 66 | 3 | 13 | 0 | 11 | 25 | 55 |
Ykalon | 10 | 22 | 6 | 7 | 5 | 0 | 8 | 0 | 6 | 10 | 3 | 14 | 6 | 5 | 11 | 0 | 16 | 8 | 0 |
Total | 127 | 774 | 192 | 273 | 236 | 49 | 163 | 104 | 161 | 190 | 387 | 366 | 206 | 161 | 265 | 115 | 144 | 223 | 96 |
4232 |
Dungeon MessagesEdit
Upon nearing a dungeon location or when the player exits a dungeon, they will see these possible messages which indicate the type of dungeon it is.
Note: These messages are only displayed for 2-3 seconds, making them difficult to read.
Dungeon Type | Messages | |||||
---|---|---|---|---|---|---|
Barbarian Stronghold | A horse neighs in the distance. | A sign warns "Trespassers Beware". | An owl hoots softly nearby. | Someone's been this way recently. | You pass a smoldering campfire. | You smell woodsmoke. |
Cemetery/Forgotten Cemetery | A crow caws in the distanct [sic]. | A low, ghostly moan shivers by. | Wagon ruts lead off a ways. | White flowers litter the path. | You smell fresh turned earth. | You smell of freshly buried dead. |
Coven | A rune is scratched in the dirt. | Blood soaks the earth here. | You feel a vague sense of unease. | You feel you are being watched. | You pass a trampled circle in the dirt. | You see movement in the underbrush. |
Crypt | A ghostly wail shatters the silence. | An open grave yawns in your path. | Broken potsherds crunch underfoot. | You hear a distant unearthly moan. | You notice a rank odor. | You stumble over a fallen headstone. |
Desecrated Temple | A headless statue lies in the dust. | A shattered statue rests here. | Blocks of marble lie nearby. | Vines cover jumbled stones here. | You pass a row of fallen columns. | You pass a toppled column. |
Dragon's Den | It is definitely getting warmer. | Scorched bones are everywhere. | The air seems warmer here. | The ground is blackened by fire. | The trees here are charred by fire. | You pass a charred skeleton. |
Giant Stronghold | A huge bonfire smolders nearby. | Footprints are everywhere. BIG footprints. | Gnawed bones litter the ground. | Huge footprints cross your path. | Smoke rises in the distance. | You pass several uprooted trees. |
Harpy Nest | Harpy droppings foul the ground. | Harpy feathers are everywhere. | Large feathers lie scattered about. | The scent of carrion hangs in the air. | You almost gag on a foul stench. | You step over a half-eaten carcass. |
Human Stronghold | A bird calls nearby. | Horses passed this way recently. | Someone's cleared the underbrush here. | The area looks inhabited. | You cross a well-trod path. | You pass a stack of firewood. |
Laboratory | A green haze makes your eyes burn. | The ground here vibrates faintly. | The ground vibrates underfoot. | You notice a strong acrid odor. | You notice an acrid odor. | Your eyes suddenly sting. |
Mine | A deep pit almost blocks your path. | Deep ruts score the ground here. | Piles of dirt are everywhere. | You clamber over piles of gravel. | You detour around a gaping pit. | You pass a heap of rising shovels. |
Natural Cave | A dank breeze ruffles your hair. | A spring bubbles from the ground. | A stream gurgles nearby. | That almost looked like a path. | That looks like a path. | The air seems cooler here. |
Orc Stronghold | A harsh yell brings you up short. | Orcs have trampled the ground here. | Orc tracks cover the ground. | Was that an Orcish sigil? | You notice orc tracks. | You smell orcs. Definitely orcs. |
Prison | A bell tolls in the distance. | A bell tolls nearby. | A despairing cry rings out. | A rotting corpse hangs from a tree. | Is that smoke in the distance? | You trip over a broken Manacle. |
Ruined Castle | A loose paving stone nearly trips you. | Paving stones ring underfoot. | The path is flanked by toppled masonry. | Vines cover piles of rubble. | You pass a low stone wall. | You pass overgrown fields. |
Scorpion Nest | A loud rustling startles you. | Scorpion tracks crisscross the area. | Something's been digging in the sand. | Those look like scorpion tracks. | What's the rustling sound? | You pass a shallow sandy pit. |
Spider Nest | Even the insects have fallen silent. | Hmm, no mosquitoes. | Large spiders scuttle from your path. | Spider webs hang from trees. | You brush aside huge cobwebs. | You push through a huge spiderweb. |
Vampire Haunt | A flock of ravens pass slowly overhead. | A huge bat flaps slowly overhead. | A strange silence envelopes you. | A wolf howls not far away. | Dry bones are littered everywhere. | The air is still and oppressive. |
Volcanic Caves | A hot spring bubbles nearby. | A path winds off among the boulders. | Everything here is covered in ash. | Steam rises from cracks in the earth. | Stone outcroppings dot the area. | You pass several lava boulders. |
Dungeon Block DetailsEdit
The majority of each of the models defined in BLOCKS.BSA appears to be defined in four variations: one flooded (denoted by W in the source material) and three dry (denoted N in the source material). One model (the double moats) has only two (flooded) variations because the moats are never dry. Three models (the stone arch bridge grotto, the tower of crossroads, and the checker board cellar room) never flood; they have only the usual three dry variations.
RDB | Description |
---|---|
(Special) Main Quest Blocks | |
S0000000…006 | Mantellan Crux |
S0000020…022 | Stronghold of Orsinium |
S0000040…043 | Palace Sentinel |
S0000060…071 | Shedungent |
S0000080…082 | Castle Wayrest |
S0000100…101 | Woodborne Hall |
S0000120…121 | Castle Llugwych |
S0000140…141 | Lysandus' Tomb |
S0000160…161 | Castle Daggerfall |
S0000180…181 | Direnni Tower |
S0000200…205 | Scourg Barrow |
S0000999 | Privateer's Hold |
Mausoleum Blocks | |
M0000000…008 | Cemetery |
Border Blocks | |
B0000000…014 | Border blocks |
(Normal) Dry Blocks | |
N0000000 | Big stairs |
N0000001 | Big stairs |
N0000002 | Big stairs w/ red brick teleporter, blocking statue |
N0000003 | Hollow pyramid, short lever opens trapdoor teleport |
N0000004 | Hollow pyramid, turnwheel in upper mini-maze, skull fountain teleport |
N0000005 | Hollow pyramid, trapdoor over teleport exit |
N0000006 | Two towers with catwalks |
N0000007 | Two towers with catwalks |
N0000008 | Two towers with catwalks |
N0000009 | Caves, arched ramp grotto |
N0000010 | Caves, arched ramp grotto, treasure pile moves stone |
N0000011 | Caves, arched ramp grotto |
N0000012 | The stone arch bridge grotto [1] |
N0000013 | The stone arch bridge grotto [1] |
N0000014 | The stone arch bridge grotto, root teleporters [1] |
N0000015 | Wooden suspension bridge grotto, torch moves wall |
N0000016 | Wooden suspension bridge grotto, opened wall |
N0000017 | Wooden suspension bridge grotto, torch moves wall, teleporter |
N0000018 | Room of tapestries, small surroundings, teleporting treasure pile/brazier |
N0000019 | Room of tapestries, large surroundings, brazier teleporter |
N0000020 | Room of tapestries, large surroundings, brazier teleporter |
N0000021 | Flying J: no unlocking brazier in the rafters |
N0000022 | Flying J with unlocking brazier in the rafters |
N0000023 | Flying J with unlocking brazier in the rafters |
N0000024 | Royal audience hall, stone catwalk |
N0000025 | Royal audience hall, stone catwalk |
N0000026 | Royal audience hall, stone catwalk |
N0000027 | Skull teleporter scenario |
N0000028 | Skull teleporter scenario |
N0000029 | Skull teleporter scenario |
N0000030 | Caves, stone in crossroad |
N0000031 | Caves, stone in crossroad |
N0000032 | Caves, stone in crossroad |
N0000033 | Basement eight door room |
N0000034 | Basement eight door room |
N0000035 | Basement eight door room |
N0000036 | Red brick teleporter maze |
N0000037 | Red brick teleporter maze |
N0000038 | Red brick teleporter maze |
N0000039 | The tower of crossroads [1] |
N0000040 | The tower of crossroads [1] |
N0000041 | The tower of crossroads [1] |
N0000042 | The cellar 12-columned/checker board room [1] |
N0000043 | The cellar 12-columned/checker board room [1] |
N0000044 | The cellar 12-columned/checker board room [1] |
N0000045 | One floor meander, (magic) locked room in basement, often w/ 3 levers |
N0000046 | One floor meander, (magic) locked room in basement, often w/ 3 levers |
N0000047 | One floor meander, (magic) locked room in basement, often w/ 3 levers |
N0000048 | Long attic zig-zag, foe inside packing crate |
N0000049 | Long attic zig-zag, foe inside packing crate |
N0000050 | Long attic zig-zag, foe inside packing crate |
N0000051 | Attic eight door room/three floor elevator |
N0000052 | Attic eight door room/three floor elevator |
N0000053 | Attic eight door room/three floor elevator |
N0000054 | Caged doorway |
N0000055 | Caged doorway |
N0000056 | Caged doorway |
N0000057 | Flying H, zig-zag shaft [2] |
N0000058 | Flying H, zig-zag shaft [2] |
N0000059 | Flying H, zig-zag shaft [2] |
N0000060 | Three U's, short elevator shaft in rafters |
N0000061 | Three U's, short elevator shaft in rafters |
N0000062 | Three U's, short elevator shaft in rafters |
N0000063 | Flying Y: stem is a ramp leading down |
N0000064 | Flying Y: stem is a ramp leading down |
N0000065 | Flying Y: stem is a ramp leading down |
N0000066 | Double spirals [3] |
N0000067 | Double spirals [3] |
N0000068 | Double spirals [3] |
N0000069 | Y in the rafters |
N0000070 | Y in the rafters |
N0000071 | Y in the rafters |
N0000072 | Rafter windowed corridors |
N0000073 | Rafter windowed corridors |
N0000074 | Rafter windowed corridors |
N0000075 | Rafter circle of rooms |
N0000076 | Rafter circle of rooms |
N0000077 | Rafter circle of rooms |
N0000078 | X/H ground floor |
N0000079 | X/H ground floor |
N0000080 | X/H ground floor |
N0000081 | Pig sty [4] |
N0000082 | Pig sty [4] |
N0000083 | Pig sty [4] |
N0000084 | Spaghetti maze |
N0000085 | Spaghetti maze |
N0000086 | Spaghetti maze |
N0000087 | Double ovals (gray stone sewers) |
N0000088 | Double ovals (gray stone sewers) |
N0000089 | Double ovals (gray stone sewers) |
N0000090 | Big barn [5] |
N0000091 | Big barn [5] |
N0000092 | Big barn [5] |
(Wet) Flooded Blocks | |
W0000000 | Flooded caves, stone in crossroad |
W0000001 | Flooded big stairs |
W0000002 | Flooded basement eight door room |
W0000003 | Flooded hollow pyramid |
W0000004 | Flooded red brick teleporter maze |
W0000005 | Flooded two towers |
W0000006 | The double moats/windowed corridor |
W0000007 | The double moats/windowed corridor |
W0000008 | Flooded caves, arched ramp grotto |
W0000009 | Flooded Y in the rafters |
W0000010 | Flooded rafter windowed corridors |
W0000011 | Flooded rafter circle of rooms |
W0000012 | Flooded X/H ground floor |
W0000013 | Flooded royal audience hall, stone catwalk |
W0000014 | Flooded flying H, zig-zag shaft [2] |
W0000015 | Flooded three U's, short elevator shaft in rafters |
W0000016 | Flooded flying Y: stem is a ramp leading down |
W0000017 | Flooded double spirals [3] |
W0000018 | Flooded flying J |
W0000019 | Flooded long attic zig-zag |
W0000020 | Flooded attic eight door room/three floor elevator |
W0000021 | Flooded caged door |
W0000022 | Flooded pig sty [4] |
W0000023 | Flooded wooden suspension bridge grotto |
W0000024 | Flooded one floor meander |
W0000025 | Flooded room of tapestries |
W0000026 | Flooded skull teleporter scenario |
W0000027 | Flooded spaghetti maze |
W0000028 | Flooded double ovals |
W0000029 | Flooded big barn |
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.
PlacesEdit
FootnotesEdit
- ^ a b c d e f g h i Never floods.
- ^ a b c d 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".
- ^ a b c d Clockwise and anticlockwise square ramps winding around the perimeter of the block.
- ^ a b c d There always seems to be a caged pig in a connecting room in the lower levels of this straight forward block.
- ^ a b c 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.