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Daggerfall:Traveling

1,790 bytes removed, 00:47, 14 December 2009
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]].
I spent a little time (about a week) just running through the wilds of the A'kir (think that's right) desert south of Sentinel...other than a large number of scorpions and (ready for this?) vampires, I didn't manage to run into anything all that spectacular...did manage to filch a pair of daedric gauntlets from a corpse though...:)
* 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.
In dungeons (I noticed that people were talking about some different dungeon-delving methods) I find that with ye-olde basic dungeon, the following rules work well.
* 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.
* Try to map the area around the exit thoroughly, because I've found what I'm looking for in the dungeon fairly close to the exit on a disgustingly high number of occasions... a perfect example is Shedungent in the Wrothgarian Mountains...just hit the first door you come to (literally) with a powerful enough open spell, and voila, there's the target.
** 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.
* If you find yourself getting deeper into a dungeon (especially the bigger ones) try to map everything on the current floor first. By this I mean don't go up or down anything, and check behind every door.
* Corridors with a very step inclination are usually reflexive connections to the same block.
 
* A method used by some is upon entering a dungeon, start following a passage wall to either the left or right side. Go through all doors, use all elevators and teleporters, but keep following that wall until you either find the quest object or get back to the entrance. If you get back to the entrance, save the game, and then follow the other wall (the one across from the entrance). If you get back to the entrance again, save the game and start following passages that you didn't take the first two times. The method works . It's not very thorough, but it will get you to the quest object eventually.
 
* Another method is searching a dungeon by sections. If you look at your map, you will see that your arrow is on a particular type of flooring. The section method requires that you explore ONLY the areas with that kind of flooring until you have cleared out all of that section. Then you move on to another section and clear it. And so forth until you reach the quest object. It is a very thorough method of exploration, but time-consuming. This is not a bad thing if you have a lot of time on your hands, but it is not designed to get you to your destination quickly.
 
* I've never found anything underwater...granted I've heard stories of people finding their target underwater, but as a whole, nothing is down there except the occasional dreugh and the odd zombie.
 
* Finally, if you're REALLY having problems finding what you're looking for, it's a good bet that there's a tunnel leading directly up from somewhere that you've missed...I don't know how many times a simple levitation spell to get me through a hole in the celing has popped me out close to my target.
 
Granted, there are going to be exceptions to these rules, but for the most part they work well (don't ask me for help on those funky red brick doors though...haven't found a good way to work with them yet...just keep wandering).
 
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.
 
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