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Prima Daggerfall Unofficial Strategy Guide

Prima Daggerfall Unofficial Strategy Guide

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Nicolas Nuñez
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100% found this document useful (3 votes)
3K views

Prima Daggerfall Unofficial Strategy Guide

Prima Daggerfall Unofficial Strategy Guide

Uploaded by

Nicolas Nuñez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 178

zSSquee

is a registered trademark of Prima Publishing, a division of Prima Communica-


lions, Inc.


and Prima Publishing are registered trademarks of Prima Communications, Inc.
PIllMA

1996 by Prima Publishing. All rights reserved. No part of this book may be reproduced or
transmitted in any form or by any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system without written permission from
Prima Publishing, except for the inclusion of quotations in a review.

Project Editor:Julie Asbury

Illustrator: Caylon Balmain

This fully independent edition is a product of Prima Publishing and is not affiliated with, li-
censed, or authorized by Bethesda Softworks. Prima disclaims any copyright or trademark interest
in the Daggerfall game, trademark, or characters. Daggerfall TM and its characters are trade-
marks of Bethesda Softworks.

AIl products and characters mentioned in this book are trademarks oftheir respecti\,e companies.

Important:

Prima Publishing has made every. effort to determine that the information contained in this
book is accurate. However, the publisher makes no warranty, either expressed or implied, as to
the accuracy, effectiveness, or completeness ofthe material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that may result from using the
information in this book. The publisher cannot provide information regarding game play hints
and strategies, or problems with hardware or software. Questions should be directed to the
support numbers provided by the game and device manufacturers in their documentation.
Some game tricks require precise timing and may require repeated attempts before the desired
result is achieved.

ISBN: 7615-0715-9

Librarv of Congress Catalog Card Number: 96-6891 7

Printed in the United States ofAmerica

96979899DD1098765432
zSS"co
Oro^to C^rmiett

PRIn4A PUBLISHING
Rocklin, California
(916) 6324400
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===+-^---i-i

iCiha-t|\`
1 1tlttOOuchon

2 Cb^r^cter Det)etopmet`t
HEREEE i

3 Custom Class Creatiou

4 Cre^tit`g Items, Potiot`s, and Spells

5 CbeBigStory

6 SttategyanOC^ctics ;;
7 DuT\geOt` Cr^roting

8 coouey coan^gemettt

9 Poroeyg^wit`g

lO BugsanO Cat)eats

Appet`Oix: Custom Quest Sheets


==:i-\TT=-i
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----.`==_

AcknoroteOgments...............................................xix

1 1t'ttoOuchot` 3
Soro to use this Book............................................ 4

C^mriet........................... ............... 4

CalenO^r.................................................................7

C7)a Story ofltAll................................................. 8

2 cbar^cter Deoetopmettt 13
C7)^r^cter Creation................................................ 14

Cb^r^cter Concept................................................. 14

upper Class.......................................................... 15

oroer Class................................... 15

Reputation........................................................ 15

CotlCePt............................................................. 16

Concept I)s. Realrty............................................... 16

Comt)^t 16

esc=SS=ap`.g
jty
in_
.
rd^ul
iEEro@EEEiIEEEE!-FEE
Cotttetuts

EEiE
People Skitts......................................................17

Cb^racter Creation.................................................17

ELi`;.-;jii I)rioateer's Solb....................................................2O

Gr^t)ey^rO C)dyssey.............................................. 21

Sirst Cime it` Corot`, BuOOy?.................................. 21

^dy AOt)^ncement.............................................. 22

Cater hot)^ttcement......... 24

3 custom class creatiot` 27


Choosing Skitls..................................................... 28

Dis^Ot)ant^ges...................................................... 31

^bot\"nges........................................................... 32

Sit I)oints.............................................................34

Reputations..........................................................34

Cautions............................................................... 35

Roll a)em Bones............. 35

x^mples..............................................................36

S^ckman.........................................................36

Commentary..................................................... 37

Sb^Ooro 38

Comme"^vy..................................................39

FS;:;;::i:``SS=i,S;f%fRE::::::;:::::;:;::;;;;::;::;:;;;;::;:::::.-`SsS:,,?gj,//
5E+EE5=-ii=iEEEi=E=5i== -=S-sE;Z^,~?#Z7gSS\sSS=,::,
-
i- i-
Cottte"ts

Storm.............................................................. 4O

Commentary.................................................. 41

Cteattng Items, Potions, and Spells 45


Creating Items..................................................... 46

Creating I)otions................................................... 47

Creating Spetts.................................................... 49

abe Big Story 53


A little Sistory....................................................54

Cbe Ghost............................................................ 55

Queett Dolt)^ger A and B (D^ggerfall Coutt)........ 56


Kittg GothryO (D^ggerfalt Coutt)......................... 57

Queen Aubk-i (D^ggetlall Court)......................... 58


Cyt`Oass^ (D^ggerfalt Cout)................................ 58

King aOlny'e, Queen B^renzi^l) (Wayrest Coot).... 58

Prince Setseth (\^7^yrest Coutt)............................ 58

Ptit`cess cooygi^b (Wayrest Coot)...................... 59

Pwhcess Gysan^ (W^yrest Court)........................ 59


oto \\foobbome (\\Ti\ycest Coutt)........................ 59

_I-
Queett Akoritt)i (Sentinel Coutt).......................... 6O

irf=-
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Cotttettts

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Prince t)otun (Set`tinel Coutt)............................ 6O


ady Brisierm^ (spy for the emperor).................. 6O

coeOor^ (formedy ofD^ggerfalt Court)............... 6O


Gottroog (Ore ct)ieftalt`)....................................... 61

C7)a CLnOendng..................................................... 61

C7)a King ofWorms.............................................. 61

Ref)iero ........................................... 62

a s1"e9Y^nOCwhcs 65
Questing............................................................. 66

iRE[REiEfi
Quest C^ctics....................................................... 69 iii[ii
ocus: GuitO......................................................... 7O

Socus: nobles/lmpott^t`t Cb^cacters...................... 7O


Cbe Quests (tt)ith a Capital 'Q').............................71

Concem for nutfaga (3).................................... 73

coyniser^'s etters (3)...................................... 73

coorgi^b's \\7eOOitlg (3).................................... 74

Bhckm^i1 (4).................................................... 75

CT)a Beast (5) ..... 76

Cbe Courier (5)................................................. 76

free C)rsinium (5)............................................. 77


Cotttettts

EL______

abe coissing PritlCe (5).................................... 77

Cbe Paitltittg ofCouth (5).................................. 78

ays^tIA'S Robe (6)............................................ 79

Gysan^'s Crap (any)......................................... 79

Soul of^ icb (7)............................................. 8O

C1)a Attciettt \^7atcher (8)............ .. 81

free coeOor^ (8)............................................... 81

Dust ofRestftlt Deadly (1O)................................ 82


i
I

Calming ftysanOus's S1)itit (1O).......................... 82

Vet`ge^t`ce, S^itb the Ghost (1O)........................ 83

Cbe co^tlteth.................................................... 83

totem (14)........................................................84

Aett)erius (14)...................................................85

ttote . ............................. 88

7 Dungeott Cr^roting 91
Preparation.......................................................... 92

xptoration.............................,............................93

Basic Suroit)al....................................................... 95

Combi*t................................................................ %

Coot.....................................................................98
Cottte"ts

Speed, Agiltry, and Dodge.................................... 99

g cooney coarmgemettt lot


Get a Sorse!....................................................... 1O2

Deficit SpenOing................................................. 1O3

Crairing.......................................................... 1O4

Spells.............................................................. 1O5

Potions........................................................... 1O5

Items............................................................... 1O5

Cempte DoTIAtiOnS........................................... loo

Bribes....................................... 1O6

Ships.................................................................. loo

Souses.................................................................1O7

etters ofCreOit.................................................. 1O8


::i-_-: `:-::::::

Don't Scrimp: Win............................................. 1O8

a poroergwittg 111
Gettittg tl)e coast from D^ggerfalt....................... 113

Sat)ing Strategies.............................................. 113

Stack the Gotb Sigb......................................... 114

Oet R^nk......................................................... 115

=`-`-<`f.tip.-f=`-
Cotttettts

ii- ig-
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i=.--._-== . ___`

Be AtlYou Can Be:Vampire................................. 115

Get De^O......................................................... 115

Beit`g De^O: Good Cbings................................ 116

Being De^O: B^O a)ings................................... 117

coore than Oue Way to Skim a Cat................... 118

\^7itO Chang: fyc^tlthrOPy................,.................. 118

BeiugWitO Cbang: Good Cbittgs...................... 119

Beit`g\\7itO Cb^ttg: B^O Cbitlgs........................ 119

CJ)a Compteat Chief............................................. 12O

Di^botical........................................................ 121

Wbere's coy Sbabott)?..................................... 121

Cbeats!................................................................ 121

free Statistic Points.........................................122

Item nch^nting lot.........................................123

CroisteO Concepts................................................ 124

co^gic coot`k.................................................. 124

G^ttOalf...........................................................125

Sigb Gt)es Rule...............................................125

Croll........................................... .....125

CootAttifacts..................................................... 126

Auwiers Bout)........ ............. 126

ii- RE=
\=i.- r` `==+

-+---:;:Ei:: --
Coute"ts

-:I :Z-_ i::i:I_.i -_

Auriet's Sbietb.................................................. 127

Auriet's Star........... ........ 127

Cbrys^mere...................................................... 127

ctony Bhbe.................................................... 127

crony co^it..................................................... 127

Sircine St)ietO...................................................128

orO's co^il (Armor ofcoorit)uns)...................128


iiiiiiiiii
co^ce ofcoohg Bat (Vanpire's co^ce)............128

co^sque ofC1^t)icus Vile..................................128

coebume's Razor.............................................128

nect,omancer's Amulet... ....... 129

Ogb- ltfinium............................................. 129

Rit`g ofKbajiiti............................................... 129

Ring oft)^mir^............................................... 129


';;:;
Sanguine Rose................................................ 13O

i; Skeleton Kay................................................... 13O

Skutt ofCormption......................................... 13O

Spell Z3re^ker.................................................. 13O

Staffofco^gnus.............................................. 13O

VolenOoung...................................................... 131
Contettts

- \,T=,.-i--=:,.X-S`==

1O Bugs and Cat)eats 133


Keee-rasb!.......................................................... 134

AOmireO in D^ggeyfatt?........................................135

I,ost in the Walls: You..........................................135

Cost itt the \^7alts: cootlSterS.................................135

But ls lt a Bug?.................................................. 136

Ghost SounOs...................................................... 137

Grapbicalty CballengeO........................................ 137

Sat)eO Games Gone B^O...................................... 138

Cechnical Problems............................................. 138 ('i,,,:

Patches.............................................................. 139

Ctt)a-Sour Rule................................................... 14O


iEii:?/k(

Cat)eat...... ..................... 141

AppetlOix: Custom Quest Sheets


I thank all who made this project work. First, my wife, who has
missed out on more than one home{ooked meal during the last
several weeks. Second,Juliana Aldous, who thought ofme when
the balloon on this projectwentup. Third,Julie Asbury, for stage-
managing the production so well, and Lothlorien, who's moved
on to the Big City. And flnally, the shadowy Sam Mills, who wal-
loped me upside the haid whenever I slipped into passive voice,
and all the other folks at Prima who make the gears go 'round.

Oh, and ofcourse, where wouldwe be withoutLeFay, Nesmith,


and Peterson, Dclgger/CI/7s designers, and the rest ofthe Bethesda
Softworks crew? |^There would we be? Lost without Dczgger/CIZZ, of
course! Many thanks for the wideropen vistas ofDczgger/cEZfl

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D^ggerfalt tlttantt)orizeO Strategy Guide

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w7ys-ZZ::>;fyff343::i=>:::=.Ff:::fE::ff=::gr7%if:ff:=:.i.,:S:J`grFZfFZ3:i::S5FS6,_off:-,!7Z:_<SSS:+,.:fg:;

elcome to the unauthorized strategy guide to Tfoe


EZcZer ScroZZs.. DcEgger/C[/Z. You hold in your hands the
result ofyears oftireless research, performed by a crack
team of gamers.* This book can help you get the most out of
Dczgger/cI//, a game SO big it boggles the imagination. It,s easy to
get lost in a game this size, so keep reading and learn your
way around.

Sott) to use this Book


Using this book is easy. Most of this information won't spoil any-
thing for you if you read it. If you're worried about learning
something that would ruin a surprise later, avoid Chapter 5. To
flnd speciflC information, Check Out the table Of COntents and
then review the appropriate chapter.

The chapters are short, so you won,t be up all night studying.

That's it. It's a good idea to read a little bit about the world of
Dclgger/CZZ/, to get your bearings before the game begins. Once
you start play? the clock is ticking-right from the minute the
emperor asks you for a little favor.

C^mriet
A vast empire rules nine provinces. High Rock is one of these.
High Rock contains numerous kingdoms. During a recent war,
*Yeah, right.
Cbaptev 1: lttttoOuctiott

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the Fhng ofDaggerfall, one ofthese kingdoms, perished in battle.


Nowhis ghostroams the kingdom,s capital, also called Daggerfall,
in the wee hours of the night.

His only word: 66 Vc71geCB7,Ce."

During character development, you decide whether your an-


swers to specific questions or an automatic route will determine
some of your character,s personal history. No matter which you
choose, somehow you come into contact with the emperor.

The opening animation is there to be enjoyed, so enjoyit-but


listen carefully.

The emperor wishes for you to learn what you can about the
ghost, and as a minor matter, learn the whereabouts of a cer-
tain letter.

Your adventures will take you to manyplaces in the kingdom of


Daggerfall, plus a few places outside it. The people ofDaggerfall
live in a familiar European feudal setting' with the usual dash of
magic to spice things up.

A king and queen mle each kingdom. Avariety ofnobles help


enliven the political situation. Most people live in cities, tol^ms,
and villages: The larger the population center, the greater the
variety ofshops, guilds, taverns, and residences. Cities and tol^ms
generally have walls with gates that shut at sunset.

Most merchants specialize in one particular kind oftrade item.


There are gem merchants, booksellers, weaponsmiths, armorers,

iEas iEE
- REEF

-. --- SE i-:--=--
D^ggerfalt ClmuthorizeO Strategy Guide

and clothiers, to name a few. In addition, general merchants of-


fer a little ofeverything.

Guilds provide your character with advancement opportu-


nities, as well as a place to improve skills and receive quests.
Depending on the guild, characters can also flnd free lodging,
invent new spells, make magic items, teleport, be healed, and
much more. Reputation rules all, inside and outside the guild
structure.

The common folk usually hang out in taverns. Each popula-


tion center in the game appears to have at least two. Centers of
social activity, each tavern is run by an innkeeper. Taverns are
where characters can camp for the night, flnd quests, hobnob
with imperial contacts) and look for news, among other things.

Note the foregoing phrase 6(appears to have." It,s a big game,


and it,s difficult to be absolute about a game environment that,s
huge to start with, and somewhat random) to boot.

Residences and a lot of dungeons are scattered outside the


walled cities and tol^ms. Initially, the only dungeons marked on
the map are graveyards, but as you accept quests and discover
maps, more and more dungeons are revealed.

Daggera11 is a land where the weather matters: The sun can


shine, the rain can fall, snow can drift dol^m to make everything
white-until it melts; then it makes blue puddles and, eventually,
brown mud. Cows moo, cats meow, dogs bark. In the wilderness,
acareful observerwill note manysigns ofwildlife, and in dungeons
"=_ ,.,.i -_'-_-:,I -`T _-S-={_T===
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Ct)apter 1: lt`ttoOuctiot`

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monsters make quite a racket. Fog can shroud everything farther


than a few steps away.

Dar^m and twilightmarkmorningand evening. Nights are pitch


black, or nearlyso, and cautious travelers make sure they,re in an
inn come the hours ofdarkness.

In short, the world ofDaggerfall is complex and full ofdetail.


Keep an eye on the calendar: The weather you experience will
make sense, given the season. Few games on the market come as
close as Dclgger/CZZZ to replicating the experience of a paper-and-
pencil role-playing game.

CalettO^r

Tamrie1,s calendar is made up of 12 months. The following list


shows the number ofdays in each month:

Morning Star 31

SunsDaun 28

FirstSeed 31

REinsHand 30

SecondSeed 31

MidYear 30

SunsHeight 31

<:_-- - i-`.>=-
D^ggerfatt ut`anthorizeO Strategy Guide

ri-<_xp= `_a_-_av iiiEH DEas


I.3=s,giv/ifpegff,asrffffSiS:i:r*gr<%:::::S:=:=.:,:,y,,frgi

LastSeed 31

HearthFire 30

FrostFall 31

SunsDusk 30

EveningStar 31

Expect the weather to conform to the season, generally. It does


vary to some degree. Advanced players thinking about summon-
ing Daedra will wish to keep an eye on the weather, as it can help,
hinder, or disastrously influence activity.

Keeping track of time is important; many game activities are


time-sensitive. Sleeping too much can make time pass too quickly
(more on that subject later in the book).
Various holidays spice things up. Some are celebrated empire-
wide, while others are specific tO One kingdom Or Province.

Enjoy the passing ofthe seasons. It makes quite a change from


the average computer role-playing game, doesn't it?

Ctoe Story ofltAtt


Chapter 5 outlines the story that drives this adventure. For now,
let's focus on the storytelling aspect of computer role-playing
games. CRPGs traditionally fall short in a few categories of the
RPG experience, and storytelling is one of them.

-E=Er_8_55=
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Clyapter 1: It'ttoOuchot1

EEEL|EEEHco-_E RE5=_- usE=


HEREE5=li

Great for executing a linear story, yes. Greatfor lining up mon-


sters to slay, yes. Wonderful at keeping track of all the numbers
and statistics and effects and details, yes. Good at telling a story
based on a s)mergy between player and program, no.

|^Thile the big story is provided, it ism,t so tightly scripted that a


player 6(wins,, or Closes.,, In fact, the game can end any of six dis-
tinctways ifyou play the main storyline through to its conclusion.

A seemingly infinite number of stories can be told on the way


through the big story-and, if you can tolerate the mathemati-
cally staggering implications, an equally great number of stories
can be told outside the main plot.

So tell a story. Begin with a well-conceived character concept.


Adapt it to the rules of the road. After all, no matter what your
concept is, ifyou don,t use the game,s mechanics to your advan-
tage, you won't have as much fun as you could. Then play, but
play according to your concept.

Lightly armed thieves shouldn,I stand and slug it out with en-
emies. Skulk first, then flee like a coward. A fast pair offeet can
getyou through the entire first dungeon, for example, and noth-
ing has to die for you to escape.

If you're playing a broad-shouldered stalwart, then by all


means, hack and bash your way to victory-but do turn down
the sneakier quests. Mages cast spells and acquire power. Priests
overcome via the power of their unique magic (and perhaps a
little head-thumping).

- ::,I_: -
D^ggerfall ut`^utt)orizeO Strategy Guide

ESEal igZiE aqat}` -I--


"mtry~:---S
TE='-'-a
One of the beauties ofDczgger/a,ZZis that it doesn,t conflne you
to these strict categories. Through '6custom class creation,'' play-
ers can design characters with varied talents, and deflne their
own archetypes.

Hey, you bought the game already didn,I you? Time to create
a character!

E-
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<.``._
___-i_ _

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his chapter provides details about how to pick your


character's race and class, and how to manage develop-
ment and advancement both early and late in the game.

The first thing you must dO iS Create a Character.


)i,?

Cb^cacter Creatiott
l^Then starting a new game, a player,s flrstjob is to develop a new
character for it. This process is important and you should give
some thought to the task. First, however, new players should run iEiiiiii
through the character development process at least once,just to
become familiar with it.

Once all steps of the character development process are clear,


move to the next step-character concept.

Cb^racter Cot`cept

In many CRPGs, character class boils dol^m to three choices-


fighter) spell-user, or thief. Although many games allowmulticlass
characters with more than one profession, Dczgger/cz// characters
are based on skills) not on an abstract notion ofclass.

This skills-based system still relies on 6(levels" to develop char-


acteristics and hit points, but the character attains these levels by
using skills in the game. As the game rule book notes, thieves
don,t become better at thieving by killing trolls; they become
better thieves by stealing things.
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Ct)apter 2: Cly^r^cter Det)etopmettt

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Character concept-which boils down to a strong understand-


ing ofhow a game character will get things done-is important)
because a strong concept speeds development and makes for a
more adept adventurer. Aweak concept, on the other hand, tends
to resultin a characterwho can,tmeet the challenges ofDclgger/CIZZ.

The game,s emphasis on how stories are told shapes how the
player should define these concepts, however. Social standing
appears to have a strong influence on which path the game ad-
venturer f|nds easiest.

ut)per Class

Characters who hobnob with nobles, are well-thought-ofby aris-


tocrats and merchants, andwho avoid criminal activity (in tol^ms,
at least) flt into this Category. Etiquette is the deflning Skill for
characters who take this route, whetherwarrior, knight, or mage.

oroer Class

Characters who operate in the shadows, who aren't appreciated


by nobles and merchants, and who are liked by common folk are
defined by their streetwise skill.

Reput^tiott

Because a character earns a reputation and it can change over


time, players should decide what road they'll take early on and
H8nais=_
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D^ggerfalt utt^uthorizeO Strategy Guide

then stick with it. It might be possible to be skilled in both


streetwise and etiquette and operate in both social circles, but it,s
far easier to cultivate one reputation.

Cee,pt

A concept, then, is a detailed image ofwho the character is and


how he or she gets things done. |^That are the character's morals?
Ethics? In this game, a law-abiding knight had best be law-abid-
ingall the time ifhe orshewants to speakfreelywith the aristocrats
who hold many of the keys to the game,s mysteries.

Cottcept I)s. Realtry

Unfortunately Dclgger/CZ//iSn't designed in Such aWay thatjuSt any


concept is workable. The following sections list general abilities
necessary to complete the game.

Comb^{

Designing a traditional RPGwizard-in-robes-armed-with-a-dagger


ism,t a good idea. Even maximizing spellcasting potential with a
custom character class ism,I enough to allow a spells-only charac-
ter to work. There,sjust too much hacking and slashing to do,
and a characterwithout a strong right (or left) arm, and aweapon
and skill to go with it, has an enormous handicap. (For details,
see the purpose-built mage example, 6CStorm,'' in Chapter 3.)

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Chapter 2: Cb^racter Det)etopmettt

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ELfteople Sk"s

Your reputation with various groups drives the game. One way to
build a reputation is to perform quests (see the foregoing (6Com-
bat,, section). A reasonably strong personality> however, is also
necessary.

Cto^r^cter Creatiott

The first thing you'll see when you start a new game is a map of
the empire. All the action (more or less) takes place in High Rock
province. Look closely and you'll see a bay. The city ofDaggerfall
is on the north shore.

Compare your concept to the description of the people who


come from each province. l^Thich provides the best match? Make
your choice, but remember:You can always go back and make up
a new character. In fact, you'll probably want to invent several
new characters before settling in to make zfae character you wish
to try and solve the game with. Given the game,s wide-open na-
ture, you may even find yourself back at this stage after playing
the game for months, ready to try a new path to adventure!

Ifyou don,Iparticularly care, pick Sumurset Isle; the Elves from


that island are naturally immune to paralysis, the handiest trait to
have, especially early in the game.

Once you,ve picked your home province (and thus your


character,s race), it,s time to choose your character,s gender.
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D^ggerfall utt^utl)orizeO Strategy Guide

Gender does make a difference. Generally, but not always, females


have a lower range of one attribute and a greater range in an-
other. This difference is relatively small, however, so feel free to
choose based on your character concept.

Next you must choose your character,s class. You can answer
10 questions and have the game suggest a class, or pick from a list
of 18 t)res. You also have the option at this stage to create your
own class-

For flrst-timers, answering the 10 questions is quick and pain-


less) and you don,t have to abide by the game,s suggestion.
|^Thatever class you choose, be sure it fltS the concept you have
fioryour character. Payclose attention to the importantskills listed,
because using them determines your character,s level advance-
ment for the entire game.

After choosing a class you have the option to 6(fast start,, your
character,s background. Pick the other choice unless you,re re-
ally, really in a hurry. Answering these questions can help you
add valuable points to your reputation with various groups, not
to mention line your pocket with a little extra cash. It,s also a
good idea to pick a valuable weapon appropriate for your class:
Heavy hitting power will grease your way through the first dun-
geon like nothing else can.

|^Then the questions are about skills) it,s best for the short term
to choose skills important to class advancement (you,1l use them
in dungeons and so on). For the long term, consider bolstering
your weaker skills. Because money and time and a trainer can

-.=-::-a--:.I-----=`--``
Ct)aptev 2: Ct)^r^cter Det)elopment

help you improve your skills) but only up to 50, adding to the
weaker skills allows you to maximize your paid training time.

In the very long term, when any one skill reaches 100 you stop
advancing in level, so it,s good to avoid pushing a major skill too
far.Your major skills will get better on their own, as you use them.

l^Thether you picked the fast track or spent a few minutes an-
swering questions, next you have some dice-rolling to manage.
|\Then it comes time to roll the dice, keep your eye on the bo-
nuses. Roll again and again until +1 pops up in the bottom three
categories (it,s easier to watch for three things to change than to
watch many).

|^Then that happens, stop and look over your results. As a gen-
eral rule) don,I accept less than 60 Speed and any prime
characteristic for your chosen profession(s). Agility is also very
important; it's used for weapon and key movement skills. Don't
forget to add the bonus points when calculating this! Spending
five minutes or so doing this ism,t unreasonable. Even a moderate
effort (assuming a straight 50 starting spl-Cad) can produce a pre-
ponderance of 60s) which is good enough to begin.

It's always good to have a +1 in the bottom three categories and


in the damage category, but your individual character concept
may force you to change these general expectations. Never, how-
ever, start with less than 60 Speed! Also, always round up to the
nearest 10) or prepare to do so when you gain levels.

l^Then spendingyour bonus points to improve your skills, bring-


ing up the lowest in each category is a good idea. Because

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advancement seems to depend on improving your overall skills


average, working on raising each is the best strategy for gaining
levels quickly.

The Reflexes screen may seem like an intimidating choice. For


your flrSt run-through, try fJa'gfo. Ifthat's too fast, practice a bit. It 5@ii

may even seem slow. After you've played the game for several
hours and gotten the hang of things, moving up to Very fJa'gfa iiiiiii
shouldn,t be a problem for most players.

Now it,s time to move on to the opening animation, which re-


counts the history printed in the rule book and then takes your
character to a late-night meeting with the emperor himself. It,s a
good idea to review the history in the rulebook, but it doesn't
EN have to get in the way ofstarting the game!
ELgivfl

Prit)ateer's SotO

The game,s brochure details this introductorydungeon. First-time


players should accept the tutorial when it,s offered. It,s easy to
outpace the tutorial, however, so be patient. Old handswith CRPGs
can dispense with it, especially those with A71e7?CZ experience.

Take your time learning the ropes. See Chapter 7 for spe-
ciflC tips about how tO mash those monsters (Or Slice and dice,
if you prefer). By the time you flnd the dungeon,s exit, your
character should be second level. When you do exit) don,I go
to Daggerfalljust yet!
--- I-- `
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Chapter 2: Ch^cacter Det)etopmettt

--- :-:-
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Guway" Otryssey

On the strategic map) eyeball the location of Daggerfall relative


to where you are. Shut off 7lozt/ros, fJo77aeS, and 7lermPdes. See all those
red dots? Those are graveyards. Pick the closest red dot between
you and Daggerfall. Go there.
Plunder the graveyard. Find the mausoleum, click on the black
bars to enter, go dol^mstairs) and pick up some easy treasure. At
worst you,ll fight a thiefor two. Mostly you,ll meet bats and rats.

Repeat this activity all the way to Daggerfall and you'll be at


least several hundred gold pieces richer than ifyou went straight
to Daggerfall from the Privateer's Hold. The extra money will
come in handy. Later in the game, a few hundred gold pieces will
seem a pittance, but right now it,s worth stopping to pick up.

Sirst Cime it` Corot', Buddy?

When you flrSt enter Daggerfall, look at the overhead map.


It,s a big city) ism,t it? And all those anonymous buildings! The
color codes are helpful, but you'1l need to know the city wall
to wall, anyway.

March yourselfin a grid pattern (nm the whole way to cutdol^m


the yal^m time) back and forth across the city. Identify buildings
by clicking on a wall with the eyeball (info) icon active; the
building,s name will appear on your map.

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D^ggerfall ut`^uthorizeO Strategy Guide

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Stop and sell your loot whenever you stumble on a merchant


who deals with the kind ofitem you're unloading. Visit the guild
ofyour choice.Join ifyou like, then pay for some cheap training
before moving on. You won't see an increase in your skill until
after you sleep six hours or so, but because you can train only
once a day, it doesn,t matter.

Ifyou,re a spellcaster, buy or invent a levitation spell. Ifyou can


afford it, also get a water-breathing spell. l^Then you're armed
with these two magical tools, no geographical obstacles can stop
you, at least in the earlier dungeons.

Sometime while you're tootling around the city eyeballing


things, a letter will arrive-your flrst real hook into the Big Story
(see Chapter 5 for details). To accommodate the letter writer,
you must travel out of town and find a tavern. (It,s randomly as-
signed each time you start a new game, as are lots of things in
DaggerfalD.

After meeting the lady) you,re free to adventure as you wish.


The following tipswill helpyou advance quickly earlyin the game.
(Chapter 6 provides more information speciflC tO Questing.)

ndyAOt)ancemetlt

Shake loose all the p1-eCOnCePtiOnS about level advancement you


",,:,;
acquired from other CRPGs. Killing monsters? You may as well
let them live after you hack at them once or twice:Just swinging
at them earnsyou a chance to improveyourweapon skills. Finding
I ` ;:;:-;
Chapter 2: Ct)^racter Det)etopmettt

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treasure? Doesn't mean squat) except when you spend your loot
on a personal trainer to raise your skills.

It,s a good idea to write your primary, major, and miscellaneous


skills on a sticky-note and post it in plain sight. l^Theneveryou get
a chance, use those skills. Before you sleep' be certain you've used
each skill at least once.

Run around your room at the tavern. Jump up and dol^m for
no reason. |^7alk over to that wall and climb for a few seconds.
Taking your weapon out and swishing it around doesn,I appear
to help, but you can try (real combat seems to be necessary to
trigger an increasing in weapon skill).

Ifyou're a mage, cast a spell that springs from the colleges/


skills on yourlist. An even cheaper method is to actuallybuy cheap
spells thatuse the six colleges. Ifyou,re clever, you can make three
that use two each. Understand: These spells don,t actually have
to work. Theyjust have to be cheap so you can cast them all right
before you hit the sack.

Spell names like Restoro, Destructo, Illuso, and so on can help


remind you which college is which, but you can use any naming
method that helps you remember which you've cast and which
remain. Note thatyou can rearrange the spells in your character,s
grimoire. It,s handy to put these 66practice,, spells at the top for
easy access at bedtime.

Characters with larceny in their hears will have a hard time


using this trick, because any real theft attempt involves possible

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D^ggerfall ut`^utt)orizeO Strategy Guide

arrest by the city guard, but as you,ll learn later in this book, the
pure thief travels the game?s most diffilCult road.
|^Then you wake up and the guild ofyour choice is open (and
iiiiiii you,ve got the money) , run there (orjust trot dol^mstairs ifyou,re
dossing at the Fighters' Guild) and train, then run back to nap
SOme more.

Each time you come back from a quest, spend some time in
this repetitive and seemingly pointless activity. Pointless? Well,
the point is, the higher your skills, the higher your level.

With each level come more hit points, a few points to spend
impro-wing your statistics, and greater access to plot hooks that
allow you to follow the game?s story. You gain access to different
plots (usually via quest opportunities) every level after three,
through level 10. Level 14 is prerequisite to beginning the game,s
flnal phase. (By then, even the slowest player character will be a
master of something, even ifit's only running!)

Keep in mind, then, that killing monsters is good for flexing


those weapon skills and collecting treasure, but little else. A good
regimen of skill usage results in rapid progress. A poor regimen
can result in a lot of playing time between level advancements.
Don't let it happen to you!

Cater At)^ttcemetlt

|^That do you do when your skills surpass 50, and yesterday,s


trainer shrugs when you ask for instruction? The foregoing
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Ct)apter 2: Ct)^r^cter Det)elopmettt

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advice applies here, except you don't have the option ofusing
a trainer.

Or do you? Check out those miscellaneous skills. It,s a long,


hard task to bring ffoe77, uP tO the point Where a trainer Can't
help you. Find a guild offering training in different skills and
join up. Don't pursue quests,just drop in for a little training
once in awhile.

Once you go up a few levels, training can become quite ex-


pensive. Later in the game you'll probably also focus on the key
amount necessary to enchant a killer sword or a real flne Piece
of armor, but training is still the easiest way to go up a pip in a
skill, so spend a few gold pieces improving your character,s
mind and body.

Aclever tactic is to avoid using the highest skills. Once one skill
reaches 100, level advancement ceases. To advance as long as
possible, revert to a secondary weapon, or use a weapon not on
your character,s chosen skill list. Try not to run. It,s difflCult tO
avoid improvements in medical and other 6(automatic" skills, but
you can still abate skill improvement byavoiding sleep until abso-
lutely necessary.

Note that these tips apply only to level advancement. Chapter


6 addresses advancement in guild rank.

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|^Thy notjust use a premade class? Because they tend to be a
little clunky. Many have multiple weapon skills, ensuring you the
ability to use whatever spiftyweapon turns up in treasure, but this
takes up space you could use to flne-tune your Character COnCePt.

Unfortunately, it,s also possible to custom design a character


class that can't produce a winner, so proceed with caution and
common sense!

Choosing Skills

Because skill improvement drives character advancement, and


because skills improve with use, this step obviously is the most
important. It,s easy to make verybasic mistakes at this stage ifyou
haven,t played the game, so hold off on designing your dream
class until you,ve played Dczgger/czZZfor a few hours.

Once you,ve done that, review the skills list, paying atten-
tion to attributes the skills use as a base. Also review your
character concept. Although you,re not designing your char-
acter, presumably you have a character in mind that doesn't fit
into one of the predesigned character classes. If you,re like
most Dczgger/c,ZZplayers, you,ll design a new class each time you
think of a new character.
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Ct)apter 3: Custom Class Cveatiou

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Beginningwith the concept, and informed bytheway the game


works, carefully select the primary skills. The character will use
these skills most often. They have the best chance to improve
with repeated use. Generally, they should be the most important
skills a character possesses.

More than one hand-weapon skill at the primary level is


probablyawaste. Because you can use only one weapon at a time,
level advancementwill require you to switch weapons frequently.
(Besides, you'd have to caITyan eXtraWeaPOn aroundall the time.)

The game features a lot of face-to-face combat, so possessing


an axe, blunt-weapon, long-blade, or short-blade skill is practi-
cally a requirement. Even a bow-and-arrow concept character
should pick a melee weapon. It,s an unavoidable fact: Your char-
acter will duke it out with countless rats, bats, skeletons, spiders,
bears, tigers, and other beasties.

The next thing to think about is guild afflliation. The sidebar


"Key Skills for Guild Advancement" at the end of this chapter
lists key skills per guild. Because guild advancement depends par-
tially on exact skill percentages with those key skills, your other
primary slot choices should include at least one skill favored by
the guild ofyour choice.

The other key guild skill should occupy a major slot. Other
major slot choices should round out the character,s profession.

-
For a thief character, consider skills such as dodge, stealth, or
running, ifthese aren,t primary skills. For flghter t)pes, medical,
mercantile, and nmning are good major choices.

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D^ggerfalt ut1^uthOriZeO Strategy Guide

Characters focused on spellcasting should place their favorite


college skills highest in the list) but should have all six, or at least
five) in primary) major, or minor slots. Later in the game, when
it's time to design that special spell, skill counts!

All characters beneflt from these key skills:

climbing

critical striking

dodging

jumping

medical

mercantile
iiiiiiii]
swimming

Place skills that don,t make it into primary or major slots into
minor slots.

It,s possible to develop skills from miscellaneous slots-the


default skill base all characters have-but advancement is more
difficult.
;:!:;
An alternate strategy is to not deliberately place automatically
used skills in primary, major, or minor slots. Running, stealth,
and medical t)pically rise quicklybecause they're used frequently
without player intervention. Leaving them out allows you to
Clyapter 3: Custom Class Creatiott

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emphasize other skills; given time, "automatic" skills quickly rise


to an acceptable level. Leaving them in speeds level advancement.
:;r;;i;i:,
Whichever strategy you employ, think carefully about your
character,s concept and about whatyou know ofhow the game
plays. Be aware that you won,t see many advanced elements in
the first few hours ofplay' but don't fret. The advice provided
here covers the important areas. More advice, such as which
spells a mage should purchase or make flrSt, iS included aS
part of Chapter 6.

Dis^Ot)ant^ges

After assigning your skills, call up the Edit Special Disadvan-


tages screen. You,re going to do some majorwork here, because
the more of these you add, the faster you advance in level. It,s
better to advance quickly and have an advantage or two to give
you an edge.
First, look to your skills list. See any weapon types you didn't
pick? Axe them by calling up the Forbidden Weaponry option. If
you,ve played with both one- and two-handed weapons, decide
which you prefer. Ifyou like two-handed weapons, shut down all
the shields; or leave one open, in case you change your mind. Do
the same \vith armor.

Forbidden material? Toss iron. You won't use it if there's any-


thing better available. Ifyou're not a thieft)pe, toss leather. Look
carefully at the list ofmetals. Some are tough but extremely heavy.

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D^ggerfalt ut`anthorizeO Strategy Guide

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Consider tossing one of the advanced metals (but only one, and
maybe not even that).

If you,re not a spellcaster) toss all the magic-using stuff over-


board. That alone can drop your advancement dagger right into
the red, and may be better than getting rid ofweapons, shields)
and armor types you don?I think you,ll use. Note that you can
also pick light-powered or dark-powered magery ifyou don,t plan
on using magic.

If you,re planning a mage, consider using a combinationO f


darh4)owered magery (lower magic abthty in daylight) tina inabihty tO
regg7? SPeZZ 4o2'7CZs 3'7? /3'gfaZ. The dungeons are all indoors by deflni-
tion) and there doesn,t seem to be too many situations where
using magic outdoors during the daytime is required to progress
through the game.

Avoid critical weakness, damage, low tolerance) or phobia dis-


advantages. They can really hamstring you at different points
during the game, when one or more categories may be the mon-
ster dujour ofa particular dungeon.

Did you bury that needle in the red? Good. Now it,s time for
advantages.

^bo^ntnges
Only one advantage is a must-pick: 3'77a77lt,7"'ty fO i)cmzdy,s2'S. All the


others are helpful) because the afflictions they protectyou against
are bothersome. Paralysis, on the other hand, is frequently deadly.
Clyapter 3: Custom Class Creatiot`

If you get a disease, you can go get cured) or even cure your-
self. Poison? Same thing. Fire, frost, magic) shock-it?s all damage)
and you,ve got healing magic or time to deal with that-

Paralysis kills. Nothing,s worse than watching your character


get chomped by a spiderwhile that annoying little yellow icon on
your screen blinks... and blinks... and blinks... until, with awhim-
per) your character expires.

You're thinking, (No problem, I can always reload." Sure, but


take itfrom a playerwho,s gone dol^m both roads: It,s better to be
immune. Dczgger/czZZtakes long enough to play as it is, and ifyou,re
not using the 66huge,, install, it can take quite a while to reload a
saved game.

Select other advantages solely on the basis ofusefulness to your


character. For mages, a'7?C7t?CZSed 773CZgery iS a must. For the advanced
player with evil, power-mad schemes in mind) spe// czbsopr4fa'o7? iS an
utter hoot, ifexpensive. Most others are helpful, but nothingyour
character can,t live |vithout.

Keep that dagger pointed as close to the 0.3 line as possible.


You want to advance quickly, don,t you? It,s possible to design a
character who can (a) not kill anything in the Privateer's Hold
dungeon, while (b) achieving second level (and wearing out a
pair of running shoes). On the other hand, any mage with a de-
cent magery multiplier will have a hard time getting that dagger
below the 66average,, line.

For some truly twisted character class conceptions, see Chap-


ter9.

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Daggerfall utlantt)OriZeO Strategy OuiOe

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Sit Points
The default setting is 8, indicating that someone at Bethesda has
a sense ofhumor. The bare-bones minimum you should optfor is
10. Even better, set the number as high as you can without skew-
ing your skill advancement higher than you'd like.

A purpose-built flghter has nO reason not tO run that Max Hit


Points PerLevel rightup to 30. Such a character can waltz through
the Privateer,s Hold and survive on a nap or two, as opposed to
the week or three it takes folks with one-third the hit points.

Don't scrimp here. The sample character the rulebook devel-


ops, a spy, goes dol^m to 6 per level. That makes two people at
Bethesda Softworks |vith a tremendous sense of humor.

Reput^tious
Do this last, because it has no bearing on your advancement rate.
Because nobles are your ticket to the good life (well) at least to
the good plot lines), one theory suggests you run your reputa-
tion with them up to 9. The other groups will suffer, of course)
but hey' who needs peasants?

Another theory suggests that because reputations normalize at


one pip a month, this strategy can backflre unless you immedi-
ately ingratiate yourselfwith the local aristocracy.

This is one of those six-of-one, half-ardozen-of-the-other situa-


tions. Take a look at your concept, give yourselfa mild bump up

Ff3Z=G:Z=>.>S`..Tf=i
Cbaptor 3: Custom Class Cteatiot1

I i=L|_I,I _LT--

in an area that,s important to your character) then subtract some-


thing from any group but the aristocracy. Can,t have the lords
and ladies scorning you right from the beginning' can we?

C^utious
Take care you don,I apply so many disadvantages that your
character,s tooweak to make it through the starterdungeon. Once
upon a time, there was a purpose-built thiefwho eschewed iron,
among many other things, and somehow didn,t end up with an
elven flail or steel dai-katana after answering the 12 background
questions.
The default arms characters receive are, ofcourse, iron. With
a default skill of three percent in hand-to-hand combat) this
thief found it impossible to slay even a rat) and instead had to
scamper for all she was worth to the exit, a time-consuming
process requiring many reloads and eliciting many a colorful
phrase, let me tell you.
There are many other ways to cripple a new character, so take
care when designing your new classes. Some weaknesses might
not be apparent for quite some time!

Kott er)em ouc

Once you,ve designed your new class, generate the character as


described in Chapter 2. You,re on your way to field-testing your
design philosophy!
_-:z.-:::
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D^ggerfall utt^utt)orizeO Strategy Guide

i- .ERE
ifeg..`#ggxp
x^mptes

Let,s find out what a player can do with the character creation
system. There are a few extremists-characters with a single fo-
cus-and one dual-purpose character. The most successful
characters in Dagger/CZZZ are those who can fight cz7}d use magic.
\\
The toughestpath to success is the pure thiefcharacter, who might
be able to flght but Who Can't Wear heavy armor (it'S noisy) and
has no spellcasting ability.
ii;
Note that these aren,tparagons ofpower-gaming. Look to Chap-
ter 9 for some really awful tricks you can play with the character
;;;i;;i;ij]
creation system.

iiiilii
S^ckm^" i;
Race: Redguard

Class: Storm Knight ;)

Level: 5
x!ii[i:ii
Gold: 362

Fatigue: 130/130

Health: l47/147

Encumbrance: 29/105

AfflliatiOnS: The Fighters' Guild (Apprentice)


'___':--: '. - - -

-rzffSSs:::;5;r.,,/@esed4fffS3s\S=r,:gr::5j-fZZS=rl/:--I-i--:/Z=-:i:I:S::I.:i;:]
Ct)apter 3: Custom Class Creatiott

Primary: Blunt Weapon (56) , Dodging (39),


Critical Strike (46)

Major: Climbing (20), Swimming (22), Orcish (30)

Minor: Archery (22), Mercantile (22), Giantish (16),


Etiquette (14), Medical (27),Jumping (18)

STR 70, INT 41, WIL 55, AGI 80, END 60) PER45,
SPD 70, LUG 60

Haclunan is apurpose-builtfighter. He is immune to paralysis, can't


regenerate spell points, has light-powered magery (unable to use
magic in dar]eness), has dark-powered magery (unable to use magic
in daylight), has dark-powered magery (lower magic ability in day-
light). In other words, Haclunan can use no magic, ever.

Gommett1^vy

Asyou can see, you can cheata little with the disadvantages. |^Thile
the game doesn't let you take an immunity advantage and a vul-
nerability to that same immunity, it doesn,t notice if you take
disadvantages that double up on the same area.

Haclunanwas designed to seewhatapurpose-builtfighterwould


look like. He can walk through dungeons whistling, but he can,t
levitate without a potion or an item, and he,sjust not sneaky.

In the f'uture, when Hackman goes up a level or two, it would


be a good idea to add to his willpower. A 60 will provide a bonus

iiiEM iE=
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D^ggerfalt ut`antl)orizeO Strategy Guide

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to his resistance to magic. After that, the slow climb to an 80


Strength would help' or perhaps it would be a good idea to add
to his perception score.

Hackman rises quickly in level due to his many disadvantages.


It took only a few hours ofplay to advance him to the flfth level.
A few dungeons, some other minor quests, and lots of training
are all it takes ifyou bury that advancement dagger right to the
0.3 mark!

SijAS

Race: Fthajiit

Class: Clawed Taker

Level: 3

Gold: 16

Fatigue: 117/117

Health: 53/53

Encumbrance: 18/85

Affiliations: None

Primary: Pickpocket (33), Long Blade (37), Dodging (34)

Major: Archery (23), Critical Strike (26), Stealth (27)

iiiELEi...ELHi!EH-EiiiljEiFIELidi.EHLirEi
Ct)aptev 3: Custom Class Creatiotl

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Minor: Climbing (15)) Etiquette (18), Medical (17),


Jumping (15), Running (32), Streetwise (17)

STR57, INT 50, WIL 60) AGI 72, END 60, PER55)
SPD 70, LUG 60

Shadow,s disadvantages could have been chosen morewisely. She,s


immune to paralysis, unable to regenerate spell points, and is
forbidden to use bluntweapons, wear chain mail, wearplate mail,
use a buckler or kite shield, or use iron. This got her in trouble in
herfirstdungeon, when all she had availablewere two iron-bladed
weapons! Despite her handicap, her quick feet got her out ofthe
Privateer,s Hold, with a few gold pieces in her pocket besides.

Comment^vy

Shadow was designed as a purpose-built thief. She,s a good ex-


ample of a character who ism,t quite as well-thought-out as she
could be. |^Thy does she need etiquette, for example?

Note how after only three levels ofadvancement, her nmning


skill is essentially twice that of her other minor skills, reflecting
how using a skill improves it.

Shadow advances very quickly in level, but it's going to be hard


for her to make it through tough dungeons without the ability to
levitate or to heal herself. Armed with a dai-katana, chopping
things up ism,t difflcult) butbecause she,s armored onlyin leather,
taking damage will be a problem!

_--:-_E :------
D^ggerfalt ut`^uthorizeO Strategy Guide

Sft%en

Race: Breton

Class: Northern Mage

Level:7

Gold: 1246

Fatigue: 112/112

Health: 92/92

Encumbrance: 66/90
ij:ijiii
>\,

iiI]] AfflliatiOnS: Fighters, Guild, Mages, Guild, Temple


Kynareth

Primary: Blunt Weapons (60), Destruction (45) ,


Dodging (43)

Major: Alteration (28) , Thaumaturgy (25), Archery (29)

Minor: Critical Strike (31), Hand-to-Hand (15), Long


Blade (15), Medical (24), Running (46), Restoration (27)

Storm has increased magery x3, dark-powered magery (lower


magic ability in daylight) , is forbidden to use an axe, has low tol-
erance to shock, is forbidden to use buckler and tower shields,
and is forbidden to use iron.

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Chapter 3: Custom Class Cveatiott

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Gommettt^vy

Storm is a good example ofwhat happens when you build a char-


acter before playing the game for afewhours. He could deflnitely
be a bit sharper here and there. Archery hasn,t turned out to be
worth a major slot, although many suggest a bow and arrow can
be very helpful down the road when it,s a bad idea to get too
close to certain enemies. His hand-to-hand skill also hash,t come
into play after many hours of gameplay.

In addition, only four ofsix colleges are represented in his top


three tiers of skills. The other two started at default levels, and
he,s had to spend a lot of dough to pump them up to the point
where common spells are easy to cast and purchase. A new ver-
sion ofStorm could help him improve more quicklybysubstituting
the missing magic skills for archery and hand-to-hand.

Review of his particular skill base also suggests he might be


better off in a Knights, Guild.

REREI=]i=EEii[iREiiEFI=EFTELJEii
D^ggerfalt ut`autborizeO Strategy Guide
Chapter 3: Custom Class Creatiot`
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D^ggerfalt ut`anthorizeO Strategy Guide

'`::::;de%:=g:f=_zfSS::;':i%.,

agic is an integral part of Dczgger/CZZ/. Even non-


spellcasters will use magic frequently, if only via
potions and items. Andjust as players have access to
character creation, so, too, do they have access to the inner work-
ings of the magic system.

This chapter provides hints for creating items, potions, and


spells. Ifyou'd rather experiment on your or^m, read no further!
However, a quick review here can shed light on much of the
mystery surrounding the process.

Creattttg Items

New to the game? Be patient. You,ll have to achieve flfth rank in


the Mages, Guild or in TempleJulianos to gain access to an item
maker. Note that your guild rank has nothing to do with your
level. It's possible to be seventh level and have only modest rank
in a guild.

|^Then you manage to gain access to an item maker, flll uP your


purse and collect a selection of items to experiment with. Bring
gems,jewelry, weapons) armor, clothing, and so on.
Experiment by selecting one kind of item after another. Note
the changing 6(enchantment potentiar, in the upper left corner
ofthe screen. Add a side effect or two andwatch the total change.
Add a power and see what happens. Don't actually enchant any-
thing until you,ve seen howvarious materials take enchantment.

The following list offers good advice for enchanting items:

;:=jL=:,,;:g;:'':_=:`\\'E:i;i:i=
Chapter 4: Creatit'g Items, Potiotts, and Spetts

i.-==__,* i- EgZ=
._='-'L',,-i= E==--`t=-

Keep it simple, stupid. At first, make items that have one


power. It,s easier to enchant two items with one power
each than it is to make one item with two powers.

Name things so they remind you ofwhat they do.

Don,t go overboard. Magic items wear out, and while


the manual suggests you can repair them, practical
experience reveals it,s diffilCult Or impossible tO dO SO.

To make powerful items, you must master the art of


capturing souls and using them to enhance an item,s
enchantment potential. Not for the squeamish.

Once you,ve made an item or two, head out to a tame dun-


geon and see howitworks! There's nothing more fun than taking
a spifty new item out for a spin!

Creatit`g Potions
Many guilds offer access to a potion maker, and you need only be
about third rank (not level!) to be allowed to use it. The Dark
Brotherhood allows members of rank three and above access to
their potion maker, while temples Arkay and Zenithar allow ac-
cess forrankfour members. Temples Mara, Dibella, Stendarr, and
Akatosh require their members to be rank flve to access their
potion makers.
Potions provide magical effects to nonspellcasters, but even
mages should consider stocking up on a few key items. The time

E-
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-.`.=i_. 1- `-Si----.i,
D^ggerfalt utt^utt)orizeO Strategy Guide

will come when, in a dungeon, you,ll have no place to sleep to


recover used spell points-and a potion can be a lifesaver. |^Then
you gain access to a potion maker, you,ll be able to buy your in-
gredients when you make potions. Alternatively, picking up the
many ingredients that show up as treasure can provide you with
options unavailable to you in the guild.

To make a potion) you either must 6(know" the potion in the an-iiiiiii
game, or be willing to mix up a recipe on your own. (The sidebar
6Handy Recipes'' provides a few of the most useful formulas.)
Occasionallyyou,ll flnd a recipe aS treasure. Reading it adds it to
your recipe list.

Potions are relativelycheap) considering theycan pullyour coals


out of the flre if thingS get too hot. It,s good to keep at least one
levitation and one healing potion in reserve for emergencies.
Water breathing can come in handy, too; the game features a lot
ofwatery environments. The abilityto cure a disease in the middle
ofa dungeon can be important, saving the time it would take to
run to a tol^m and have a healing guild do it for you.

Mix gem up and quaff away... But save flrSt!

`?-'=_-=',\\=S - -I--
=;;~=:Li_i;,s5;:'`:=
Ct)apter 4: Creatit'g Items, Potiot`s, and Spells

-,[_r~' `~
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Creating Spells

Buying spells off the rack is good enough for a low-level mage)
but there comes a time when the store-bought product loses its
appeal. |^Then that happens, load up your purse with a few gold
pieces and go to a guild that allows you access to a spell maker.
The Mages, Guild allows members with zero rank to use their
spell maker, while Temple Akatosh requires members to be of

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REiiliiiEE:EEELEHE:ijEE
D^ggerfall utt^utt)orizeO Strategy GutOe

the fifth rank. That makes those guys pretty tough, but not as
tough as Temple KJmareth, Which requires Characters tO be Ofthe
sixth rank before they,re allowed to make spells.

Some tips for inventing new spells:

Don't reinvent the wheel. Ifa spell you want is dupli-


cated for the same casting cost on your list, why bother?

Low-level mages should try increasing the initial magni-


tude, chance, and/or duration while keeping the
per-level ratio low.

Experiment every few levels, decreasing the initial


magnitude, chance, and/or duration while raising the
per-level ratio. Eventually you,ll be able to get the same
effect more cheaply or more efficiently.

Keep it simple, stupid. Restrict the number ofeffects


per spell as much as possible. Less experienced mages
will discover it,s very expensive to combine even
two effects.

l^Thile part-time mages can afford spells that exhaust


them after one casting' professionals should avoid
spells that use up all their spell points in one fell swoop.

Keep your eye on the exact effectyou,re creating. It


doesn,t pay to create a spell with the wrong effect
(touch instead ofranged) !

__i_-__i-_i_

--<-`-=I?tii=``:..-.
Ct)apter 4: Creating Items, Potiotts, and Spetts
i
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D^ggerf^tt utt^uthorizeO Strategy Guide

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:/i::;E:`-:`:i`T\: ~:-~:ii:f``

boa, stop, halt right there. If you read any further,


you'll acquire wisdom you,re supposed to glean from
playing the game. Little tidbits are supposed to drip into
your hands one at a time. To learn this stuffyou,re supposed to
slog through dungeons deep and darksome, flght beasts, COm-
plete quests, win the confldenCe Of the People Who really know
what,s going on in the empire these days.

There's one person who's not supposed to know, at least not


for most of the game, and that,s yoow, chump.

Read on at your ol^m risk!

A little Sistory
The guy who sent you off to Daggerfall, the emperor, is merely
the most recent in a string of bosses stretching back to the first
emperor, Tiber Septim, who conquered all ofTamriel. This event
deflned the start of the third era. Now it's year 405 of the third
era, and a certain character has been sent to Daggerfall by Em-
peror Uriel VII.
Basically tme. Buthowdid thatflrst emperor conquer all? Well,
he had a little help' and reassembling that ''help" is the focus of
the game,s major events. The MacGuffln in this Case iS a huge
iron golem called Numidium. The flrst emperor used it to as-
semble his empire, but it was later shattered by the Underking. '<f,;i!
Nowthe Blades have soughtoutalmostall the bits ofNumidium, colii]ani
and they have the Totem, Numidium,s "remote control." |^That,s

TfZ2=,. - -.-::S,
EHHH-=i=FiTl!EE=-tiI,oa.EE,
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Chapter 5: Cbe Big Story

--.-I-..--..-i.`T .- . -
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missing? The Mantella, the golem,s heart. That,s the MacGuffln,


the dingus everyone desires, the apple ofeveryone's eye, and only
the character can retrieve it.

So what about King Lysandus's ghost? |^That about that letter?

The emperor tells you that the ghost is his main concern, and
laying the ghost to rest is a major part of the story. But it,s the
letter thatreallymatters: Itwas meantforLadyBrisienna in Queen
Mynisera?s court. It ended up in Queen Aubk-i,s hands) however,
due to Lysandus,s untimely death.

The letter contains information about Numidium. Several fac-


tions compete to get their hands on this ultimate weapon, or to
at least be on the emperor,s good side when he puts it to use.

That,s the big story. All the major quests result from various
factions, seeking personal advantage in one power game or an-
other. Completing the quests helps you win the game, true, but
it,s imperative to keep an eye on the big picture. Eventually, suc-
cess will leave you with a number of choices to make. Chapter 6
provides details about what to do and when.

CJ)e Ghost

Lysandus indeed haunts Daggerfall. Ifyou don,tbelieve that, take


your character outside within the city at, say, two in the moming.
Have fun.

Practically nothing of the story you,ve been told about


Lysandus,s death is true.

_I-
-_ iEi=

qti 5-i _+:->


D^ggerfalt ut`^uthorizeO Strategy Guide

It seems King Lysandus was having an affair with his court sor-
ceress, Medora. As the war between Daggerfall and Sentinel
heated up, he decided to retire to an island with his lady love. He
conspiredwith his son) Gothryd (not to be confusedwith Gortwog,
an orc chief), to fake his death in battle.

Once 6'dead," Lysandus could spend the rest of his years with
his lady love, and Gothryd could assume the throne much earlier
than he would have otherwise. At the Battle ofCr)mgaine Field, a
noble dressed as the kingwas slain; the tme king, very much alive)
left the battlefield with a Wayrest noble, Woodborne.

But 2.S the king alive? No, that,s his ghost haunting Daggerfall.
Woodborne, rebuffed by King Lysandus in a previous political
maneuver and concerned that the king might occasionally return
to Daggerfall to counsel his son, arranges to have Gortwog's orcs
slay the king in ambush.

The orcs dispose of the king's body so they can retrieve it if


necessary to give Woodborne leverage over King Gothryd.
``:i

Got all that? Good. Read on for more information about the
main characters and their part in the ongoing struggle. You'11
flnd more detail about the quests they Offer in Chapter 6, so
be patient!

Queett Do-getA and B (Daggerfall Court)


Dowager Queen Nulfaga, Lysandus,s mother, is the goal ofa num-
ber of quests. She lives in Shedungent in the Wrothgarian
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Chapter 5: abe Big Story

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Mountains. Queen Aubk-i can ask you to go check on her, and


later in the game aunicorn horn mustbe retrieved from Nulfaga,s
dungeon.

Nulfaga also knows where the Mantella is; she offered the em-
peror this valuable information in exchange for his guarantee of
her son Lysandus,s position and power in Daggerfall. The em-
peror, in trying to pressure Nulfaga to cough up the information,
sent the letter covertly to his spy' Lady Brisienna, and it ended up
in Queen Aubk-i,s hands by mistake.

Quite mad, Nulfaga can become sane again only by laying her
son,s ghost to rest-which) ofcourse, requires killingWoodborne,
as well as a ceremony at the site ofWoodborne,s death.

Dowager Queen M)misera, while possiblyshackingupwith Lord


Bridwell, has little to do with the overall story. You can retrieve
some of her old letters during the course of the game; they help
flll in some background information about events in High Rock.
You can also track down the courier who delivered the letter in
question by talking with her.

Kittg Gotl)vyO ^ggerfalt Coot)

This king ism,t the starting point for any quests essential to win-
ning the game, but he,s a nice enough guy.
-=fffi;ffif`::ssse:ff=z72Sof,S:=::=:35Zf
=-`e=-iiE
D^ggerfall uMuthOriZeO Strategy Guide

EffilETE-REEii
QueetlAubk-i (D^ggerfall Cout)
Queen Aubk-i has a lot to do with the game's goings-on. To un-
derstand her motives, put yourself in her shoes. Newly married,
in part to heal the wounds ofa recentwar, she,s in a foreign court.
She can send you to look in on Nulfaga and to track down
Mynisera,s letters.

Cy"Oass^ (D^ggerfalt Coot)


A maid, Cyndassa sold key information in the recent history of
the story. She can provide you with information about who really
received the letter, but only after you perform a quest for her.
She is the conduit to Dowager Queen M)misera.
i::=::

Kittg ^Oroyre, Queett B^renei^t)


(W^quesl Goutt)
Most of the double-dealing in Wayrest starts with their children,
but Queen Barenziah can offer a questinvolving the retrieval ofa
certain manuscript from the orcs.

Prit`ce Setseth (\^7ayrest Coot)


Eager to assume the throne ofWayrest, Helseth offers a mission
to deliveraletter to Lord Castellian. (Afteryou complete his quest,

iiEE iMZ=
_--_---::.-i-:- _ _--- -:_----
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Chapter 5: Cbe Big Story

7=- / j%Gdi'.\\\ 4=-..

Queen Barenziah will ask you for help with her little manuscript
problem.)

I)rit`cess coorgi^t) (\^7ayrest Coutt)

ii]iiii Pick up a clue or two about this woman from her appearance.
She wants a letter delivered, and it's rumored she has something
to do with the sequel to Daggera11. She initiates a complicated
series of connections central to solving the game.

Prittcess Gys^rIA (\\7ay'est Cout)


Watch your back! This woman wants you to deliver a robe to a
suitor, Lord Castellian. Her next quest is a trap; you can avoid it if
you,ve completed another portion ofthe overall story, oryou can
dive right in. Elysana,s working very, very hard to become the
next Queen ofWayrest.

orO \^7ooOOome (\^7^yrest Coutt)

He,s the guy who arranged for King Lysandus to meet an un-
timely' 7leCZZ death to match his flCtiOnal One. After you learn all
the gory details don't sit on your hands. Go flnd this guy and put
an end to his little weasel life. His only problem is he wants to be
King ofWayrest.

g::\
D^ggerfalt ut`^utl)orizeO Strategy Guide

"+D
Ct)apter 5: Cbe Big Story

"::S==:.F/ EE_ REi=


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Gottroog (Ore ct)ieft^it1)

Gortwog has been tlyng to establish a new province, Orsinium.


To this end he,s been collecting dirt on all the nobles in positions
of power in Daggerfal1, Wayrest, and Sentinel. He's no brutish
orc! Or) at least, he,s a bit more than brutish.

Cbe uttOeckitlg

This undead fellow is responsible for shattering Numidium years


and years ago. Now he rests, getting his undead breath back after
nuking the iron golem. He,s particularly interested in the
Mantella. You can also blame him for all the undead staggering
around hither and yon. (A thorough reading of empire history
reveals that the flrSt emPerOr'S right-hand man Was a POWerful
battlemage.)

As you make your way through the story, you,ll learn why the
emperor betrayed his tmsted friend. That will help you imagine
what the Underking seeks.

abe Kit`g ofWorms


A necromancer ofgreat power, the King ofWorms is interested in
even more power. The Mantella is his key to godhood. He also has a
great method for delivering correspondence. You,ll love it. Really.*

* No) really.

--i`:--:--i--E ------T
D^ggerfalt uttanthorizeO Stt^tegy Guide

Rot)iett)

So your mission, should you choose to accept it, is to begin your


search for the answers to the emperor's questions by poking
around the royal palaces ofDaggerfall, Wayrest, and Sentinel. As
you discover information, you learn what questions to ask.
|^Thile your ultimate goal is recovering the Mantella, to that
end you must put Lysandus to rest. You can achieve each signifi-
cant goal only after painstaking adventuring through multiple
dungeons.

Don,t forget the many other opportunities for adventure in


Daggerfal1, either. In fact, it's possible to ignore the main quest
entirely and adventure merrily along. But why would you want to
pass up the adventure ofa lifetime?
For speciflC details about the many quests you face) gO tO the
next chapter. There you,ll find details about the quests, further
information about the dungeons, and a wealth of advice about
how to make your way successfully through the overall story line.
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flnding people and places) and getting where you need to go


in a timely fashion to help you along the learning curve of
Daggerfall.

The chapter,s second half describes core quests-who assigns


them, what the dungeons are like, tricks to remember while you
play them, and so on. Chapter 7 provides more specific how-to
dungeon{rawling tips. Here you,ll get the big picture.

Questing
First of all, there are Quests, and then there are quests. Lower-
case quests are those oddjobsyou pickup from guilds, innkeepers,
and the hangers-on at court. Uppercase Quests are the major
activities described later in this chapter. All quests) big or small,
have a level requirement attached to them.
I. I.I
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There aren't too many things you need to understand about


quests. Successfully completing them raises reputation (with the
speciflc guild or person you,re dealing with). Of course, some-
times other people receive an impression about you, too.

Try your utmost never to fail to complete a quest. Always save


just before you ask for a quest so ifyoujust can't fulflll the quest,s
terms you can go back and start over. Failing quests can get you
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Ct)apter 6: Strategy and C^ctics

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kicked outofyourguild, Cam the disfavorofnobles in courtwho'd


otherwise consider using you fior important Quests) and so on.

Next, take on only one quest at a time. This can be tricky if


only because you generally want to avoid turning quests dol^m.
Sometimes that)s hard because the moment you start a dialogue
with someone they askyou ifyouwant ajob involving a bridal gift
or a tiger in someone,s shop.

Turning dol^m unimportant quests ism,t so bad, but turn down


Quests at the risk of bollixing up the whole game for yourself.
You can avoid being offered random quests by keeping a freshly
saved game handy, and also using the eyeball icon to determine
who's who when you enter a new building. This is particularly
true in palaces: Look before you talk.

Once you accept a quest, go complete it. Don?t delay. That


means completing any last-minute training or spell-inventing be-
fore you request a quest. Some quests are relatively easy: 66Go to a
tol^m, find so-and-so, get the ingredient, take it to so-and-so, then
report back to me.,, Other quests involve dungeon-crawling.

You must perform quests to raise your status within a guild.


Remember that your rank and your level have no direct associa-
tion. Your level does determine what quests are offered to you,
and all Quests have minimum level requirements. It,s a good idea
to perform minor quests for important persons to putyourselfin
their good graces. However, take a look atwho you'll be questing
for and try to please themjust a bit.

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Basically, you,re tr7ring tO Please everyone. Keepyourwits about


you, and consider making a list on a notepad to keep track ofthe
particulars when you receive a new quest. Write down:

lJse the Custom Qflest


Sheets provided in the
appendix (Page 142).

6'|^Tho'' is who gave you the quest; "|^That" is what you're supposed

to do (kill a giant, deliver a salami, whatever); ({l^There,, is the


tol^m and tavern or dungeon where you,re supposed to go; 6CGiven
|^Then" is the date you accept the quest, and 6Due |^Then,, is your
extrapolation of the calendar date when you,re supposed to be
back.

That last item is particularly important. You'11 have to flgure it


out yourself (see the calendar information in Chapter 1). As you
quest, keep an eye on the current date. It's also important, obvi-
ously, to factor in travel time! Finally, when you,re done with the

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Chapter 6: Strategy ^t`O C^ctics

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quest, remember to go talk with the person who gave you the
quest in the flrSt Place.

Quest C^ctics
Be certain you,re following the current quest! Sometimes quests
offer tangential choices. TJPiCally, ifyOu follow One tangent, you
start a specific set of events in motion. You won,t have success
going back to a previous line of inquiry: Unused quest options
evaporate.

|^Then you receive a quest that involves finding a speciflc per-


son, you might have to extrapolate where that person hangs out
in order to ask the right questions of passers-by. Alternatively,
check the 6'persons" category when you're asking questions. It
t)pically lists key people you,re questing for (but not always).

You can find towns on the travel map, but once you enter a
new tol^m nothing is labeled. Not having a negative reputation
with the peasants is a good idea; they,re the best source ofinfor-
mation about where things are in town. Ask a few people for
directions. Occasionally you,ll get the spot marked on your over-
head map.

|^Then traveling from point to point in a town, eyeball where


you want to go and count the buildings; then get back into flrst-
person mode and zip along, counting buildings. Use the info
f'unction by clicking on the walls of buildings to identify struc-
tures as you go. Ifnecessary, stop and ask for more directions.

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Sometimes people in a building are up in an attic, so look for
ladders. And unless you,re a thief, don,t go poking around in
other people,s property unless you want to play footsie with the
;i;
tour guard.
For information about quests that involve dungeon crawling,
see Chapter 7. ;::

Socus: GuilO
The main reason to quest ism,I to earn any reward you may be
offered. Reputation is far more valuable, and you want to earn as
much ofitasyou possibly can. Before engagingyourselfin Quests,
spend quite a bit ofgame time following up on quests given by a
particular guild.
Improve your reputation and at least two skills key to that guild
and you,ll improve your rank. Note that high rank in a temple
can give you a universal bonus in a kingdom where that religion
is established.

Once you,ve achieved some rank in a guild (you may wish to


achieve a specific rank so you can have access to special guild
services), it,s time to look to a noble patron.

focus: nobles/1mpottant Cb^racters


Based on the information in the second halfofthis chapter, you'll
know who to go talk to first. Be careful: they may offer you the

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Chapter 6: Strategy and C^ctics

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key quest first. If they do, that means they already like you to
some degree (thatis,you have apositive reputation asfaras they)re
concerned).

Ifyou,re not high enough in leveljust yet to receive a Quest,


that,s OK Most central characters will offer you alternate quests
to pass the time. Complete these successfully' however, or risk
overall failure in the game!

You,ll need to change your focus as the game progresses, but


as you do, try to remain monogamous. This will help you keep
your eye on the ultimate goal.
You can also pick out a minor noble or hanger-on in a palace
and accept a set number ofquests from him or her. This seems to
raise your stock in that court by improving your reputation
amongst nobles in general.

Ctoe Quests (with a Capital 'Q')


Because this book is designed to give you insights into how to
create, develop, and play a character successfully in Dczggler/CZZZ,
there,s not much room for detailed walkthroughs ofall the dun-
geons. Besides) an offilcial Bethesda Softworks product even has
maps ofall the important dungeons, if that,s what you need.

So what will you flnd here? Details about who gives you the
important Quests, the level you must achieve before you,re of-
fiered them, what you must flnd Or get When you CZo crash the
dungeon, and so on.

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D^ggerfalt ut1^uthOriZeO Strategy Guide

Well, maybe a hint or two about some ofthe trickier dungeons.


If all you,re using is this book, you,ll have to really hone your
dungeon-crawling skills and go exploring. The descriptions here
will help you a great deal by helping you place yourselfwithin the
larger story. You'll lose an essential element ofsurprise, true, but
there,s still an a|rful lot to learn flrSt-hand.

A brochure that comes with the game describes the Privateer,s


Hold. A few days after you've escaped that dungeon (and possi-
bly have followed some of Chapter 2,s advice), you,ll receive a
letter from Lady Brisienna. She puts you on the right track: The
royal courts of Daggerfall, Wayrest, and Sentinel are the places
to start.

There are two easy points at which to begin solving the overall
story-''Concern for Nulfaga" and.Morgiah's Wedding." The
former begins right in the city of Daggerfall. The latter begins
u..,) 3fZ/1,(
when you receive an invitation to Wayrest Court from Princess
Morgiah. Both require third level or above. Read about the two
quests, and then pick your poison. Starting with 6(Concern,, lets
you practice a bit before taking on the more involved series of
quests that speaking with Morgiah initiates.
You can complete other Quests before starting at one of these
two points, but they require a higher level, so why delay? Note
that to be offered any of these Quests) you must have at least a
little positive reputation with the main character.

|\That follows are s)mopses ofDczgger/cz/Z'simportant Quests. Each


iiiji!
ijji;// Quest,s minimum prequisite level appears in parentheses after
the Quest,s name.
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Chapter 6: Strategy and C^chcs

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ottcceet foe. reuifag& (3)

Ifyou,re in good graces with QueenAubk-i and speak to her after


you achieve third level, she,ll askyou to lookin on Dowager Queen
Nulfaga. She,s holed up in her castle, Shedungent, in the
Wrothgarian Mountains. To find Queen Aubk-i, go to Daggerfall
Palace, agree to play nice while there, and use the info tool to
identify the queen at the top of the stairs before talking to her.

This is a relatively easy quest to complete. If you're worried


about time, be sure you have a horse to speed your travels; the
dungeon is a long way from Daggerfall.

Shedungent is a place you,ll come back to again and again.


You can save time by clicking on the Daggerfall tapestry next to
the door you can,t enter right at the beginning and answering)
6(Shut up.,? To check on Nulfaga,s well-being, just click on her
and return to Queen Aubk-i. Later in the game the queen will
send a letter requesting you help her in another matter-
Mynisera,s Letters.

er)eyenisga's effiet.s (3)

|^Then QueenAubk-i,s letter arrives, go talkwith her. Givenyou,re


in reasonably good graces at Daggerfall Court and have achieved
at least third level (by this point you must have), she,ll ask that
you retrieve some papers from the Dowager Queen Mynisera,s
castle, a random dungeon. These are family papers belonging to

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Lysandus and others. llThen you return them to Queen Aubk-i,


she will make a comment about the dead king,s infidelity.

l^Thile this Questism,t thatimportant, it,s important not to Close


face,, at the Daggerall Court, which is what will happen if you
don,tshowup after the letterarrives orifyou tum dol^m the Quest.

Ifyou haven,talready, move on to Princess Morgiah inWayrest.

coot.giab's WOittg (3)

This princess invitesyou to speakwith her concerning a task given


you by the Emperor. You won't get the letter until you're third
level. Find her in theWayrest Courtpalace: She's one ofa kind. If
you,re in good graces at Wayrest Court the princess will ask you
to deliver a letter to the King ofWorms in Scourg Barrow, in the
Dragontail Mountains.

The letter makes interesting reading. The King ofWorms,s re-


plyisjustalittle shorter. Bycompleting this Questyou learnwhere
the King ofWorms lives. Be sure to drop in on him to do a quest
now and again (note the lowercase 'q,) to keep up your reputa-
tion with him. You'll also learn that an orc chiefby the name of
Gortwog has the letter you,re looking for. To get it, you,ll have to
work through the Dowager Queen M)misera, but to get through
to her you must complete a Quest (The Beast,,)for the Dowager
Queen,s maid, C)mdassa.
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Ct)apter 6: Strategy and Cactics

|^Then you begin the dungeon, don't let the inviting stone cof-
fin at the end ofthe two rows fool you. On the west) in the center)
is the coffln you want to open to enter the real dungeon.

The King of Worms, lair is directly beneath the entrance,


but getting to that point requires lots of travel. Ifyour charac-
ter has the Recall spell, setyour anchor at the beginning (always
good advice, but especially helpful here), because this dun-
geon is quite large.

Be prepared to deal with monsters that far outstrip your com-


bat abilities. After you meet two zombies, don't explore the rest
ofdungeon. Go to the west wall and use the southern two doors.
Follow the passage beyond to a T-intersection and go left. You'll
soon descend into a cave. Bear right at the fork and look for the
Necromancer,s headquarters on the left. Do your biz with the
king and split.

ESflackenIA4i (4)

Ifyou're at leastfourth level, Prince Helseth ofthe Wayrest Court


will offeryou a Quest as well. He wants you to deliver a letter) too,
but this letter ism,I quite so welcome. Reading this letter will cause
your reputation to suffer inWayrest. It,s probablyworth it, though.
Completing this Quest provides you with some key information:
Wayrest has sent advisors to see King Lysandus at the Battle O f ;i

Cryngaine Field. More important is the Quest you receive from


Queen Barenziah after completing Helseth,s Quest.

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D^ggerfall ut`antt)orizeO Strategy Guide

It,s possible to complete the game without Blackmail or


Barenziah,s Book, so ifyou wish, experiment with not taking the
Quest. You could also see what happens ifyou give the blaclunail
note to other Wayrest nobles, such as the king.

If you do complete Helseth,s Quest, be patient. Queen


Barenziah,s Quest is for characters who,ve achieved ninth level.

ffl9 Sast (5)

Find qmdassa in the Daggera11 Court. She,s willing to help you,


but, like everyone else in the game, she wants you to do a little
something first. The Quest she requests you to quest for (say that
five times fast) seems simple: She wants you to kill a werewolf.
The dungeon she sends you to is random, but somewhere in it is
a werewolf that, when slain, returns to human form.

It's qmdassa's brother. Return to the maid to leam how to track


dol^m the emperor,s letter. It ended up inAubk-i,s hands, because
it was addressed to The Queen." The next Quest, then, starts
with Mynisera.

Cfee Courier (5)

Speakingwith Mynisera putsyou on the track ofthe royal courier


who delivered the letter. Track him dol^m to learn who got the
letter and why. Return to Mynisera for some interesting specula-
tion about King Lysandus,s body and about Wayrest.

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Chapter 6: Strategy and C^chcs

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Sree Orsienium (5)


aeife
Because M)misera is the only one who can deal with Gortwog, it is
she who can send you to the orc chiefwith a letter ofsupport for
his bid for a free and neutral orc state to exchange for the
emperor,s letter.

Completing this Quest involves traveling to Orsinium. The let-


ter, when youflnd it) reveals thatLordWoodborne has the Totem.
Mynisera was to influence Woodborne to turn over the Totem to
the empire. How 'bout a pop quiz? Ifyou know that (a) Queen
Aubk-i read this letter, and (b) the Totem has been stolen from
Lord Woodborne, then where is the Totem now?

Go flgure. And you thought the emperor had the hots for
Queen M)misera. Shame on you.

As for Orsinium itself, Gortwog,s in the first large room. This


ism,t a palace, so expect trouble with his guards. Here are some
quick directions: Take the left exit at the rear of the main hall.
|^Thenyougetto the pyramidroom, enterthefountain to the north-
east. Take the left staircase from where you appear. Follow the
maze?s right-hand wall and open the flrSt door you come tO. Go
this way, heading dol^m, to flnd the emperor,s letter in an arena.

Ct)a coissittg Prittce (5)

In the Sentinel Court, Prince Lhotun is curious to know the


real story behind his older brother,s death. After he asks you

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to seek the truth, check out rumors at Sentinel until you re-
ceive a letter from the Underking. It directs you to investigate
a random dungeon.

There you can flnd the good-bye letter written by Arthago.


Return it to Lhotun. He tells you about King Lysandus,s affair
with Medora, his royal sorceress. Lhotun will also tell you how to
find Medora. Sometime after completing this Quest Queen
Akorithi will offer you another: The Painting ofTmth."

fflj@ E)afiaetimg fD ffittfty (59

Speak to Queen Akorithi of the Sentinel Court after you receive


a letter from her. She sends you to find a Painting in the dun-
geon below Castle Wayrest. Go there and do so. Be sure to look at
the painting. Put this new information together with what you
learned from Prince Helseth ofWayrest. |^Then you,re done) you
can investigate Medora,swhereabouts-whenyou,ve achieved the
appropriate level.

Access the dungeon via the Wayrest Palace,s throne room. In


the very large hall, use the door farthest to the right. Find the
teleporter) use it, and repeat twice more; then go west to a sewer
tunnel. Under the water is another tunnel. Go upstairs and
through the small opening. Continue ascending until at last
there,s nowhere to go but dol^m. You,ll find the painting in a
pyramid-like room. You can,t escape the way you came (did you

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Clyaptev 6: Strategy and C^edcs

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use Recall?), but therejust ism,t room here to tell you how to get
out. Good luck: It involves a secret door, a wheel, a teleporter, a
fountain, another teleporter, another secret door, and a final
teleporter. Whew!

ffleysarta's E%tse (6)

This princess looks a lot more wholesome than her sister. But is
she? Her Questis simple: Deliverarobe to asuitor, Lord Castellian.
Or is it simple? Deliver the robe, but don,t wear it. Castellian,s
guards won,t appreciate what happens when their Lord dons the
gift you,ve delivered.

By perpetrating Elysana,s scheme, you can learn about the To-


tem (Numidium,s remote control) and the fact thatKingEadw)Te
is keen to get his hands on it. Pay attention to the subtext, how-
ever: this princess is Poison with a capital (P.,

ffieysarfta9s eeap (any)

Weren)tyou paying attention? Ifshe asks you to escort her cousin


(a doubtful relation at best) somewhere, accept only ifyou don,t
know where Lysandus is buried. l^Then the assassins begin show-
ing up' make sure you search each: One has a note describing


whereyour character,s lifeless coxpse is supposed to rot. Ofcourse,
Lord Woodborne is behind this little gag.
D^ggerfalt Clrl^uthorizeO Strategy Guide

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Sottl ofa ifty (7)

|^Then you achieve seventh level, the King ofWorms sends you a
letter. After killing the envelope (and kill it you must to get the
letter), you,ll enjoy the king,s sense of humor (no, really, you
will)' read the letter. The King of Worms wishes you to attend
him so he can send you after a Lich,s soul.

Itseems a certain prince (dead, ofcourse) is haunting the dun-


geon ofCastle Sentinel. Gee, who could thatbe? Go get the Lich,s
soul and bring it back to the King ofWorms. He tells you that the
first emperor OfTamriel,s third age didn,t conquer the land solo.
His pal Zurin helped out, and the emperor eventually betrayed
and killed him. Zurin became the Underking. The ream ofback-
ground material you should be keeping up with as you go along
helps all of this make sense.

Access the Castle Sentinel Dungeon via a door to the right of


the throne. Find the elevator and descend to a long hallway. Fol-
low it to another elevator shaft, but only ascend to the midpoint.
Hop offand pull the lever in the room; then continue up on the
elevator. You must enter the doorway that)s blocked by blue bars.
Raising the bars involves a complicated series oflever-pulling.

Cross the room and go dol^m. Don't pull the lever you find
there. Go right, and then up. Take the second of two openings.
This leads to another shaft up. Follow the corridor east and use
the lever there. Go back the wayyou came to the top ofthe shaft.
Go north to the central room and exit to the north. Go do|^m the

. --_fT-:_` --
Ct)apter 6: Strategy and C^ctics

EiEREE
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shaft and use the lever at the bottom; then return to where the
blue barswere.You nowhave access to the Lich. Enjoyyour dance!

Cfroe Aee6enet Watcheer (8)

You won't receive this Quest unless you've found the painting of
truth for Queen Akorithi. An agent ofthe Underking directsyou
to recover a cursed item hidden in the Blade,s stronghold, Castle
Llugwych. The item was planted there by the King of Worms.
Complete this Quest to learn where Lysandus is buried.

This dungeon,s toughest area involves a switch that opens a


secret door. Beyond that door is another lever; flip it; then go up
through a shaft to find the final room.

Sr coora

Magically conflned on Mynisera,s (the woman scorned) orders,


Medora is imprisoned in Direni Tower. Find her and she'11 tell
you she needs a unicorn horn from Nulfaga,s pad, Shedungent.
Take a quick trip there-remembering to use the handy pass-
word ("shut up") to speed up the process-get the horn, and
bring it back. Use it to free Medora.

Begin this Quest by following up on information you gleaned


by tracking dol^m the painting. After you release Medora and
achieve tenth level, she'll send you a vision directing you to visit
Gortwog and calm Lysandus,s spirit so you can chat with him.

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D^ggerfalt umuthorizeO Strategy Guide

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Medora,s at the bottom of the dungeon, but the switch that
opens the key trapdoor is at the top. After you enter the trap-
door, fourstone plugs bar the way. Fourlevers control the position
of these plugs. Pull only the levers opposite the banners to gain
access to Medora.

Dust ofRcstfut eatl) (1O)

Medora, via a vision, directs you to seek Gortwog. You learn from
him that a certain dustwill help calm (not put to rest) Lysandus,s
spirit. His price for the information: Medora,s support for
Gortwog,s claim to the heart ofTiber Septim,,, clfec!the Mantella.

Complete the Quest) get the dust) and return it to Medora.


|^7ait a month for her to make the item and then return to receive
another Quest.

Calming ftysanu's Spirit (1)

Wend your way through Direni Tower to get Medora,s prepara-


tion, and then travel to the dead king,s tomb. Ifat this stage you
don't know where it is, you'1l have to complete the Ancient
Watcher Quest or go fall for Elysana,s Trap, the two ways you can
learn the tomb,s location.

When you flnd the tomb, click on the casket to see King
Lysandus's ghost. He tells you Lord Woodborne killed him. It
should be obvious what needs to happen to that happy-go-lucky
Wayrest noble.

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Chapter 6: Strategy and C^ctics

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This Quest assumes that (a) you haven't let being lead around by
letters and other people's Quests dampen your enthusiasm, and
(b) you,1l seek outWoodborne and either slay or embarrass him.

Combat-intensive characters can kill him, although he has a


trick or two up his sleeve that can make the process interesting.
Alternatively, sneaky characters can find his diary and use it tO
trash the cad,s reputation in the Wayrest Court.

Killingor embarrassingWoodborne has a dual effect: Lysandus,s


ghost is put to rest and his mother, Nulfaga, regains her sanity.

Congratulations. You,ve fulfilled the Emperor,s first request.

g#) jiaeeeeiHjEL

After an earlier Quest (such as cTree Orsinium") you receive in-


formation detailing the second halfofthe Big Story. You may get
multiple copies, in fact, depending on how many nobles like you.
|^Then this happens, you now offilCially know about Numidium
and Numidium's remote control (the Totem). If your standing
in a local court is very high, you might also learn about the
Mantella, Numidium's heart, withoutwhich the iron golem isjust
a big statue.

This ism,t a Quest, it,sjust an information marker to keep you


up to speed on what your character is supposed to do for the
second half of the Big Game.
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Just like the remote control to family TV, the Totem is a much-
desired dingus. At some point, Lady Brisienna tells you in a letter
Gothryd stole the Totem from Woodborne stuck it in the dun-
geon beneath Castle Daggerfall.
Because everybody wants it, everyone corresponds with you
about the Totem. The area,s main powers-the Underking,
Gortwog' King Eadwyre, Queen Akorithi, and the King of
Worms-will send you letters promisingyou the world-ifyou,re
in favorwith them. Ifnot, youwon,t hear aword until their agents
try to take the Totem from you when (if) you get it out of Castle
Daggerfall.

When you find the Totem, it will tell you about itself and
who can use it. Hint:You,re not on the list. Don,t everuse the
Totem, OK?

|^Then you choose who to give the Totem to, you choose the
winner of the imperial power st-ggle. Your reputation will soar
with the group you favor with the Totem, with one exception.
King Eadwyse can,t be trusted, but because he,s King ofWayrest,
is that a surprise?

Experiment a little using a saved game, and then move on to


the game,s flnal Quest.

Trustyour instincts, and go with the choice best suited to your


character. Noble, god-fearing knights are unlikely to choose the
King ofWorms, while a soul-sucking assassin-magus who's shy of

i-_ i-
=rty=ii_,_'_T=-:-=

--i,_TiTr--
Ct)apter 6: Strategy and C^chcs

iiEg i-
?-i.-i.'=|J=

the sun (for good reason) would likely choose none other. Few
CRPG,s have such avariable ending, so don,tfretabout the 6(best"
one. The best is whatever works best for you.

Agftyritils (fl4)

Nulfaga, now that she's sane again, has the power to transport
you to where the Mantella is hidden. It,s abit ofa chore, but once
you find the big green gem and click on it, the faction you gave
the Totem to wins. You get to watch a fun animated scene detail-
ing the results.

This dungeon is exhausting. There are lots of Daedra, so be


prepared. There are six areas to pass through before you reach
the green gem.

The floating island chamber contains a carpet. You want to get


to the carpet. As always, click on statues. As is often t-e, faraway
levers open impassable gates. With Levitation active, reaching the
large lower island is easy. Beware the west door. Attempt to enter
the south door to reveal a tiny hole far above you. Go inside the
lower large island and pull the lever before going up the hole. If
necessary, use the elevator island to use the statue again.

Once through the hole, find a lever. Pull it to gain access to


three more levers. Pull each lever once, and then pull the flrst
lever once more. Go down the hall and pull the lever you flnd
to open the gate near where you started. The carpet you seek
is beyond.

i- yEE= iiEH ii-


EH iiE= ;-a-=' - -`Ji:=

-!E-__
D^ggerfall ut`^utl)orizeO Strategy Guide

The temple chamber is a pyramid on top of an island. To es-


cape, enter the pyramid. To enter the pyramid, first take the island
elevator dol^m. Click on tombstones (note the name (Benefac-
tor''). You'vejust opened two gates, one inside the pyramid and
one farther into the island. Go down and around the floating
island and inside to pull a lever which opens the final gate in the
pyramid.

Follow the islands to the elevator island. Take it up to another


tiny hole above you. When you meet someone who demands his
name, use ((Benefactor." You'vejust opened a trapdoor on top of
the pyramid. Fromwhere you began, enter the pyramid andjump
into the shaft to teleport to the next chamber.

To escape the inverted shrine chamber, go left to the wall of


stars. Go left, and then down the stairs. There are four ways in:
Find the entrance that leads to a lever on the floor (ceiling). Pull
it; then exit and reenter to flnd the newly opened section. Pull
the lever there to open the door at the front of the shrine. Enter
and click on the blue obelisk. Use the east door on the south wall
to leave the room where you,ve teleported. Go west to enter the
next chamber.

To exitthis fiery-heads chamber, getinside the stone head. Click


on the small head near you when you enter. Pay attention to the
clue. Two heads face the large head; click on them to gain access
via the eyes. Avoid the other heads. Go dol^m the right path and
click on the first head. Go back and go left to click on the third
head. The flfth head Casts a healing Spell: It's the only head look-
ing directly away from the large stone head.
I?rdstSRE,`alfk,==

[ELE]]iiREHiiEHii-!iii|EEH=iI=!iHEN[EiiREiiEavi:iiiiiEE
Ct)apter 6: Strategy and C^ctics

EEE=edEERE tee-Sir_
iii=Ey E=ii - - -:- -

Enter the large stone head and go down the shaft. Click on the
dark stone head. You know the answer to the question: It,s the
same number ofheads that face completely away from the large
head. After teleporting, flnd the unique head and click on it to
unlock the door. Go through the door and click on the middle
head on the shelfto the left to skip a long hike. Use the door you
find to enter the next chamber.

To exit the sword-and-crossbow chamber, go up the staircase


and dol^m the ramp. Find the image ofClavicusVile and say 6(cross-
bow.''Jump into the pit to teleport to an island with a sword stuck
through it. Enter the small hole. Click on the left of the two red
devices to open the chest. Open the small chest and click on the
gem. You,vejust dropped the island dol^m to the giant crossbow.
Find the notch on the 66quarrer (crossbow arrow). Stand on
the notch, click the axe, and shoot up to the target. Use the now-
sloping sword to reach the door in the stars. You're almost home!

To flnd the gem in the Mantella chamber, fight your way


through a series ofrooms to a balcony. Get to the gem and click
on it. This instigates the final scene; which one depends on your
earlier choice.

The end.

ee3#sev2:---I-i;.i.`5=
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D^ggerfall utt^uthorizeO Strategy Guide
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Daggerfalt utl^utl)orizeO Strategy Guide

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o matter what sort of character you,ve chosen to play, no


matter what path you take, inevitably you,1l spend hour
ife after hour underground. The dangers there are legion.
This chapter presents a wide array of helpful hints, tips, and
strategies to help you master the many dungeons you,ll be
crawling through.

Prep^ratiot`
Spells are the key to easy dungeon delving. A Climbing skill is
helpful, but all too often you,ll flnd you can,t climb dol^m where
you climbed up. Levitation is relatively cheap to buy and cast,
though as with any serious magic a spellcaster must have at least
the first step ofmagery to be able to cast the spell. Another spell
that helps your character explore dungeons thoroughly and eas-
ily is Water Breathing.

Because often time is of the essence, any spell that can help
you avoid spending time asleep can assist you in meeting your
deadline. Healing and Recall are two such spells. Healing essen-
tially lets you trade magicka for health, extending the time you
can safely romp around before you?re forced to sleep. Recall is
cast in two parts: Using the anchor near the entrance lets you
teleportback to the startonce you,ve locatedwhatever it is you,re
searching for in the dungeon.
Another problem that can force you to abandon a quest in
midrdungeon crawl is disease. Cure Disease is a spell that can
save you a trip back to a tol^m if you contract Brain Fever, the
emsBapserfegas

-a H
Chapter 7: DutlgeOtt Cr^rolit`g

` ` `

aese/.i.:i=t EEEEffiE

Plague, or any ofthe many ugly diseases that can afflictyour char-
acter. Cure Poison is also useful.

Whether you access these spells via potion, item, or spell,


you'll find them extremely helpful. Characters without
spellcasting ability should seek these abilities via potions or
items as soon as possible.

Ofcourse, your charactershould have the bestarmor andweap-


ons he or she can afford. A basic preparation that's easily
overlooked, however, is leaving unnecessary items at home. Sell
unneeded ingredients, books, armor, weapons, clothing, and so
on. Hit the bank on the way out of town and deposit all but per-
haps a hundred gold pieces. Gold isn't weightless!

Thinking ahead and arming your character appropriately is a


commonsense trick that doesn,t take much time or money. Afew
grand purchases of all the appropriate spells. Adequate armor
andweapons are relatively cheap) and each dungeonjauntis sure
to produce better and better items as time goes on.

xptoratiot`

This game,s dungeons come in twoflavors-random andplanned.


Both are huge, rambling delvings obviously built by a million
dwarves on a government contract that stipulated that the inhab-
itants of said dungeons should get plenty of aerobic exercise.
These dungeons aren,I two-dimensional affairs. They,re inten-
sively threerdimensiona1, so prepare to become confused.
``- `

FTELri
D^ggerf^tt ut1^uthOriZeO Strategy Guide

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To explore a dungeon effectively) follow these items ofadvice:

Clearone areaatatime.

Look for changes in wallpaper to help understand how


the dungeon is segmented.

Cast Recall at the start to enable a swift exit.

Stop and use the automap frequently.

The automap reveals secret doors.

The automap reveals walls that are moved by switches.


Look carefully for floor on the other side. ofwalls that
otherwise appear normal.

Most levers and wheels must be activated. In some later


dungeons, it's important not to trip all the levers and
wheels you come across without knowing what they do.

To better identifywhat levers and wheels do, explore


around them before testing them. ;;
\<\
Occasionally, the game slips in a trigger that looks like
something else-a torch-holder, a tapestry, and so on.

In complicated mazes) follow one wall religiously.


Look for doorways bricked up in red. Some arejust
walls. Othel-s are teleporters.
Clyapter 7: Duttgeott Cr^roting

i=BS ig- iiiiiiRE 5ffi=

c _:,i-_:_,,_r_._-_I_==_:
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Ifa red brick teleporter is partially concealed, look at


the exposed portion and click on it.

Sometimes teleporters/treasure are hidden atop rafters


in rooms with high peaked roofs.

Walk into apparent dead ends to flll them in on your


automap. Later, you,ll be able to tell where you,ve
explored and where you haven,t.

Normal locked doors give way to bashing with weapons


and/or hands and feet. Activating a distant item often
will trigger a magically locked door.

Click on statues, paintings, tapestries, and so on.

|^Then faced with a steep slope, it,s faster to climb the


vertical wall.

l^Then climbing, change direction a bit left and right to


make it over edges.

Basic Suroit)al

Staying alivewhenyou're underground can be difficult, especially


when your character is low in level. These basic survival tips can
help minimize reloads due to death and dismemberment.

Keep your health bar at two-thirds or better.

fl
D^ggerfalt utt^uthorizeO Strategy Guide

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Save multiple versions ofyour dungeon crawl: pre-


quest, entry, and most recent.

Save after you sleep. Ifyou,re a mini-maker, save before


you sleep.

Ira monster dishes out a lot ofdamage) keep your


distance.

Remember thatyou don,I have to kill everything in


sight to advance in level.

Beware of teleporters: Save before you teleport.

Run. Monsters are slow.

Ifyou can lock a door (using a spell), lead monsters


you don'twant to tussle with into a room and lock
them in.

Comt)^t

Daggerfall's hack-and-slash combat system provides interesting


new options for players of CRPGs. Instead of a single (Attack,,
option, you can now cut horizontally' slash diagonally' chop verti-
cally) and even poke straight on. Each t)pe ofattack has a different
effect on damage and chance to hit.

These helpful tipswill help you get the most out ofDaggerfall,s
combat system.
-I,*;,s,i:,~:_-:.'/!z,/ ,

F: iff;'}pr`,::`*::1::='!-
Chapter 7: Dut`geon Cr^rotittg

Use the basic horizontal cutting attack (left to right,


right to left) when a character has a relatively low skill
level with their weapon.

Use the advanced attacks (diagonal slashing' vertical


chopping) when weapons skills reach 50-60 percent
OrSO.

Move during combat. l^Thile you can stand toe-to-toe


with a giant rat and come out the winner) many mon-
sters in the game will eat you for lunch ifyou don't
move yourself out ofrange between your swings.

Watch out for doors. You can shoot (and be shot)


and attack (and be attacked) through them in some
circumstances.

Run like a coward ifyour hit point bar dips below


one-third or so.

Don,t allow more than one enemywithin range at a time.

Beware of corners: it only takes two enemies to pin you


in a corner.

|^Then moving around an enemy, go for the more open


side and constantly readjust your movement direction.

Beware offlghting On Steep Slopes. Lone monsters


can pin you dol^m, and it can be difficult to see them
because of the image-compression effect a height
difference creates.
D^ggerfalt ut`^utlyorizeO Strategy Guide

),-=-=`-.,,-,= -,a--,,,;1
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Monsters always try to move directly toward you. Take


advantage ofthis by running around corners, through
doors, and so on, stranding monsters who try to move
through walls to get at you_

Trick spellcasting monsters into hurting themselves


with area-effect spells.

Archers should carry many, many arrows.

Archers should always remember to recover spent


arrows. Note that some monsters take arrows with them
when they die.

Be sure to look up/down, especially ifnot using the


(6mouse movement = eyeball movement" interface
option.

|^Then flghting a key battle, drop excess loot tO fight at


your best ability.

Coot

Always pick up gold. Pick up everyitem untilyour character can't


pickup anymore. Then begin dropping the cheapestitems. Seems
like common sense, right? Just remember to perform a basic
weight/value calculation: That 15-kilogram statueworth 100 Gold
ism,t worth carting around if5-kilogram Holy Icons worth 50 are
lying about.

EHEREffi
ENTE=iEIi=REEELHERE
a)apter 7: Dungeorl Crarotitlg

To maximize income, note dungeons where high-priced items


show up. Holy Daggers, for example, have a list price of 2500
Gold. Return to these dungeons when no quest is pressing and
collect these pricey items to bulk up your bank account.

Speed,Agittry, and Dodge


These attributes are key to success in combat. Again, a 60 Speed
is a must for starting characters. Improve it to 70 as soon as it,s
practical. Speed mandates how often you attack in combat, so a
high Speed lets you use your weapons more often. Agility and
weapon skill (modified byyour enemy,s combatskills) determine
your chance to inflict damage with every swing. That means add-
ing to Agility essentially adds to all Agility-based skills, which
include most weapon skills.

Your character,s Dodge skill reduces your enemy,s chance to


hit. This is obviously a good thing, especially later in the game
when there are big, bad monsters you don,t want to hit you even
once ifyou can help it.

Strength helps you hit harder, but it doesn't have as much of


an effect on your damage potential as the weapon you use. Criti-
cal Strike skill provides a hidden but effective way to deal more
damage when you strike: Ahigh value in this skill makes a charac-
ter deadly indeed!
a-
D^ggetlall utt^uthorizeO Stt^tegy Guide

f skills power level advancement, money greases the path to


success. This chapter discusses some of the ways money can
help with various things in the game. See Chapter 9 for some
tmlywicked ways to getyour hands on lots ofmoney: This chapter
talks aboutreasonablynice methods ofcollectingand usingmoney.

Get a j)orsel.

Actually, you shouldn,tjust get a horse. You should get a horse


and cart. Ifyou buy a horse, and later buy a cart, you're wasting
the money you spent on the horse. Carts come with horses, al-
though the graphic doesn,t make this clear.

After taking care ofinitial expenditures (buying spells, armor,


weapons, and so on) and meeting LadyBrisienna, collect enough
dough through means fair or foul, depending on your character,
and buy a cart. Now you're cooking with gas!

Don't pursue the main storyjustyet. Ignore Morgiah's letter. If


you haven,t found a map to a random dungeon, seek a quest
from one guild or another until you flnd a Place stocked with
critters. Arm yourself, kick some monster rear end, and collect
everything they drop.

l^That? You can,t carry all that? Nonsense. You,ve got a cart.
Hm? If you leave? the dungeon will reset? Ah, but if you have a
cart, you can cz/773OSZ leave-to drop stuff in your cart-and go
back into the dungeon without it resetting. If you,re questing,
this is a good thing.
a)apter 8: cootlay co^tIAgemetlt

"RE.be_%

Ifyou,re not questing, you may zt/cz7,i the dungeon tO reset tO


put a bunch of critters-and all their treasure-closer at hand.
Load upyourwagon. Stuffit to the gills. |^Then you haul itback to
a nearby tol^m, flnd the Pal^mShOP with the worst-sounding intro
(one with mice and dust and worn goods). Paradoxically, these
merchants are apt to give you a better price.

A good mercantile skill can help. To boost it quickly, sell some


stuff, loiter twice for three hours each time, then sell some more.
Gettingrid ofall your stuffmight take awhile, butyou,ll giveyour-
selflots of opportunities to raise your mercantile skill.

One trip to a par^mbroker with a full wagon can more than pay
for the wagon. Don?t hesitate. You have to spend money to make
money, after all.

Deftctt Spet`Oing

Find a bank. There's one in Daggerfall, for example. Go in and


get a loan. Don,t let the amount frighten you. By the time it,s
due, you,ll be making money hand over flst, and paying back the
loan should be no big deal.

There, that was easy, wasn,I it? Now you have a bit of paper
worth 50 grand. l^That can you do with it?

Exactlywhatyou do with it depends on your character, but here


are a few hints. First, of course, you should buy a wagon, if you
haven'tpurchased one already. Next, don'tworryaboutarmorand

ii- iE=
HERE i-EJ ig=
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i -- :-_E----:--- -
D^ggerfall ut`antl)orizeO Strategy Guide

weapons unless you,re already high level: New materials (mithril)


ebony, and so on) become available only as you gain levels.

Note that you can occasionally find really good stuff at a store
like the Odd Blades in Daggerfall by checking the stock, then
exiling and reentering. In some stores, the stock rarely changes,
but in others new items appear every time you leave and come
back. With 50 grand to draw on, you should be able to trade time
shuffling back and forth for a nice weapon or some great armor.

g&96fairfuSfi

|^Then you,re low in level, training is cheap. With lots of cash at


hand, you can train, and train, and train, and then train some more.
The biggest bar to training forever ism,t the money; it,s boredom.

But what skills should you improve? It,s a fact of life: Ifyou
improve your primary and major skills, you,ll rise in level. Be-
fore you do that, consider improving minor skills, even skills
in your background pool that didn,t fit into your character
development process (if, like most players, you created your
own character class).

At 100 or 200 Gold per training session, you can add a lot of
points to these secondary skills. Ifyou combine this trick with the
development process described in Chapter 2, you can improve
your overall skill base at an incredible rate. You,ll rise in level,
making training more expensive, but painstakingly raising sec-
ondary skills to respectable levels can really try your patience.
I-7 i-$7: ,,/, ,=.
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Ct)apter 8: coot`ey coan^gemettt

`fif:.\'g?~:a::?:L

Si3iE

It,s always best to buy spells after you,ve improved your magic
skills at least a little. Casting costs go down, and price is also a
factor. Save a chunk ofyourloan for the daywhen your character,s
magical skills have improved, and then make a few major pur-
chases. As described in Chapter 4, there,s a point in character
development when it becomes more effective to buy redesigned
versions ofspells acquired early in a mage,s career.

Ptiffi

All characters can benefit from buying potions, so gaining access


to a potion maker should be high on the agenda of new charac-
ters. Potions for key spells such as Levitation, Cure Disease, Cure
Poison, and Heal can come in handy for spellcasters and
nonspellcasters alike.

Instead ofselling the ingredients your character flnds while


dungeon crawling, save a little money by retaining them for
`

potion-making purposes. And because the range of available


components is often limited, found ingredients can open up `

possibilities.

1SgSm

Access to an item maker requires rank in a guild, but once a char-


acter attains that rank, a quick loan from the bank can help put
D^ggerfall un^utl)orizeO Strategy Guide

EE_E- E
iiiiiRE ti=ae
-A iiE=
REEE=EEFE-EETHdiE:EffiiTIEE
sharp-edged death in his or her hand. Note that money ism,t the
primary consideration when making items, though arrangingfor
the essential ingredients to enchant an item can be.

Gempt Donjrfuott

Donate a thousand to yourfavorite temple. Then donate another


thousand. Do this a few times. Note what happens. Ifyour char-
acter seeks advancement in a temple, this trick can help quite a
bit.You still must quest to raise your reputation) however, so don,I
neglect that aspect.

Bribes

Certain, uh, sneakyprofessions allow theirguild members to bribe


judges. Keeping a few gold pieces on hand for such attempts can
help ease the pain of an arrest by the city guard. Of course, any
thiefworth his or her salt won't get caught, right?

Stoips

You can buy ships and use them to go to any city adjacent to the
ocean. But why should you shell out a hundred grand?

First of all, some players haven,t found much difference be-


tween the two ship t)res, so ifyou decide tojoin the nautical set,
buy the cheap one.
-ftgrngg2alap6
REEFEEETREEL5_F==E=iHEEHEiEiE=iiiHREHEEHH][iE=EEEE
Chapter 8: coouey coan^gemerlt

Ships let you store things onboard, and ifyou,re in a port, you
can sleep there as well. Ships also let you travel for free. The stor-
age option is the handiest element. The other two options are
nice, but not ffoczf nice.

|^Then shouldyou buya ship? Ifyou're rolling in so much dough


you can,t decide what to do with it, go for it. Think of it as a toy.
In reality, the game,s designers considered including more ocean-
based gameplay material (piracy and so on), but it didn't make it
into the game.

8ouses

Houses are for sale in various cities and towns throughout the
game. Once again, the main reasons to buya house are to have a
free place to stay and to be able to store things. Because the game
is very open-ended, it,s difflcult to say whether buying a house
has any other benefits.

Ion iiifi

;rfu{',:
Players whojoin an order of knights should note that a free
house is due them when they gain level nine. The house will be
in a region where the order has a presence.

Because staying in inns costs one or two thousand a year, it's


not cost-effective to own a house. You can store everything you
want to keep onyourwagon, sleep in inns, and save quite a bit
of money.
D^ggerfalt utt^uthovizeO Strategy OuiOe

etters ofCredit

Be sure to drop off your gold pieces before traveling. If neces-


sary, get a letter of credit. Carlyng gold pieces in great quantity
slows your character considerably. |^Then dungeon crawling' flnd
a city with a bank near the dungeon so you can quickly travel to
the bank and get back for more delving.

Dot1,I Scrimp: Wit`

In conclusion, remember: Scrimping ism,t worth it. Pay for inns


when traveling. Don,tbother running outside ofto\^m to camp to
avoid paying for an inn. The money you'd save is trivial. l^Then it
comes to armor, get the best and make sure you keep it up to
date. The Elvish Plate that served you marvelously when your
character was fifth leveljust won,I do when you reach tenth.

Keeping up with theJoneses ism,tjust about image in this


game: It's about survival. Players should remember that being
a knight entitles a character to one item of armor per level.
The material improves with each new rank, and characters who
remember to take off their chestplates before making their
requests can help assure they,1l receive the most valuable ar-
mor from the guild,s smith.

Awinningstrategywill include tactics forfillingyour character,s


pocketbook. Money doesn,t directly drive advancement, but as
you can see, it sure can grease the wheels!
- -`-`: .

--ri(,,,f= __ I _`-\J/
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D^ggetlalt ChlanthOriZeO Strategy Guide

I-sfiAesSy.a:::Sff=:::gSfrrfe=:;fffirfff:+REf:3g&/y(,;:is:f#ff:,.`:fie::r,fS,

here are those who are content to unwrap their new


computer games and play them as they were designed to be
played. These folks are happy with the status quo. They
flgure, 6Hey' ifl can't kill it now, I'll go up a few levels and work
on slaying that beast another time.,,

Powergamers arejust a bit different. Powergamers want to kill


that rat with one swipe-right from the game,s beginning.
Powergamerswant to slaywithoutconcern for game balance. They
want to collect more money than the program registers to record.
They want armor rendering them untouchable by the game,s
toughest critters. Powergamers are the sorts ofplayers who make
their characters so tough they can walk up to a dragon, take a
swing, and then go make lunch. Theyfullyexpect the poor dragon
will still be hacking away when they come back with their milk
mustaches.

((Got rm3'/fa, Mr. Dragon?" Powergamers love to say things like

that right before they unleash sudden death on the critters aver-
age, nm-of-the-mill players fear like the plague.

This chapter contains some devious tricks to playing Dczgger/CZZZ.


Some constitute outright cheating, as they exploit knol^m bugs in
version 1.0 of the software. Read these spoilers with caution: If
you,re the sort ofperson who can,I help cheating but hate your-
self when you do, avoid the sections that describe the
programmers, slip-ups.

So read on at your peril: You, too, may get the Powergaming


Bug, an al^rful affliction thatchangesyoufrom an easygoing, Yeah,
'?=-i:fZ::fi:se:SSbseffift=2Skeffftgiv=
Chapter 9: I)oroerganitlg

EffiEHiEE=
EEEE=ii-i[E] HEEHffifi-E5g=rLEE

whatever" gamer into a red-eyed, Daedra-stomping, character-


maximizing Powergrower.

Getting tl)a coastfrom D^ggeyfalt

In addition to this book,s foregoing development tips, an


advanced gamer can use a few other tricks to enhance their
gaming experience.

Saoittg Sttategis

Because the game has many' many bugs (and the patch released
in October 1996 doesn't seem to help much, butmore about that
in Chapter 10), it,s very, very important to sczz/e o#73. There,s an
art to saving games, however, because, as any Powergamer knows,
having the right saved game to go back to should something go
awry can save many, many hours ofplaying time.

These are some good times to save (and save separately)' and
why you might want to reload:

Save before going up levels (to maximize hit


point gain).

Save before accepting a quest (reload to get a


better quest).

Save after skills improve (to lock in good advances).

HEE-E
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D^ggerfalt utlanthOriZeO Strategy Guide

Save before you sleep (to maximize skill increase


chances).

Save before entering a dungeon (reload to reset ran-


don monsters).

Save before doing risky things (like stealing or killing


civilians).

Save every few minutes while playing (to forestall bugs).

Note that these seven suggestions would seem to exceed the


number of save slots available-six-but although you must use
some of the slots for single-purpose saves, other slots can serve
one purpose, and then another, depending on game action.

SAi fffty9 q14 ff)fagi9

Take advantage of moments in the game when you have no im-


pending deadline. l^Then this happens, don,t run out and get a
new quest. Instead, find a random dungeon and empty it. Then
empty it again. Then empty it again.

One of the rules of Powergaming is to apply an unbalanced


amount of power to game structure. In this case, beginning
character's aren'texpected to be veryrich. Collecting more money
than any one ruler before hitting third level is a typical


Powergaming trick. Apply the moneyyou make in various ways to
gain unusual advantages.
Ct)apter 9: Poroerganittg

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?# fiken=3`fir,,:if:::=%''1xp>x;::f: '''ap,:,,?ff *ff:::

3ff ifeneife

You can also use the game,s pauses to accme otherkinds ofpower.
Guild rank and character level aren,t connected, so there,s no
particular reason a low-level character can,t rise to a high level in
a guild, gaining access to privileges that outstrip what's usually
available to beginning characters.

High rank in various guilds can get you armor made of metal
low-level characters can't buy and access to potion-makers and
item-makers. With the obscene amounts ofmoney you collected
doing nefarious things, you can buy some great stuff.

Some of the ways to get the most out ofDczgger/CZZZ are strange
enough to merit their ol^m categories.

Be AttYou Can Be: Vanpfroe


Vampires are evil, ooky things. They suck blood. They don,t take
sunlightwell. They,re hard to hitandwhen theyhityou, you know
it. Being a vampire seems like an awful thing' but to your t)pical
Powergamer, that means "awfully good."

S &

To become an undead drinker ofblood, flnd an unfriendlyvam-


pire and snuggle up. Be careful: Avampire,s notion orsnuggling,,
might not be too friendly. Each time the vampire hits you, you
have a small, small chance of catching vampirism.
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D^ggerfau ut`antl)orizeO Strategy Guide

ii- DEB
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Get snuggly, absorb a fewwhacks, then take off. Low-level char-


acters will definitely find this a difficult Process tO Survive, but
that,s what saved games are for. Repeat the process, then take a
nap.An awful, foreboding dream marksvampirism,s onset. (These
Bethesda guys thought ofeverything, didn't they? D71eCZmS, nO less!)
At this point, your character has a short time to reach a temple
and get a cure. If no cure is applied, after the third night, your
character dies. Croaks. Morfe. Morty!

Not to worry. After a fewweeks ofgame time, vampired char-


acters wake up in a tomb. Tfoea'rtomb, ofcourse. Hey, that scene
you see when you die isn'tjust an excuse to display a black
bird, you know.

ESimg a: S gfty6negs

Vampirism has sundryadvantages. Allyour statistics rise 20 points


(to a maximum of 100), except Intelligence. (Because there are
many different tribes ofvampires, it's possible to raise that, tool)
ReczZPowergamerswould seek that one tribe and accept entryinto
undeadhood from no one else, but we all know that reczZ
Powergamers frequently have No Life. But we digress....

Calm Humanoid, Charm, and Levitate spells appear in the


character's spellbook. These spells are cheap to cast, tool Plus, 30
additional points apply to the following skills: Climbing' Critical
Striking' Hand to Hand, Jumping' Running' and Stealth. Of
course, disease and paralysis no longer mean anything. Vampires
are immune to such mortal worries.

a-_
Chapter 9: Poroerg^wittg

RE:i;,';-;i:i;;~;,\.g:;jjiL:J:iLng
Beittg DcaS: BJA Cftyinegs

Nothing is free in life, and all the advantages one receives from
being a vampire have costs. In keeping with tradition, vampires
take damage from sunlight and from holy places) as per the char-
acter disadvantages from the character class creation process.

Because dead people are, well) dead, all guild ranks and mem-
berships are null andvoid- And there,s thatbloodrdrinking thing.
People tend to object.

Beyond these points, the effects of being a vampire are un-


clear. Canyoujoin aguild afteryou become avampire? Do people
think less of you now that you,re dead? Is it possible to win the
game as a vampire? Can you advance skills and advance in levels
as a vampire? These are good questions, aren,t they? Guess who
has the answer.

Yep. Powergamers. The author, unfortunately' isn'tone, soyou'11


have to learn these things for yourself. If there are signiflCant
things a vampire can't do in the game, however,just wait around
for the last bad thing about being a vampire.

Vampire hunters. It,s been suggested that once a game year


vampire hunters might offer a quest that, when completed, will
lead to a cure for vampirism. Careful reading of various game
texts reveals that a cure is indeed possible, so ifunlifejust doesn,t
cut it, you have a way out.

In this situation, Powergamers would merely restore a game


saved before vampirism set in.You haew that, though, didn'tyou?

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D^ggerfall uMuthOriZeO Strategy Guide

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er lai" * 6%

The character class creation process offers an easier way to be-


come a vampire. Merely pick the Takes damage from sunlight"
and cTakes damage from holy places" disadvantages. The two to-
gether bury the level-advancement dagger deep in the red. Now
pick the advantages that strike yourfancy' and play on! It's a good
idea to run up the hit-point range, because a ton of hit points
comes in handy when you need to stroll around town and per-
form errands.

And the game does provide a few sections of holy ground.

Only experienced players are likely to enjoy this option; learn-


ing the game with few hit points while taking sunlight damage
just ism,I conducive to a calm gaming experience.
Using this option won`t make you an actual vampire, but that,s
what role-playing skills are for. You can pretend, can't you?

Wild Cbang: ftycanthropy


These are the critters who get beaten to death by relatives hefting
silver-headed canes. These are the monsters who stalk the night
when the moon is full and chow down on people as if they were
chicken nuggets. These guys are tough cookies, and any
Powergamer worth his or her salt isjust dying to be one.


But unlike becoming a vampire, you don,t have to croak to
become a wild thang. Werebeast damage carries a slight chance
Ct)apter 9: Poroerganittg

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tfr1,I'sef#giv!t=:==:::r,,:/r:a-

of contracting the disease. Catch lycanthropy by snuggling up


with a amenable werewolforwereboar, much as you,d catch vam-
iiiiiiii[i pirism from a vampire.
Again, a foreboding dream signals the condition,s onset. Do
nothing, and your character will become a werebeast of the sort
;
that did the infecting.
iiiiiiiii

BSiRftg Wfai gijftrmg: ffi;ieaegs

Characters with the full-blown disease add 40 points to Agility,


Endurance, Speed, and Strength, to a maximum of 100. Climb-
ing, Critical Striking' Hand to Hand, Jumping' Stealth, and
Swimming skills all increase by 30 points, but none beyond 100
Percent.
The Lycanthropy spell is added to the character,s spellbook,
allowing the character to transform into their beast-shape once a
day. And in keeping with tradition, only silver weapons (or bet-
ter) may harm a person with the disease. (It seems probable that
this is true only in beast-form.)

RE6ngg Wtlfl di)ftsg: E;& en)fanegs

Werebeasts can't use weapons, armor, or spells while in beast-


shape. In addition, no one likes a werecreature when they get all
shaggy. This is represented by a huge drop in reputation while in
animal form.
Daggerfall ut`outhorizeO Strategy Guide

erSseeeisasifSff:SrfasgriSf;5SS;ffiRE#:SS#rfenggri2:f_ap _ i_- -.

Each month, during the full moon, the character transforms


involuntarily. This can be bad.

Some hunters specialize in werecreatures,just as there are vam-


pire hunters. Every so often a cursed character receives a quest
that leads to a cure ifhe or she completes it successfully.

abe Compteat Chief

|^Thile emptying dungeons into your wagon is profitable, there


are even better ways to run your bank balance into seven digits.
All you need is a steady hand with a lockpick, a wagon, and a
willingness to rethink old CRPG habits.

Once upon a time) computer games were simpler. Players have


acquired anumberofdistincthabits based on these simpler games.
Take shops, for example. In some games, shops were always open,
24 and 7. In others, shopkeepers represented shops and their
inventories: l^Then the place was open, you saw the merchant.
l^Then it was closed, the building was empty.

In Dczgger/CZZZ, things are different. The game is much closer to


being a virtual world than most, ifnot all, previous CRPGs. Shop
shelves have items, and those items are there overnight. To rake
in piles and piles ofdough, all a character has to do is take his or
her wagon to a shop and break in successfully. Emptying the
shelves onto the wagon should be easy. Clever players can even
find ways to make the shop c6reset" if they,re especially greedy.

And Powergamers, as everyone knows, are especially greedy.

grg`v:
Clyapter 9: I)ott)erganit`g

___i_ -+-

Steal from the shop until your wagon is full, then wait until
the shop opens. Sell all the goods back to the merchant, who,
miraculously' is restocked and still in business after being
robbed blind.

Repeat this process to rack up tens of thousands, even hun-


dreds of thousands of gold pieces. Experiment with robbing
different kinds ofmerchants. Some are easier to rob than others.

.T'\.. ..t.:..i

Even sneakier is the bank-robbing trick. Take a loan from a bank.


Then rob the bank. It,s rumored this will cancel your loan, while
putting currency in your pocket.

Wbeae's y 1)aoro?

Thieves and assassins should experiment with stealing and kill-


ingwhile invisible. It,s said to allow one to behave poorlywithout
the usual detriment to one,s reputation.

Ctoeats1.

The Dclg:gen/CZZZ software, especially version 1.0, has a number of


outright flaws. It,s possible to exploit these flaws to make your
character more powerful without any gameplay tojustify the ad-
vancement. As with any bonus, however, there are dangers and
drawbacks.

S:faapasasfi

_-E-_ -
D^ggerfall ut`^utl)orizeO Strategy Guide

;ue Sffatisffi EL9ienffs

Caution! Reading further will provide you with a trick that can
detractfromyour enjo)-entofthe game. Ofcourse, Powergamers
love freebies.

An amazing loophole was left in the released version of the


software. You can add to any statistic merely by clicking on your
character's face. |^Thoa, you say. That's impossible!

Not so. Note what happens when your character advances in


level. The basic character information screen offers four to six
bonus points to add to your character,s statistics.

Note the position of the little up-and-down arrow, and note


how you move the selector from statistic to statistic. (Remember
that it always starts pointing at Strength.)

Now click on your character,s face when you haven,tjust gone


up in level. Position the mousejust where the c'up" arrow would
be, next to your Strength statistic. Click. You might have to move
the mouse around a little bit to find the right spot.

Ta-da! Yes, you can add to your Strength. Click on another sta-
tistic, then clear its ID message from the screen. Find the invisible
ctup,, arrowjust to the right ofthe statistic number and click away.

Yes, you can add as many points as you like to your statistics,
but beware. There,s a danger. Because you can raise a statistic to
only 100, if you max out your statistics, you,ll never be able to
leave this screen ifyou gain another level.
Clyapter 9: Pott)erganit`g

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The program checks to see if you,ve assigned all your bonus


points, you see, and ifyou can'tassign them becauseyou've maxed
out all your statistics, you,ll never be able to assign the points.

End ofgame. Right there, right then.

To prevent this, go ahead and boostafew state. Check the chap-


ter about character development to see which ones are worth
boosting. Leave plenty ofunboosted skills, however. Do the math:
You'll gain an average offive or so points a level. Ifyou boost all
your stats to 100 except one, which you leave at 75, you have flve
levels ofpotential level advancement left to you.

i]coiiil Leave plenty oflevels open. Remember thatyou cease gaining


levels when one of your skill levels reaches 100) anyway. Clever
players postpone that day as long as possible to increase their
character's hit-point total. To gain access to the game's final (uP-
percase) Quests) a character must be at least 14th level. It,s safe
to stop adding levels at about 20th level or so, but cautious char-
acters mightwant even more growing time before they 61op out."

Destgners Plan a Daggerfull patch to remedy this (<hoel stop-


page,, ProbZem. Of course, they,ue already created a
Daggerfall patch addressing the bonus statistics,9 bug.
Hmm, a Powergamer would know what to do here!

i ff"% ife~nei#ifeeefffaffRg fi fl

Enchanting items is easier ifyour character has captured a soul.


Some souls add automatic advantages to items they help enchant.
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Daggerfalt uttouthorizeO Strategy Guide

Using such a soul, go to an item-maker. First, add the Soul Bound


disadvantage. Next, pick a random advantage you don,t care
about. Then pick the advantage you cZowant the item to possess.
Hey-it's free!

Sometimes you can add even more free" advantages, depend-


ing on their cost. Experiment to learn more about this odd bug.

Cut)isteO Cot`cepts

Given the broad range ofcharacter skills, disadvantages, and ad-


vantages, a player can develop awide array ofpotential character
classes. Some of these classes are pretty twisted. Here are only a
few, and they aren,I even very exciting. Imagination tailored to
an understanding ofthe game can result in even better character
concepts!

3ASS eek

A character |vith Hand to Hand and Critical Strike skills com-


bined with various magical skills will have a hard time exiling the
beginner,s dungeon (running like a coward helps). Later in life,
however, adding spells requiring Touch as a component makes
this character a doubly-dangerous dungeon crawler.

It also appears thathands and feet damage creatures otherwise


requiring a weapon of a certain metal to injure.
Chapter 9: Poroerganing

iERI ift5=
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Gaft0^lf

A character with Long Blade skill in one primary slot can then
add five magic skills to the remaining primary and major slots.
The least-used sixth magical skill can go in a minor slot, along
with a few practical survival skills.

With appropriate advantages and disadvantages, this character


can then (a) whomp on things with a weapon (preferably a two-
handed weapon for hitting power), while (b) developing a wide
array ofspells.

Sigt) 1oe Rule

High Elves has immunity to paralysis. It,s the obvious choice for
Powergamers, because you can still give them the Weakness:
Paralysis disadvantage. The inherent advantage cancels out the
disadvantage, providingjustalittle edgefiorPowergamers to exploit!

Ct,olt

Acharacter ofany conceptwho chooses the severe disadvantages


of 'Takes damage from sunlight'' and cTakes damage on holy
ground" can afford to take the advantage 6Regenerates health,"
among other things. Such a character has an innate advantage in
the game,s main venue, dungeons, though he or she must take
care when completing errands in tol^m.

fiH RE
=iil+ es=

--:i:--i-iE`:-::;`>
Daggerfalt utt^utl)orizeO Strategy Guide

EERE.E==I!E5El=__,iHfili=E5E!iFJ.firaHH-_=EEE
FTEiEffiEERE g\ngT#ias
CootAttifacts

To receive artifact quests, you may have to enable such quests in


the game. Review the documentation (including the "Readme,,
file) to see if that,s the case.

Once you receive an artifact quest (many have found this re-
quires paying for a map after chasing dol^m the idea by chatting
with folks), prepare for a long haul. And once you have the arti-
fact, don'tget complacent: No artifactsticks around forever. Many
leave your character after ayear and a day. Others have a random
duration and won,t stick around that long.

Below is a list, but first) a quick hint about how to acquire more
than one artifact at a time. The game won't offer you a new arti-
fact quest ifyou possess an artifact. So take it to be repaired (it
won,the, but the smith will take it an)way). Then go getyour new
quest. Simple as that. After you buy the new map, retrieve your
artifact from the smith, and have at the quest!

Here are the artifacts andwhat they do. Use this list to help you
decide ifit,s worth going after an item you hear rumors about.

Auriei, Bso

Aurie1, some mythical elf or the other, had some cool stuff. This
bow reputedly is imbued with Hand of Sleep' Lightning' and
Magicka Leech spells.
` `

'sfe5S=f*4frsgng#ff:_
EE=iRELE!i[=E=!iiE:li|Eii.i
Clyapter 9: Poroerg^wittg

-(I-
Daggerfall ut`anthorizeO Strategy Guide
Chapter 9: Pott)erg^mit`g

Y9croma"-ct,,'s Amulet

This powerful artifact gives the bearer health regeneration


abilities as per the spell Troll,s Blood, and boosts Wisdom.
Rumors exist that the user gains the sorcerous ability ofMagicka
Absorption.

Ogftyma ittfmiurm

Find and use this book to add 50 points to character attributes.


Note that this reduces the number oflevels a character can gain
by an average of 10 (pre-patch Dczgger/cz/A. There,s no point in
pursuing this artifact unless you're playing a patched version of
Dczgger/cz// or prefer not to cheat.

Ring ofKl)^jiiti

This ring is -mored to imbue the wearer with the effects of Si-
lence, Invisibility, and Feet ofNotorgo (speed) spells.

Rittg oft!^miera

This 6'hurt me, damage you" item has an interesting effect. l^Then
animals or spriggans attack the wearer, the dammage reflected
onto them is zero. |^Then the attacker is a Daedra, the it receives
half the damage. Humanoids and monsters receive full damage,
while undead attackers take double damage.
D^ggerfatt ut1^utt)OriZeO Strategy Guide
Clyapter 9: I)oroerg^mirlg
efro:

1O

Etiigs-.ttt\\ +\\\.\\s
D^ggerfalt utlanthOriZeO Strategy Guide

==:T=`\iras
nfortunately, the Dc,gger/c!ZJ program has many obvious
bugs. Dialogue, for example, is obviously flawed. In
various on-line fomms, Bethesda Softworks has promised
patches for the many, universally denounced bugs, and in fact
they already have released one such patch, barely a month after
shipping the game.

Despite many complaints, Dczgger/cz/Z has a devoted following.


The game breaks new ground in the world of CRPGs and man-
ages to accomplish stunning things. If you,re reading this but
don,t yet have the game, don,t let these dire-sounding warnings
put you off.

Ifyou're a CRPG fan, Dczgger/cz//is a must-buy. Prepare to apply


patches, and expect Bethesda to labor sincerely to stabilize the
game-but also get ready for the ride ofyour life!
iiiiiiii[i[ii
These are some ofthe most common bugs players will encoun-
ter, alongwith some work-arounds and commonsense precautions
players can take to avoid becoming frustrated.

iGii[iii
;i::;;;; Keee-rashI

The game crashes at inopportune moments. |^Thy? l^Tho the heck


knows? Saving often is the best way to avoid losing play time. Be-
ware transitions from one kind ofscreen to another (going inside,
I:[;,))
going outside, and so on). Beware ofhitting keys out ofexpected .,-I
sequence-ifyou're in the middle of casting a spell, flniSh Cast-
ing the spell before doing anything else.

[EiJiii.' EiEEF=Ei
S?,..\.S--_=,-=.=S=/.zi=
Clyapter lO: Bugs ^tlO Cat)eats

iiiE, 3-
eeess#`oy -nyVl

See Chapter 9 for some speciflC game-Save Strategies.

AOmireb in D^ggerfal1?

One of the most amusing bugs is the reputation bug. l^Thile the
program accurately records your low reputation "in the eyes of
the law,,, often the message you get about your respectability is
180 percent wrong. Kill a few people, rip off a flew banks, and
you,re apt to serve time injail-and appear to be 6'admired.,, Don,t
worry about this one, folks. It appears not to have any negative
game implications.Just don,t believe everything you read.

Cost itt tt)aWalls:You


This bug is possibly the game's most annoying. It,s possible to get
stuck inside walls. In particular, beware ofswivelingwalls: It's very
easy to get caught in the virtual space inside the wall, leaving you
no option but to reload a saved game.

Other wall-trapping moments include climbing) especially on


or near elevators, and falling orjumping down any distance. TJPi-
cally, the only solution is to reload a saved game.

Cost itt the Walls: coousters


Monsters can get lost in the walls, too. Powergamers, in fact, will
figure out ways to make monsters get stuck so they don,I have to

+:Svgf22/f=:fggivffiseZZ=seSdi`,XSpsseg2ff%Z%''
___`..iL=.. ____ i _+_ _i:_ ,--i=_-_-_i-=i-

.`_`-- _ E-:`-+i,_
D^ggerf^tt ut1^uthOriZeO Strategy Guide

whack them. Monsters being stuck in walls, however, is a bad thing


if the monster in question is the focus of a quest. If that,s the
case, going to a loaded game outside the dungeon might do the
trick. Otherwise, it's best to abandon the quest altogether and
reload a pre-quest saved game.

Read on, however, for a caution about this assumption.

But )s lt a Bug?

Dczgger/czZZis a subtle game in many ways. In some games, usable/


clickable objects are obvious. They stand out graphically. Dczgger/CZZ/
provides few such distinctions. Sure, unusual architecture and
items stand out, but often secret doors and switches are impos-
sible to pick out visually.

Doors are easy to flnd using the autOmaP, butSwitches are quite cI;:;-;
another thing. Before assuming there,s something wrong with a E[i[i]
quest, be extremely thorough in seeking doors and switches that
might allowaccess to that one final roomwhere the bad guyyou,re
tasked to slay is hiding.

Aneat trick is the DetectEnemies spell, most useful afteryou,ve


cleared monsters from a dungeon. Cast it to locate lurking mon-
sters, and use the arrow to focus your search for an entrance into
their lair.

Sometimes, unfortunately, the game assigns you an impossible


quest. Because there are obviously hundreds if not thousands
of potential (mostly random) quests, and because there are
Ct)apter lO: Bugs ^tl Cat)eats

-If-1,/deS.=i=Zz
:'S:+:'_\TL=

about 16,000 game locations, it,s hardly a surprise that the sys-
tem has bugs.

This problem is most vexing for newer players, who may be un-
familiar with the whole quest format) and dungeon{rawling in
particular. Be patient, be thorough, and assume a stmctural bug is
the last possibility before giving up and returning to a saved game.

Gt)ost Sounds

Sometimes the ominous creaking warns you that a monster has


just opened a door. Look around! Be ready!

Other times the sound isjust a random sound tossed out by the
program, alongwith those ofjingling coins, blowingwind, and so
on. |^Thile this might not be a bug, it is annoying, because it de-
tracts from the game's sound utility. The environment is so
complete, it,s a pity it trains you to discount errant noises.

Graphically Ct)allengeO

That,s what Dczgger/CZZZ is in some places. |^Then it comes to alter-


ing reputations in the character class creation area, for example,
figuring out that clicking in the reputation bars sets the level can
take a little guesswork. And creating items and spells involves us-
ing nearly invisible little arrows to change the variables. Always
look carefully and click randomly, ifnecessary, to determine how
you,re supposed to input information in a new screen.
D^ggerfalt utt^utt)orizeO Strategy Guide

` `

EEEE!EEEEiiE
EEZ=aes =ffitiE=-
__ __ __:_

Sat)eO Games Gotta B^O

Saved game slots sometimes go bad. They become cormpted. In


some cases, the slot itself seems to be fried, and any game you
save there won,t reload correctly. Most of the time, however, the
saved game itselfis incomplete or corrupted, and it,s impossible
to restore that one game. Save over that spot with a new game,
and the slot works flne.

This can be a devastating loss. |^Thile playing the game* the


author developed numerous characters, and often only used one
saved-game slot, despite knowing the wisdom of using multiple
slots. Over several weeks, one character was wiped out by a prob-
lem with his saved-game flle. Five levels of development, gone,
zorched, destroyed.

Don't let it happen to you. Be cautious!

Many Powergamers are so paranoid they copy their saved-game


directory onto a floppy disk every so often-just in case.

Cechrical Probteus

A variety of technical problems have been reported concerning


Dczgger/CZZZ. Chips made by Cyrix, for example, are purportedly
incompatible with the game (or is it that the game isn't compat-

* It's called "Research." Yeah, that,s the ticket. "Research."

=g?,,`S`_S I_,,a- -
f=_-/:,:,;-=
7=-,,/as\:zSi.`..I-iS=se:,,,,==_:_
Chapter lO: Bugs and Cat)eats

EHREELTEEEEHiEEL] EEEE!EEREFREEEEEE
ible with the Cyrix chipset?). In any case, Bethesda claims to be
working on a patch for the problem.

Many users have trouble configuring their sound cards to work


with the game's music. This seems to be a general problem with
IBM PC and compatibles. Bethesda has aweb page, however, and
while their techs might see unwilling to help with speciflc techni-
cal problems involving third-partyhardware) manyhelpful techies
read and post to Dczgger/czZZnewsgroups and mightbe able to help.

Another "problem" is the time it takes to start the game with-


out the largest install) which runs to 450 MB. Folks without space
for the largest or the second-largest install should prepare to wait
quite awhile when restarting the program, as when a character
dies in the game.

|^Thile not a bug per se, it,s a technical difflculty that renders
many of the strategies and tips discussed in this book extremely
time-consuming to execute. Let it be said) then, that ifat all pos-
sible, use the largest or second-largest install.

i.I::I Patches
At this writing, Bethesda already has released a game patch. This
flrSt Patch Seems tO be more COnCerned with flXing exploitable
holes in the game,s stmcture thanwith eliminatingbugs thatcause
the game to crash.

In fact, some players report that installing this first patch de-
creased the game,s stability.
E

._ i--= -~-`

EEEEEiEHffi=E5EfaHEEE=EE|EEff g',Li:ae5fafisig-
iiE _ r

..-..tit-i -EE::.-`_i.--.---`
D^ggerfall utt^utl)orizeO Strategy Guide

ELriEEEEEE
It might be wise, then to take a {'wait and see" attitude toward
patches forDczgger/cz/Z. Users can lurkon newsgroups and seewhat,s
posted about the patches, usefulness and effectively. To garner a
wider range of responses (as people are more apt to complain
than praise) you can even post a query about a speciflc patch. If
most people respond favorably, it,s probably a patch worth down-
loading and using.

If not) buggy as it is, the basic version of the software gets the
job done on most machines.

Croo-Sour Rule

This is an unscientiflc observation, but the game seems to be-


come less and less stable as time goes on. In particular) after
several hours, it appears to become more and more likely the
game will crash.

If this is the case, saving and shutting dol^m and/or restarting


should help stave off these time-related crashes.

This maybe a myth, oritmaybe a reflection ofthe waymemory


gradually is 6|used up,, by the operating system as memory-inten-
sive items are loaded, erased, and reloaded. Over time, less and
less memory is recognized by the OS as available for use, until at
last) whammo! Everything locks up.

l^Thether or not this is tme, be superstitious and take a little


break after two hours. Hey' your rear-end will thank you!

:-I------ --_-_-_-_ ------_ -----

- ==i=-E`>`-----:-_`
Chapter lO: Bugs and Cat)eats

C^oe^1
Because this book was put together very quickly) and Because
Dclgger/CZZZ is one of gaming,s largest and most complex CRPGs,
it's likely that these pages contain at least one (unintentional)
fib. New players of the game will flnd this book invaluable, how-
ever. It contains wisdom you usually can get only through direct
experience.

Even Powergamers will flnd a new trick or two-

But don't take everything you read here as gospel. Check it


out. And experiment. l^Tho knows) you could discoveryet another
major bug that leads to a killer spoiler!
C\\s\\`\\\
I)ul.sl. Sl_tl..tl.s
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