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DATE: 10/25/96
THE ORDERS
If you chose a character that
has certain attributes, and juggle
it just right, you can
theoretically join up to 6 orders.
They include the Mages Guild,
Fighters Guild, Thieves Guild, the
Dark Brotherhood, a Knightly Order,
and a Temple. Of course joining all
of these orders will subject you to
a great amount of expectation from
each faction, so it is quite
a juggling act. You ask how can you
join the Dark Brotherhood and
a Knightly Order at once? Just
don't let the Knightly Order find
out. After all, the Dark
Brotherhood is a secret
organization, and your membership
should be secret as well.
TEMPLES
Chose a Temple wisely. You can
only join one, and your membership
is permanent. Pick the Temple that
has access to certain exclusive
benefits that will suite your
needs. What if you find out you
don't like the Temple that you have
joined and want to join another
one? There is a way to do it: get
kicked out. Do things which will
rile the feathers of the Temple you
joined, and they will eventually
disassociate you. Once you are
kicked out, you will not have
access to all the benefits that
they offered before. Note that
getting kicked out is not an easy
task to do. You have really work at
it.
INGREDIENTS FOR POTIONS
Need more ingredients to conjure
up your next batch of magical
potions? Certain enemies tend to
carry more ingredients. If you kill
them, you can search their body.
Harpies and Imps tend to carry
a number ingredients.
MAKING MAGICAL ITEMS- SOUL GEMS
It is possible to use a soul gem
to increase the magical potential
of an item. First, make sure you
have a soul gem in your inventory.
Cast Soul Trap on a monster. Kill
the monster while the spell is
still active. Now carry the soul
back to a guildhall that has an
Item Maker. When making the item,
select the special advantage
Soulbound. You will be shown a list
of available souls to use.
COMBAT- IMPACT
Some enemies are considered
light in weight, such as skeletons
and rats. When attacking these
creatures, try to fight them when
they are against a wall. Your
attack can strike an enemy and send
it flying back from the force of
your attack . If it hits the wall
from the force, it can take on
extra damage. It's quite amusing to
see a particularly extra light
enemy take a hard hit, fly back
a few feet, hit a wall and die from
the impact!
COMBAT- AVOIDING IT
The higher your skill in
communicating with particular
creatures, the more likely you can
avoid deadly combat and can go
about your way in peace. This skill
is listed under Miscellaneous
Skills in your Character Sheet
screen. In order to communicate,
you must have your weapon put away
(who would want to talk to someone
who looks ready for combat?) If you
successfully convince a monster not
you attack you, they will go about
their own business. However, if you
are truly the devious type, you can
attack with its back turned! Your
success in communicating is the %
rate listed by the specific skill.
Thus if your skill % rate is 80%,
you have an 80% success rate in
attempting to communicate. Every
time you attempt to communicate
with other creatures, even if you
fail to successfully do so, your
skill in communicating with that
particular creature will improve.
Language skills increase at
a greater rate if your intelligence
is higher.
CLIMBING DOWN PITS
You see a big pit before you,
and you want to enter the abyss.
Unless you know that you can
survive a long fall, it is best not
to jump straight down. For those
that can cast a Slow fall or
Levitate spell, your descent will
be easy. For everyone else, you are
going to need a magical item or
potion that will grant you the
ability to get down there safely.
Often times, there is more than one
way to get to a certain area. Try
looking for another way down before
jumping into a pit. Also make sure
you can get back out!
DUNGEON SECRETS- TRAPDOORS
All trapdoors that you find
cannot be opened directly. You have
to find a lever, or solve a puzzle
to open them. Most of time, the
lever is evident and can be easily
found. Other times, the lever could
be a chain hanging from a ceiling
or a floating skull. There are one
or two dungeons where lever is one
of the torches hanging on the wall!
Trying to find the right torch can
be downright mindnumbing!
DUNGEON SECRETS- SECRET DOORS
Secret doors and chambers are
often hard to find in dungeons.
Unless you check your automap.
Secret doors to hidden areas are
shown as empty spaces in the
automap. Rotate the dungeon around
to look for these anomalies. This
is also a good way to locate the
exit to the dungeon if you get
lost. The exit is indicated by
a green marker. It's hard to see,
so you have to look carefully.
DUNGEON AUTOMAP
You can left click on a piece of
the dungeon to make it flash.
Clicking on the gray bar at the
bottom of the screen produces
a cursor. Whatever you type in
there is attached to that piece. To
see the description again, click on
the dungeon piece, and its
description appears in the bar at
the bottom of the screen. You can
right click on a piece of the
dungeon to hide it temporarily. If
you are having trouble seeing parts
of the dungeon, this is a good way
to reveal the solution to the maze.
ARGH! TOO MUCH INVENTORY!
You may be a burly
man/woman/thing, but in the end you
can only carry so much inventory.
A wagon can be bought to carry many
things, though it doesn't come
cheap. Instead, what you can do is
rent out a room from an inn for
a long period of time. This way,
you can store excess inventory in
the room while you go out and
adventure. Obviously, in the long
term, this isn't very cost
effective. One day, you will have
to get a wagon, or a house, or
a ship to store all the treasures
you gathered from your adventures.
Remember that gold is heavy. Your
encumberance will be high, even if
your inventory is low, if you are
carrying around lots of gold. One
way to lighten your load is to
trade the gold into credit at
a bank. There is a small
transaction fee, but a letter of
credit stating you have $100,000 in
gold is much lighter than $100,000
in gold!
TAKING PICTURES
For those that want to capture
the moment, there is a way to take
BMP pictures anywhere in the game.
Simply create a PICS subdirectory
in the DAGGER directory that is
installed on your harddrive. Now
whenever you play the game and see
something truly spectacular, all
you have to do is press the / key
(backslash key) and a BMP picture
is taken and stored into the PICS
subdirectory. To view the picture,
simply exit the game and click on
the file in the PICS subdirectory.
You can now document your
adventures through Daggerfall and
share them!
DATE: 10/01/96
TRAVELING- TIP 1
You have several methods of
traveling, ranging from foot,
horse, to ship. Each one has
a distinct advantage and
disadvantage. A wagon is not
considered a mode of traveling, but
it can reduce your encumbrance
whether on foot or horse.
FOOT
Walking around can be
a leisurely activity, however it
can become tedious, especially in
large towns and cities, and can
also drain your character of energy
and leave you fatigued. This goes
double for running around. However,
running around does build your
running skills. This results in
faster travel, when on foot, and is
particularly useful when questing
in dungeons and castles, as you
cannot ride a horse in these
environments. Your Speed Attribute
affects how quickly your running
skills increase.
HORSE
Having a horse can make
travel much quicker, especially
when you are in large towns and
cities (i.e. Daggerfall, Sentinel
are Wayrest are especially large
cities.) Though buying a horse is
expensive, once you own one, it
will never die nor will it get sick
or fatigued. You can mount a horse
in any outdoor environment. Riding
a horse, however, prevents you from
building your running skill, as you
are not running on foot.
SHIP
Needless to say, buying
a ship is extremely expensive.
However, owning a ship has two
advantages, besides being a status
symbol! First, a ship can reduce
travel time across the ocean. If
you own the ship, travel is free
across the water, otherwise it is
quite costly if you use it
regularly. Second, a ship can be
used to store all of your
belongings and treasures. You need
not worry about pirates and
thieves, as your ship cannot be
attacked at sea or docked in
a harbor.
TRAVELING TIP- FAST TRAVEL
When you travel from town to
town, and from province to
province, you can fast travel to
get there quicker.
CAUTIOUS VS. RECKLESS
Traveling cautiously takes
longer, but your character always
arrives in daylight, when the city
gates are open.
INNS VS. CAMP OUT
Camping out is always free.
However, it increases travel time
a bit to account for the need to
hunt for your food.
BREAKING DOWN DOORS
When a door has nothing to fear
from you, it means that your
lockpicking skills just don't cut
it. But there is a way around this.
You can break the lock on the door
by beating on it! Use your weapon
or foot/hand and continually pound
on the door til it opens. It may
take quite a number of hits before
you succeed. There are some notes
of precaution. Using your weapon to
break a door open will degenerate
your weapon, and eventually render
it useless (then you will have to
find a blacksmith to repair it.)
Use your foot/hand as often as
possible. However, this method will
take longer to get results compared
to using a weapon, and it also
leaves you vulnerable to attack
since your weapon is not ready. Be
caution in monster-infested
dungeons and castles when
attempting to break open a door.
Also, magically held doors will not
break down by this method.
BREAKING AND ENTERING
If you want to be a thief at
least think like one. Break into
houses during the night. Check
around to make sure as few people
are around to see your activities.
You may successfully break into
a house, but stealing may set off
alarms to the household, and the
guards will come after you.
Remember that breaking into
a house, and stealing are two
different skills. Also, if a house
has a second floor, there might be
a door into the house from the
second floor. Breaking and entering
from the second floor will attract
less attention.
BAD BEHAVIOR CAN BE COSTLY
It sure is fun to break into
people's houses or steal from
stores. Or you may be the immoral
type that kills innocent people for
no reason. Either way, you should
know that your behavior can have
harsh consequences. If you are
caught too often and brought into
court, you could be banished from
a town. The result is that you
cannot get in for a long period of
time. If you are the type that
likes to run away from the law, you
can outrun the guards, and escape
from the town. If you do, you can
enter back into the town and the
guards will not recognize you. That
is, if you do not pull anything
criminally excessive off, like kill
a dozen innocent bystanders. The
guards will recognize you if you
exit and enter the town again, and
they will chase you down.
STORES AND MERCHANTS
Pay close attention to the text
that appears whenever you enter
a store. If the text indicates that
the store is of good quality, you
want to look around to find rare
items for sale which are hard to
come by. There tends to be high
quality items in these stores.
However, you should never sell your
inventory to these stores. These
merchants tend to be shrewd
business folks, and can often
negotiate better than you. However,
if the text indicates that the
store is of shoddy quality, you
want to sell your inventory. The
merchants that run these stores
tend to be worse at negotiation,
thus you will be able to get more
money for the things you sell. Note
that if you want to purchase
merchandise from a store, click on
the shelves where the merchandise
is located.
When buying and selling items,
a COST bar appears above your
character portrait. The first
number is the base value of the
items being exchanged. The second
number is how much gold your
character is carrying. Beware! You
will never buy or sell items for
the price shown here. However, you
can find out how badly you
bargained or how dramatic the
economic conditions of the region
are influencing prices. Even in the
best of circumstances, there will
be a significant difference between
the buying and selling prices of
items.
TAVERNS
If you rent a room in a tavern
for many days, you can leave your
stuff there safely. So long as you
return before the time expires,
your stuff is safe. When you enter
a town, a message appears on the
screen if you have a room at any
tavern anywhere in that town. Once
every four hours you can buy food
or drink at a tavern. This will
restore a small amount of health.
QUESTS- EXTERMINATION Some quests
will have you out to kill creatures
that have infested a house or
a tavern. When you attempt to kill
these creatures, be aware that
there could be a variable number of
them infesting a certain location.
Do not let them gang up on you! You
do not have to kill all of the
creatures to successfully complete
the quest. Generally, the quest is
completed once you kill about 2/3
of all creatures. Text will
generally appear to indicate that
you have successfully completed the
quest.
QUESTS-YOUR A HITMAN/HITWOMAN
You may be called upon to kill
someone. When you discover where
that person may be hiding out, note
that the door may be locked. It's
locked for a good reason. He/she
knows that hitmen are out there!
You may have to break the door
down. Also, you may not find your
victim at certain times. They too
have lives, and may be located at
different locations at different
times of the day. Often times if
you wait at your victim's hangout,
they will eventually come in. One
quest has you going after someone
who sleeps in his house at night,
works during the day, and drinks at
a tavern after work. He can be
found at one of those locations. If
you ask around, someone might be
able to direct you to him.
QUESTS- DON'T ALWAYS BE A HERO
Often times, a quest giver will
threaten you if you do not take
a quest. Do not take his/her word
too harshly, as ultimately his
threats will have little
consequence in the game. Make sure
that your skills are advanced
enough, and that you have the
proper equipment before you accept
a quest. Failing a quest will have
a greater negative effect on your
reputation than turning a quest
down.
COMBAT- ARCHERY TIP 1
Using a bow and arrow as
a weapon can be extremely useful in
avoiding hand to hand combat,
especially against creatures that
can paralyze you. You do have
a limited supply of arrows, and the
number of arrows you can carry
depends on how much encumbrance you
can take (check encumbrance level
on your Character Sheet screen.)
What do you do when you are deep in
a dungeon and run out of arrows?
Try searching the body of dead
enemies which you killed with an
arrow. Chances are you can
successfully find the arrows and
reuse them. This also goes for
arrows which are shot at you. Check
your inventory, and see if you
managed to pull the arrow out to
reuse! Now that's recycling! There
is a distinct disadvantage when
using a bow and arrow. When enemies
manage to get close in and attack
you, it will take a few seconds for
you to switch to close range
weapon, thus leaving you vulnerable
to the first attack.
DATE: 09/25/96
STARTING OUT AND EXPLORING
CITIES There are over 16,000
locales in the game Daggerfall,
ranging from dungeons, towns,
farms, castles, to cities. Some of
the most impressive sites are the
main cities in each province. Take
some time to explore the cities of
Daggerfall, Sentinel, and Wayrest,
each located in their prospective
province by the same name. The main
quest will have you visiting these
cities one time or another, so
explore them at your leisure, and
enjoy the sites. Of particular
visual beauty are the central
castles in each city. It is not
recommended to visit the city of
Daggerfall at night. It is haunted
by the undead, which are difficult
to kill. You can avoid these
creatures by staying indoors at
night.
CONTROLS
When you start the game,
experiment using the View
Interface. This is the interface
used in many 3D action games
including Terminator: Future Shock
and the other game equivalent to
"Ground Shaker". Basically, your
movement forward and backward are
controlled by the keyboard, and
your ability to look around is
controlled by the mouse. Most of us
here at Bethesda prefer the View
Interface, though Julian Lefay and
a few others prefer the Cursor
Interface. Since you are going to
be sitting down with the game for
a long time, get comfortable with
an interface which you think will
be the most effective and efficient
for you in the long term.
BUILDING YOUR SKILLS: TIP 1
Never do anything normal in
Daggerfall, because it doesn't
build any skills. Daggerfall is
designed so that when you use
a skill more often, the better you
get at it. Even simple things like
exploring a town and dungeon can
become training grounds. When in
a town, always run around. This
builds your running skill. When in
a dungeon, sneak around since this
builds your stealth skill.
BUILDING YOUR SKILLS: TIP 2
Always try to build your primary
and major skills. Your advancement
in level directly depends upon how
quickly you build up your entire
group of primary and major skills.
There is a specific formula that is
used, but to go into detail of how
it works is like math class.
However, what I can tell you is
that since skills advance at
a decreasing rate as you become
more proficient at that skill, it
will take more effort into building
that skill. However, there are
certain skills which you do not use
often and will naturally be lower.
Train in guilds to build these
skills. They will initially advance
faster, and the faster you advance
in overall primary and major
skills, the faster your level
advances. Remember, it is the sum
of skill points in the primary and
major skill categories that advance
your level.
WHO KNOWS WHAT ABOUT WHAT
It can be trying attempting to
get information you need from
someone. You just have to know who
to talk to. Certain types of people
tend to have more information about
things than others. Folks walking
around the streets tend to know
more about specific places in towns
and locations. Scholars in guilds
tend to know more about specific
objects. Merchants and the
underworld (thieves, prostitutes)
tend to know the gossip about
certain people. By the way,
prostitutes are generally found in
taverns. And no, you cannot partake
of any unscrupulous activities with
them.
ETIQUETTE/STREETWISE SKILLS
These two skills play a factor
in several things. TONE OF
COMMUNICATING When communicating
with others, you can speak to them
in several tones, which include
polite, normal, and bluntly. Your
etiquette skill influences your
ability to speak to others
politely. The better your etiquette
skill, the more likely those well
received from polite conversation
will address your needs. Nobles and
knights are just a few examples of
those that demand polite
conversation. The more you use
polite conversation, the more your
etiquette skill will develop. Your
streetwise skill influences your
ability to speak to others bluntly.
Thieves and other uncouth sorts
will respond towards this tone
better, and in fact prefer it. The
more you use blunt conversation,
the more your streetwise skill will
develop.
STANDING BEFORE A JUDGE
There are several instances
where you must appear in court
(i.e. killing a townsperson, and
then surrendering to a guard.) If
you deem yourself not guilty, you
have the option to debate or lie to
clear yourself. Your etiquette
skill influences your ability to
debate. The better this skill, the
more likely the judge will set you
free. The more often you debate,
the more your etiquette skill will
develop. Your streetwise skill
influences your ability to lie. The
better this skill, the more likely
the judge will buy your story. The
more often you lie, the more your
streetwise skill will develop.
COMBAT: TIP 1
When engaging in close combat
with an enemy, you should move back
and forth often. When you swing
your weapon, move in close to
strike, then move back out to give
you time to ready your weapon again
and to dodge the enemy's attack.
Note that enemies will only engage
in combat when you are close to
them. They will not react and swing
their weapon if you are out of
range. Of course this only applies
to enemies that do not have long
range attacks.