DAGGERFALL Hintfile by Khatti TES: DAGGERFALL is the Ultimate non-linear game. You are free to go anywhere you want and develop your character as you see fit. There is no way to write a classic step-by-step walkthrough for it. This little helpguide is merely designed to help get you started and on your way to enjoying the biggest most comprehensive gaming experience ever! THE BEGINNING GENNING YOUR CHARACTER You will probably want to try DAGGERFALL with several different character races and classes. Some are much easier than others. If you are new to the world of TES you may want to start out with one of the easier classes and go on to the more challenging ones as you gain experience and new strategies. Listed below are the different races of characters you can choose from: Argonian from Black Marsh Khajiit from Elsweyr Nord from Skyrim Dark Elf from Marrowind Redguard from Hammerfell Breton from High Rock High Elf from Summerset Wood Elf from Valenwod Each race has its own characteristics, strengths and weaknesses, which are detailed in your Game manual. I prefer the option where you can choose your character's class or create a custom chracter. Classes to choose from are: Mage Burglar Spellsword Rogue Battlemage Thief Sorcerer Assassin Healer Archer Acrobat Ranger Nightblade Barbarian Bard Warrior Custom Knight Many players enjoy using the Spellsword which is one of the most versatile classes in TES. Spellswords are excellent fighters and spellcasters and among the easiest to start out the game with. Nightblades are more challenging, since they do not get the Ebony Dagger or Shock Spell in the beginning of the game. Custom characters are also often excellent since you create them to your own specifications. When assigning Advantages to your Custom character, keep an eye on the Arrow that indicates the ease or difficulty of going up levels. If you overload your hero with Advantages and don't balance things out with Disadvantages your character will be at Level One for a long time--and Level Two,and so on. This will get old very soon--even if you did create a super duper fighter, if he never levels he won't get far. So remember to balance your Advantages out with Disadvantages and keep the Red level indicator Arrow as close to the center as possible. I usually chose only a few basic Advantages, such as skill with a particular weapon,magic skill and perhaps regeneration or resistance to disease. The least harmful Disadvantages are No Shields (since the best weapons are two-handed anyway), and perhaps Forbidding a material such as Iron or Steel. When chosing Skills (Primary, Major & Minor) remember the system for leveling in Daggerfall (Determined by raises in any of your Primary Skills, the two top Major Skills and your Highest Minor Skill--for Level 2 it takes two raises in these, after that it takes 15 cumulative). With that in mind be sure and choose Skills that you will be utilizing often. The ones I have found to go up most frequently are: Your Weapon of Choice,ie "Long Blade",Critical Strike, Destruction--if you cast spells like Fireball (which you can also practice in your Room during those long, lonely nights), Stealth,Swimming (After you start exploring dungeons with the Water Breathing spell),Lockpicking, Mercantile (used when shopping), Medical (used when resting and healing), Dodging (used when fighting), Alteration (goes up when using spells like Water Breathing and Invisibilty), Jumping and Climbing and Running (which are easy to practice when travelling about town--keep your "Run" button down, climb up walls and buildings and jump everywhere). For Shifter (my PC)--(the updated version uploaded in Library 8)--I put in the following Skills: PRIMARY: Long Blade, Destruction, Critical Strike. MAJOR: Stealth, Swimming, Lockpicking. MINOR: Mercantile, Medical, Dodging, Alteration, Jumping and Climbing. His Advantages are Long Blade, Mage Skill 1.75 x INT, and Regen (General). Disadvantages are All Shield types, Steel, Blunt Weapons. Because Short Blade isn't one of his top Skills, he didn't level til I got to Daggerfall and "Trained" at the Fighter's Guild in Critical Strike. He then purchased an Elven Dai-Katana (thanks to a bank loan). He will now be regularly employing all of his top Skills in his Dungeon explorations. It is ideal to try to balance your character out with decent fighting skills and adequate magical ability. But you can emphasize one or the other as well. It is more of a struggle to start out a character with weak fighting skills, but finishing the game with such a hero gives a true feeling of accomplishment. Daggerfall has a character and class for every type of player. I never use the "Fast Start" option, as I prefer to answer the questions to further customize my character's background and skills. Read the questions and options carefully and answer with the most advantageous development of your character in mind. If you are given an opportunity to get the Ebony Dagger, take it! This is the most important weapon in the early part of the game and characters who do not receive it are at a definite disadvantage. You can survive without the Ebony Dagger, but it takes a great deal of strategy--and probably more "Restores". The game offers a chance to use tutorial, which is not a bad idea for first time TES players. After the Introduction video, you find yourself in the Starter Dungeon: Privateer's Hold. You have had an accident at sea and ended up in a strange cave. For now you are safe in this room, no monsters are roaming yet, so let's take this opportunity to get to know your character better. Study the icons and become familiar with them. Clicking on the character's face will bring up the Character Screen where your vital statistics are displayed. These are described in the manual, but I will just touch on them to give you an idea of what they mean and how they affect your game. AFFILIATIONS: You won't have any of these at first. To get them you need to get out of the Starter Dungeon and into town where you can join some Guilds and Temples. Once you do this, all of the ones you belong to will be listed here, along with your Rank. Remember, you are only evaluated for Promotion in Temples and Guilds once a month, so don't expect to go up everytime you complete a quest! SKILLS: You need to develop these to go up levels. So make sure you are using and developing your top Skills in each category: Primary, Major, Minor. To level you need to advance in any of your Primary, the top two Major and highest Minor Skill. To go to level 2 requires 2 raises in any of these. After that you need 15 raises. LOG: Keeps track of your current quests. Good to refer to when you forget where you are supposed to go or how to spell it! Quests will vanish from your Log as you complete them or when time runs out. SPELLBOOK: Lists your available spells. The Spellbook can also be accessed from the Adventure Screen. INVENTORY: Also accessible from Adventure Screen. HISTORY: Is your personal story correlating with the answers you gave when genning your PC. If you are using a Custom Character, you will be able to view his Advantages and Disadvantages here. Adventure Screen Icons: STARBURST: Brings up your Spellbook. Double click on the spell you wish to cast. The spells you start out with vary somewhat according to your character class. HAND HOLDING WAND: Brings up any magic items you may have in your inventory so that you can use them. ACTION ICON: (Observe, Steal, Grab, Talk) Pay attention to which icon is visible--it makes a difference, especially when in towns. If you are out to get info from the townfolk, be sure the Talk icon is on and not the Steal icon. People get really mad when you try to steal from them--even if you didn't mean to! Can also land you in jail or in a major fight with the town guards. The Thieve's Guild may be impressed, though. Another problem is having the Information Icon (Eye) visible--normally it will not allow you to talk--will just tell you who you are facing. "You see so and so". But you will need to use it to identify buildings when you are looking for a particular residence or store. Simply click on a building and it will automatically annotate on your map. If you run into a store that is not opened, bring up the "Eye" icon and click on the store and it will tell you the store's--Temple's or Guild's--operating hours. That way you know how long you need to loiter. You need to use the Grab Icon to climb ladders. Click on a rung and you will be up to the top in no time. INVENTORY: (Two tied bags) This option will show a picture of your character with all of the clothing, armor and weapons he is currently using. The small numbers are the Armor Class. Across the top of the screen are listed all of the types of items you may have in your inventory: Weapons & Armor Magic Items Clothing & Miscl Ingredients (For making potions) Click on each of them to see what you have. At first you won't have much to see--a few weapons and maybe a piece of armor, perhaps a torque and a Spellbook. Your character didn't get out of the shipwreck with much to aid him in his quest. Options going Up and Down the Inventory Screen: Left-Hand Side: Shows equipable accessories: Amulets, Bracelets, Rings, Bracers, Marks and Crystals. Right-Hand Side: (Wagon, Info, Equip, Remove, Use, Gold) These can take a little getting used to--you need to pay attention to which one is highlighted when you click on items in your inventory, on your character or on a dead monster. WAGON: Obviously you don't have one yet, but you will probably want to pick one up as soon as you can get to a town and buy one. A Wagon gives you the ability to carry 1,000 kg of loot. A must in some of those HUGE Dungeons. You cannot carry your wagon inside of a dungeon--but you can park it outside and access it without actually leaving the dungeon; Which is a great feature, since dungeons reset when you leave them. To move items to your Wagon, click on "Wagon" then "Remove" and select the items you wish to put into your wagon. INFO: Highlight it and click on an item in your inventory, on an item on a dead monster or on a store shelf. It will tell you all about that item: What it is; its Condition; its Worth, its Weight; and its Damage range if it is a weapon, or Armor Class if it is armor. EQUIP: Highlight it and click on an item--it will then equip it if your character's class allows it to be used or worn. Clicking on an Item that is already equipped will take it off of your PC and put it in your inventory. REMOVE: Will take things off of your character or out of your inventory and dump them in a pile on the floor. There will then be a pile of loot visible where you dropped your items. Items that are not in your inventory are shown in the far-right column. The image at the top of the column illustrates where the items in it are. If it shows "dirt", items are on the ground; if guts, it is on a dead monster; etc. **Be sure the REMOVE button is highlighted when looting a dead monster. The game defaults at EQUIP--which you obviously don't want to do with each item you find on a dead enemy. USE: Highlight this button and click on notes that you receive in order to read them, or to perform any action with an item in your inventory. If you "USE" certain items of clothing (like shirts) they will change in style. GOLD: Shows you how much gold you have (also shown on Character Screen) and gives you the option to drop some or all of it. You probably won't do this very often--a bank is a much better place for your gold. And once dropped, Gold is gone forever. It does not show up as a pile on the floor. That is it for the Inventory Screen--now back to the Adventure Screen. EQUIP WEAPON (Crossed Swords): Does just that. AUTOMAP: Right Click if you are in a Dungeon or a Town. In a Dungeon there are two types of maps: The 3-D and the flat one you look down on (but still need to raise and lower because it will often be several layers thick). Click on the grid to change map types. The 3-D map is different than the usual ones you may have seen before and it takes some getting used to, however it is very informative once you become expert at using it. After you have explored the Starter Dungeon a little, practice using the function keys (Top to Bottom, Left to Right, Rotate Left and Right and Up and Down) until you can make the map give you the information you desire. The little Yellow shape on the left hand side of the map shows you your orientation as to the Dungeon exit. As the dots get closer together you are closer to the exit--but may be several levels above or below it! The Town Map: Is color-coded: Guilds and Temples=Blue; Shops=Orange; and Taverns=Green. If you walk through the town with your Info icon (Eye) on and Right Click on Buildings, the Building's identity will be automatically recorded onto your Automap. Certain secret Guilds, like the Thieves' Guild and the Dark Brotherhood will not show up on your map until you have become a member. Right Clicking on the Map icon brings up the Regional Map. You can click on the province or town you wish to go to and travel. If you only know the name and not the location of a place you wish to visit, you have the option to type it in. You can also select what appears on your map-- Towns, Temples, Dungeons, Homes--by clicking on those buttons. CAMPFIRE (Rest Icon): This icon gives you the option to rest for a specified number of hours or until you are fully healed. In a dungeon you will usually want to rest until you are fully healed; in an Inn you will usually rest for as many hours as it takes for the next morning to arrive. Or you can Rest until Healed and spend the remainder of the night practicing your Magic. There is also an option to "Loiter". This is very handy when you are waiting for a store or a Guild to open up. You can only Loiter for 3 hours at a time, but you can Loiter more than once. Clicking on the Compass will tell you Where you are, what time it is, the Date and your current Reputation. It also tells you your state of Health. If you notice that your PC is diseased, get to a temple at once! If possible carry a few Cure Disease Potions. A diseased state is not always made apparent on your Condition Screen until it has progressed to a more advance state. You will have seen "You are not feeling well" messages on your screen, however. Heed these even if you are apparently healthy otherwise. Disease can be quite insidious. Keep track of your PC's Health, Stamina and Magic Indicator Bars. If you allow your Stamina (red bar) to get too low, your PC will drop in exhaustion. In this state he is easy prey for roaming monsters and will most likely die. Hitting ESCAPE brings up your options to SAVE Game, LOAD Game, EXIT Game and set or adjust your Controls. This hint guide will be referring to the Default Controls, since those are the ones I always use, though you can set the Hot Keys to whatever is best for you. The keys I find myself using the most are: The ARROW keys to move; "D" to duck down or crouch in order to remove loot from a chest or a dead enemy (hit D again to stand up); "INSert" looks UP; "DELete" looks DOWN (This is very important when fighting monsters that are on the ground--like rats. They are much easier to hit if you are looking at them! The same goes for looking up (INS) when you are fighting bats above your head.) "HOME" centers your viewpoint after you are done looking up or down. "J" is to JUMP. This is very handy to hold down in conjunction with your "UP" Arrow when you are climbing walls or steep ramps. The "S" Key. Once, I accidently hit the "S" Key when attempting to hit the "D" key. And my weapon Vanished!! I had no idea what had happened. It turned out that the S key Switches your weapon to your other hand-- where you can no longer see it--or apparently use it. It appears to be gone but still shows up on your Inventory Screen as Equipped. If that happens, hit the S again and your weapon will come back to where it belongs. THE STARTER DUNGEON (PRIVATEER'S HOLD) OK--let's take a quick walk through the Starter Dungeon. Remember!! SAVE YOUR GAME OFTEN!! Save it before you enter a new room, after you defeat a tough monster, before you fight a not-so-tough monster (they can surprise you!), before you rest and after you rest successfully. This walkthru will not tell you everytime to save--just remember to do it often!! Your first battle is with a rat--remember to look down (DEL) and swing away! Rats don't normally carry treasure, but there is some gold on a table in this room. After you click on it, remember that the gold will show up in the far right column in your inventory screen. You need to click on the gold icon to put it in your inventory. Go up the stairs and head down the hall--the first thing you will come to is one of the two bats that live in this hallway. Kill him and continue on down the hall. Behind the first door is an Imp. He can cast a spell that will fry you. And he CANNOT be harmed by IRON weapons. I often save the Imp til last on this level--until I have gained a bit more experience. But you should be able to kill him right away. Be sure and save the game before you go in--hurry and try to hit the Imp before he gets his spell off. He is usually behind one of the cages on the right side of the room. The Imp carries a bit of gold--so be sure and search his little body. And don't forget the treasure in the cage. You will probably have to hit "D" to get it.The room after this has an easy rat. Then you come to a staircase leading down. There is a thief down there, just to the left of the stairs. Try to run into the room and give yourself a little maneuvering space so you can swing and back up--trying to stay out of his attack range. This fighting technique: hit, back up out of range, step forward, hit, back up, etc. is an excellent strategy for doing fights in DAGGERFALL. Many players who are veterans of TES: Arena developed it there and use it in DAGGERFALL as well. If during this time your PC gets injured and needs to rest, you can go back to the first room--where you started out--and rest with a certain degree of safety. However, there is no guarantee some creature will not wander in and wake you up. After killing the thief, head back upstairs and left down the hall, where you will meet your second bat--at the foot of some stairs. Once the bat is dispatched go to the door at the top of the stairs. There is an Archer in that room, behind a "U"-Shaped table. You can fight him across the table, or run around to the back of the room and fight him there. He isn't too tough if you back out of the way of his blows when you are fighting him. Two doors lead from this room. The one to the left as you enter leads to a huge room with a massive staircase and upper balconies. I usually save that til later. So I go out the door to the rear of the "Archer" Room. There are two rats behind that door, and one door leading out of the room. This door leads to a passageway with a very steep ramp going up to another hallway that leads to two doors. Use the UP Arrow key in conjunction with the "J" key to zip up this ramp. The room to your left contains a grizzly. The room in front of you has a thief beind the door. So open the door and start swinging-- sometimes you can hit them right through the door. And vice versa. The pink coffin in this rooom has some loot--look down (DEL) so you can center your cursor on it and pick it up. Two doors lead out of this room--the one to the left as you enter leads out to an overlook if the Big Room with the Stairs. There are steep stairs leading downward--you can look down and see them--and below you will notice an angry skeleton stomping about. I don't usually go down there yet. The other door leads out to a hall--there will be a bat waiting when you open the door. In the hall there is a door to your left leading to an empty chamber. At the end of a hall is a door to a large room containing an Imp. After you dispatch the Imp, you can explore the room a bit. To the left of the door you entered through, there are some bookcases concealing loot in the corner. To get the bookcases to open, go over to the Podium by the candles and click on it. The door next to the bookcases leads to an empty room. You can rest there, if you need to. The other door leads to another overlook of the Big Stair Room. Go out there and on down the stairs and take the hallway on your left--keeping an eye out for the skeleton, who may have seen you come down. The hallway to the left of the stairs takes you to a monster-less room with some treasure on a table in the back. You might want to save here--and get ready to fight the skel--who will be your worst foe so far. Give yourself a lot of room to hit and back up, etc. Sometimes the skel doesn't show up--but don't count on this happening. Often, you can knock the skel off of the edge of the parapet. Unfortunately, the fall doesn't kill him--he will be waiting for you when you finally go down--but he doesn't ever find his way back up the stairs. After the skel is put away, continue on to the hall at the other end of the ledge. This one leads to a room with your first orc to fight. He's big, nasty and ugly, but just stay out of his reach and you should be ok. Walk back out and you will see a throne that has a lever to the left of it. You can get on the throne and click on the lever and it will take you up to the next level. However, I don't usually go up this way, though it is sort of fun. But there is an alternative route. I turn around and go down the Big Staircase and fight a bat. There are three doors leading from the Big Room. The door in front of the staircase leads to a room containing a grizzly bear. The door to the left of the staircase leads to the "Archer" Room where you have already been. The door to the right rear of the stairs leads to a new area to explore. There is a bat on the other side of the door. Through the door you will see passageways leading left, right and forward. To the right is a dead end. Go to the left and down the hall. The only room in this hallway is empty of monsters and treasure. The hall then leads to some stairs --walk up just to the open doorway at the top--don't go in yet--and you will fight the biggest rat you have ever seen! This room has a closet containing some treasure. Now you can go back to the third passageway--the one you haven't been down yet. The first thing you will come to is a short hallway leading to two rooms, each with an Archer. Good place to practice your fighting skills! They usually have some pretty good armor on them. TIP ON PICKING UP LOOT: Until you get your Wagon and can carry more, your carrying capacity is severely limited. You should come out of the Starter Dungeon with a lot of stuff to sell so you can afford a horse and cart right away. In order to do this you need to be pretty picky about what you carry. Just keep the stuff that looks like it might fetch you a good price in town. That means discarding all of the leather armor, bucklers, helmets and cheap iron weapons. Just keep the nice chain armor and quality weapons. Use Info and check them out if you have any doubt. MAPS you find tell the name of Secret Dungeons that you can explore later. Write down the name, for the map will vanish--although it will show up on your Regional Automap as a light orange dot. Ok--after you have killed the two Archers, go on down the hall and up the stairs. They will lead you to the level where the throne would have taken you. Turn left and go up the hall. You will meet a rat on the first ramp. After this is a room to your right--Don't Go In Yet!! Keep on going, you will meet another rat on a ramp. The next door leads to a hall that will take you to a skel. No treasure. Back to the main hall at the end of which leads to a room and a thief. There is a hidden door in this room, behind which a skeleton is hiding. OK. Back to the room you skipped. This of course is the last room--the one containing the Exit from Privateer's Hold. Here you will have to fight a bat, a rat and an Imp. Be sure you are well rested and Save before entering. Sometimes one or two of the monsters will come out of the room so you can fight them one on one. But usually you get to face them all together. After you have successfully defeated these last monsters, you can rest and then Exit the Starter Dungeon. The Exit is on the right-hand wall and is shown as a Stone Archway surrounding blackness. Click on the Black area and you are outta there!! Congratulations!! You made it though your first small dungeon. This is only a taste of what awaits you in the huge world of DAGGERFALL. Next I will briefly cover a few basics to help get you started out on your way. Once out of the Starter, after you have finished admiring the scenery, you need to head to a city. Right click on your Map Icon to bring up the Regional Map-- there is no local map in the wilderness. Click on "I'm At" to show your locale. I always start out by going to Daggerfall--it isn't the closest city--but is where the action is. So click on "Find" and type in Daggerfall. Once you are there, be sure and put away your weapon--no one will talk to you if you are brandishing a sword. And be sure you arrive there in the daytime-- click on the Compass to see what time it is. The City of Daggerfall is no place to be after dark. The Ghost of the slain King Lysandus and his legions prowl the streets of Daggerfall during the night crying for "Vengeance"--and they will attack without mercy. So if it is late in the day when you arrive, you might want to seek out an Inn to spend the night in and start your exploration in the morning. (Inns will show up as Green on your Automap). If it is after dark when you arrive in Daggerfall, the gates will be closed and the ghosts on the prowl. Run away from town until you can travel, then use your Automap to take you to a nearby town and go back to Daggerfall in the morning. When I get to Daggerfall, the first thing I do is look for a place to sell my loot. If you do the Starter Dungeon thoroughly, you should come out with enough loot to sell to afford you a horse and wagon. Look at your map and see where the shops are--they will be shown in Orange. Most cities have a cluster of shops--in addition to shops scattered throughout town. Look on your map for the Orange buildings all in one place. Ask NPCs for locations, have your InterAction Icon on the Eye so when you click on a building it will identify it for you. I visit a few Armorers' Shops and see who will give me the best price. The quality of the shops varies a lot--some contain rusty, shabby equipment, some have soft music playing and incense burning. This not only makes a difference if you are buying equipment, but also if you are selling. Many of the pricier shops are pretty cheap when it comes to buying your wares. And some of the dumpy shops will pay more. Once you have visited a few dungeons and accumulated a wide variety of loot, you will have to check out several different stores to find out which one buys what kind of merchandise. It pays to check around whether buying or selling. You will quickly learn that you need to seek out certain shops for buying or selling more specialized items. The Spice and Herb shops will buy your Ingredients. Pawn Shops will buy your Religious Items. So take a look at all of the different shops in the Cities and learn how to best utilize them. After I get my money I seek out a few General Stores and check out the prices for Horses and Carts. The game has built in bartering--according to your Mercantile skills--so don't expect to pay the "sticker price" for anything. It is often considerably lower. Once the horse is bought you may want to ride him around for fun--but it is still easier to do your Town business on foot. GETTING THE MOST FROM YOUR NPC ENCOUNTERS: Make sure your Action Icon is on "Conversation" and click on a Townsperson. This will bring up the NPC Interaction Screen. The upper left-hand corner of this screen gives you all of the options you will need to use when conversing with people in Daggerfall. Try out all of the different selections to see how they work. Below is a quick review: "Tell Me About": Gives you the option to ask about General News (Rumors), Certain People and all of the different Guilds and Temples in Daggerfall. Some NPCs are a lot more informative than others, so if one brushes you off, go to another one. They can be a source of important information such as rumors about lost Artifacts and hints about the Main Quest. "Where Is": Will prompt the NPC to give you the location of Shops and Temples in the city--as well as places you may be seeking on a quest. For example if you select "Armorers", it will bring up a list of all of the Armorers in town. The nearest one is at the top of the list. Pick one and double click on it to ask where it is. In the list of places you will see "General" and "Regional". "General" brings up locations like residences you may be seeking on a quest. "Regional" lists Temples that are not located in the town you are presently in. "Location" is what you use when you are on a Quest and need to find specific people, residences or objects. "Work" is a good way to get directed to a person who will give you a local Quest. After you click on an Option and the question comes up, click on OK and the NPC will answer. Remember, don't waste your time on grouchy NPCs--some are a lot more willing to help you than others. At first they will all greet you somewhat nastily--after all, they don't know you and you don't have much of a reputation--but for the most part they will still help you out. The NPC Screen gives you the option to copy a coversation to your Log Book--but as far as I know you cannot erase them once they are there--so copy only important conversations so you don't clutter your Log with a bunch of useless stuff. I usually just take notes--with good old fashioned pen and paper! Tone of Voice can be important--stick to Polite or Normal unless you are seriously trying to intmidate someone. However, this strong-arm tactic may just make them angry. THINGS TO DO IN THE CITY: First off, join every Guild that you can find. It is good to start out early in the Guilds because you go up in Rank after a month, assuming you have done a few Quests for them and managed to advance your skills, through training and use. I always start out with the Mages Guild (where you can buy and create spells), The Knights of the Dragon (who give you some free Armor--and a free House after you have sufficiently advanced) and the Fighters Guild (where you can rest for free and get your Armor and Weapons repaired quickly and relatively cheaply). I also join a Temple or two--whichever one I specified when I was genning my character and any other that seems advantageous. There are specific advantages to belonging to any Guild and Temple which become more apparent as you advance in Rank, such as the ability to buy potions--which are a big help in Dungeons when your magic points are running low. You can also train in your different skills in Temples and Guilds--which will speed up your leveling. Secret Guilds, like the Thieves' Guild and Dark Brotherhood are joined by invitation only. They will keep an eye on you and if your actions indicate you are worthy to join their ranks you will hear from them. Once you are a member, the location of their Guilds will be automatically inscribed on your map in each town you visit. As you eventually load up with gold--and yes it WILL happen--you will want to visit the Bank. You can deposit your gold there--keeping a small amount on hand for spending money. You can also get a loan for that Sword you just can't live without! But keep track of the date so you get your loan paid off in time. For a small fee, gold can also be exchanged for Letters of Credit-- which are much lighter to carry around. QUESTS: These are the main way you will be building up your skills, money and reputation in Daggerfall. When you first get to town--newly out of Privateer's Hold--you are not ready to be taking on much in the way of quests. But you can build up a couple of levels--from raiding Crypts and exploring Dungeons you find on your map. Be sure and always SAVE before entering these in case you run into something beyond your experience--or want to try again for some better loot. When you finally think you are ready for a Quest, you might want to take on a local quest to start with. Ask an NPC what he knows about Work. Clicking on "Talk" when in a shop, Temple or Guild will often resultin the NPC asking you for some kind of help. These small quests are a good way to gain experience and often turn out to be a lot more complicated than you expected them to be! I have gotten quests from Booksellers--who seem more interested in their woes than in buying your used books. SAVE YOUR GAME before taking on any Quest!!! That gives you an out in case things go bad. Quests all have a time limit (Except for the Main Quests)--so keep an eye on your travel and resting time. Some Quests are quite complicated and have several parts, so be sure to read any notes you may receive and pay attention to what people tell you. All Quest details will be enscribed into your Log. After you have finished your Quest, go back to the person you got it from (assuming it wasn't a simple delivery Quest) and click on "Talk". He will not automatically acknowledge your completion of the Quest. You need to prompt him. At Level 3 or so you should be ready to start taking on Temple and Guild Quests. Do NOT worry about the main Quest until you are at least Level 5. Though it is adviseable to respond to Lady Brisienna's Note and meet her where ever she is staying. She has a little info that you might find to be helpful later on when you start working on the Main Quest--assuming you decide to do it. And she gets REALLY angry if you stand her up. Dungeon Crawling When you select your Regional Map only to show Dungeons, the graveyards and crypts will show up as Red Dots. Large Dungeons you have been to and Dungeons you have found maps for will show up on your map as light orange dots. Right clicking on a specific area will show it in greater detail. As far as Crypts go--some are better than others. My favorite is the Copperston Crypts, up near Privateer's Hold. One room has a secret door that you can open by clicking on the contents of one of the coffins. I reentered that crypt several times and built up my gold to several thousand which enabled me to buy better weapons and spells. I also found maps to new dungeons and built up much-needed experience for quests and exploring new dungeons. There are several spells I have found essential for dungeon crawling. 1) Recall: Allows you to set an "Anchor" at the dungeon entrance and "Teleport" back to it so you can unload treasure into your Wagon--or to escape from baddies in the middle of a hopeless fight. 2) Levitate: Gets you over pits or up and down them--better control than "Slowfall" for dropping down pits. 3) Water Breathing: Essential for exploring the many underwater areas in dungeons. 4) Invisibility: Can be a lifesaver when you get paralyzed by a Spider bite. Cast it and he won't keep biting you--since he can no longer see you. Your paralysis will wear off before the Invisibility does--and you can swat the Spider before he knows what is happening. It is also good to have an Offensive Spell, such as Fireball and a Heal Spell. Open is very expensive to use--so I created a cheaper version called "Enter", which is pretty effective. There are quite a few locked doors in dungeons. Be sure and take advantage of the Spells and Spell-Maker at the Mage's Guild. This file will be updated as new information becomes available. There is a lot to Daggerfall and I'm sure this will be the case. Any suggestions or additions would be appreciated. Khatti