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→Dungeon Exploration Method: incorporation from "Daggerfall:Dungeon Layout"
==Dungeon Exploration Method==
There are many techniques to navigate complex [[Daggerfall:Dungeons|dungeons]] but the best one is to use the knowledge of how Daggerfall dungeons are [[Daggerfall:Dungeons#Assembling of Dungeons|assembled]].
* Check one's position (red dot) and the exit position (blue dot) in the dungeon layout diagram.
* When crossing to a new internal block the texture style changes but not always. Sometimes there is a small pause in the game. Check the dungeon layout diagram to be sure to see when a new block is transitioned.
* Thorough exploration:
** Always explore one block fully before going on to the next block. If possible one should start from the bottom to the top.
** If top-to-bottom is not possible, fully explore by following a given direction (such as only taking left-hand turns) until one has exhausted all such turns, then go backwards one decision point trying the right-hand path, until one has fully mapped the dungeon.
* Mark the fastest path to exit on each block with junk if one may not cast teleport.
* Corridors with a very step inclination are usually reflexive connections to the same block.
There will be times in almost any dungeon where you will encounter a locked door, red brick door, teleporter (can be a floating skull or other item), trapdoor (usually with teleporters), water, traps, and magically locked doors.▼
* For locked doors and magically locked doors, there are a few solutions; try picking the lock, cast an 'open' spell (home-made or standard both work), cast a spell like fireball, or just use your hands/feet to bash the door open. If you use the last, use either a low material item (like iron or steel) or your hands and feet. Using a weapon wears it down fast.▼
* Water can be overcome with a water walking/breathing spell, or, in some cases, completely avoided if the quest location is not past the water.▼
* You can find traps if your walking along and your vision starts to sway and you don't have any monsters in the passageway/room/etc and either your health or magicka are drained. If you don't have a 'levitate' spell, don't go on.▼
▲There will be times in almost any dungeon where you will encounter a locked door, red brick door, teleporter (can be a floating skull or other item), trapdoor (usually with teleporters), water, traps, and magically locked doors.
▲* For lockedLocked doors and magically locked doors, there are a few solutions; try picking the lock, cast an 'open' spell (home-made or standard both work), cast a spell like fireball, or just use your hands/feet to bash the door open. If you use the last, use either a low material item (like iron or steel) or your hands and feet. UsingWhile using a weapon wearswill open the door faster, it will also damage/wear-down fastthe weapon.
▲* Water can be overcome with a water walking/breathing spell, or, in some cases, completely avoided if the quest location is not past the water.
▲* YouTraps can findbe trapsfound if your walking along and your vision starts to sway and you don't have any monsters in the passageway/room/etc and either your health or magicka are drained. If you don't have a 'levitate' spell, don't go on.
* Red brick doors have a few possibilities, but before even going NEAR one you should ALWAYS SAVE. They can be in a doorway (where another part would connect) or can be in the middle of a room (these are activated by clicking on them. If you enter, you can be teleported, hurt, or nothing at all will happen.
* Trapdoors usually have a series of teleporters in the dungeon. To get through a trapdoor, go through the teleporters until you see a lever, activate it, and go through the teleporters until your back at the trapdoor. Go down with a levitate spell to avoid having broken legs at the bottom.