Changes

Daggerfall:Quest Related Hints

29 bytes added, 02:57, 3 October 2008
Dungeon Dressing, Doors
===Dungeon Dressing===
In dungeons, one will often run across 2D images that visually appear to be random belts, iron maidens, bottles, and so on. Clicking on these items doesn't normally do anything, as they are just for mood and clutter, unless they have been specifically placed by the game or module.
 
-Quest items disguised as dungeon dressing need to be picked up by being clicked on, whereupon you will receive a message about the quest and the item. They are most often found on the floor.
-In dungeon teleports are most frequently disguised as free-standing torches, brick walls (which normally indicate a terminating dungeon connector; they may need to be walked into or clicked), and human skulls. Direnni Tower contains a unique teleport trap that the player will not even initially notice.
 
-There are three kinds of obvious switches with 3D objects: wall-levers, ground-levers, and cranks. (Sometimes, these switches can vanish when viewed from a certain direction; if you think a switch should be nearby, look in an appropriate direction and sway the camera around.) Others are disguised as wall and free-standing torches, animal skulls (usually), and, in one case, a statue. Switches toggle and open otherwise locked doors, portcullises, trapdoors, sliding walls, rising floor regions, and such.
-In dungeon teleports are most frequently disguised as free-standing torches, brick walls (which normally indicate a terminating dungeon connector; they may need to be walked into or clicked), and human skulls. [[Daggerfall:Direnni_Tower|Direnni Tower]] contains a unique teleport trap that the player will not even initially notice.
-Traps are infrequent but can involve passing or walking over part of a corridor, and are typically connected to dungeon dressing such as the Orcish bust, the iron maiden, leaning coffins, and sometimes to free-standing torch fixtures. One special-mention trap is a hidden pit on the ground. Very seldom, a switch can be trapped.
 
-Blue beams occasionally obstruct doors, but they can only be found in the Main Dungeons, and the switches that toggle them are usually nearby.
-There are three kinds of obvious switches with 3D objects: wall-levers, ground-levers, and cranks. (Sometimes, these switches can vanish when viewed from a certain direction; if you think a switch should be nearby, look in an appropriate direction and sway the camera around.) Others are disguised as wall and free-standing torches, animal skulls (usually), and, in one case, a statue. Switches toggle and open otherwise locked doors, portcullises, trapdoors, sliding walls, rising floor regions, and such.
 
-Traps are infrequent but can involve passing or walking over part of a corridor, and are typically connected to dungeon dressing such as the Orcish bust, the iron maiden, leaning coffins, and sometimes to free-standing torch fixtures. One special-mention trap is a hidden pit on the ground. Very seldom, a switch can be trapped.
 
-Blue beams occasionally obstruct doors, but they can only be found in the Main Dungeons, and the switches that toggle them are usually nearby.
 
==Delivery Quests==
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