*THE UNOFFICIAL DAGGERFALL FAQ, version 0.99 16 July 1996
Authors:
Dave Humphrey aj589@freenet.carleton.ca
Andrew Frankling 100405.2336@compuserve.com
*Michael Bodenhoff mboden@dk-online.dk
CHANGES SINCE THE LAST EDITION (version 0.98)
1) Updated DAGGERFALL Previews
2) Changes to the Artifact Section
3) Changed the name of the FAQ
4) Updated DAGGERFALL Information Sources
5) Updated Michael Bodenhoff's Email Address
6) Updated the DAGGERFALL Release Date
7) Updated Information about the Importing of ARENA characters
8) Updated DAGGERFALL Demo information
9) Updated information about the Online Game rumour
10) Updated DAGGERFALL Description
11) Updated Bug Alert!
12) Updated Monster Types info
========== INDEX ===================================================
(1) General Information - Answer to some basic questions
(2) Description of DAGGERFALL - What features DAGGERFALL will include
(3) DAGGERFALL Previews - Info about the Poster and Screenshots
(4) Encounters - Info on what you are up against
(5) Artifacts - Serious Hardware
(6) Power Up - Tips to help you get the most from DAGGERFALL
(7) Bug Alert! - No it isn't only your computer
(8) Information about BETHESDA Softworks - Some info on an awesome
company
(9) DAGGERFALL Information Sources - Where to find DAGGERFALL
information, where all this came from
(10) Wrap Up - That's all for now
(1) GENERAL INFORMATION =============================================
What is DAGGERFALL anyway?
--------------------------------------------------------------------
THE ELDER SCROLLS (TES) CHAPTER 2:DAGGERFALL is the
sequel to the award winning role playing game TES:ARENA released
in 1993. DAGGERFALL will be a 'free-form' 1st person perspective
(you know, like DOOM) role playing game. A 'free-form' game
is a game in which the player has a large, sometimes infinite, choice
of what to do, unlike some games where the player has to do
everything in at given time and sequence. See (2) for a detailed
description of what features DAGGERFALL will include.
When will DAGGERFALL be released?
--------------------------------------------------------------------
*The current release date is last week of August 1996.
If you order the DAGGERFALL Limited Edition you
are "guaranteed" to get it earlier than the release date.
DAGGERFALL's release date was initially going to be February 1995.
Tell me about the Demo.
--------------------------------------------------------------------
The DAGGERFALL Demo is out.
The Demo is currently 10.3 MB zipped (46 MB unzipped), which
includes a swap file on your hard drive similar to the one in
Windows 3.1x.
It is available from:
http://www.bethsoft.com/cgi-bin/DAGGERFALL.cgi
http://happypuppy.com/games/link/daggerfa.htm
*ftp.bethsoft.com/pub/ScreenShots/DAGGERFALL/
*It has also been available on different Game Magazines.
Both zip files must be unzipped with the -d option. The Demo will
*run with the Matrox Millenium video card only with 1.9 BIOS, which
*is available from http://www.matrox.com.
Windows 95 users must boot to DOS before playing the Demo. The
*DAGGERFALL game will be able to be run under Windows 95 but will
* not be a native Windows 95 Game.
It includes Demo versions of the character generator, the item
maker, the potion maker, the spell maker, a tour of sites of interest,
and a playable dungeon. Your character is a pregenerated male
16th level spellsword. There is no save in the Demo. The Demo's
3D rotatable automapping function combines the areas covered by
*your various dungeon attempts; until you log out of the Demo proper.
*The Demo also contains water, no magic items and some "eye candy".
*Due to space restrictions, there is no monster AI in the Demo.
The dungeon is off the Pit of Jagadha. It consists of 4 8x8x8 3D
blocks. Each block loosely has 8 "levels": there are many partial
levels, intersecting ramps between the levels, stairs, balconies,
overhangs and rooms with different height ceilings.
*There is a second version of the Demo. It was released only in the
*European Version of the April 1994 PC-GAMER and a CDROM of all
*Bethesda Software's products, the latter now being out of
*production. It has a woman character, no water, magic items, books
*and less "eye candy" in the dungeons and some new monsters, such as
*the giant bat, and an encounter with the UnderKing. It also allows
*for faster keyboard based movement & levitating up/down know no
*longer requires the PgUp/PgDn keys, but Insert/Delete. Though it
*has its downsides such as buggy graphics and "sticky walls",
*DAGGERFALL Beta Tester's apparently swear that this is the better
*version and is definitely more fun to play.
So how do I order DAGGERFALL & What is In the Limited Edition?
--------------------------------------------------------------------
You can order the DAGGERFALL Limited Edition from the online Bethesda
shop at:
http://www.bethsoft.com/cgi-bin/order.cgi
It can also be ordered by ringing 1-800-677-0700, which is toll free
for American customers.
It can also be ordered by mail:
Customer Service-DAGGERFALL Pre-Order
Bethesda Softworks
1370 Piccard Drive
Rockville, MD 20850
Bethesda accepts all major credit cards, money orders, certified
checks, cashier's check and personal checks. All certified
checks, money orders, cashier's checks and personal checks
must be in US dollars. Your credit card will not be charged
*until the game ships. Personal checks will be cashed about one
*month before the game ships to ensure that they clear.
The "credits" that you get for registering on the Bethesda WWW page
are worth $US0.50 each when you order the game.
The serialised limited edition of 10,000 copies costs $US89.99.
Shipping costs are currently being determined for non-American
customers. The Limited Edition includes:
- the DAGGERFALL demo will be shipped to you upon release
- DAGGERFALL will be delivered to you before its general
release
- a Limited Edition DAGGERFALL T-Shirt (100% cotton) Features
the DAGGERFALL Box Cover design on a black background
- a "World of Tamriel" mousepad
- a Limited Edition DAGGERFALL poster
- overnight Federal Express Delivery included in the US
*Orders are not being accepted for the regular edition. The price
*of this is $US79.95, shipping and handling costing extra.
What are the system requirements/recommendations for DAGGERFALL?
--------------------------------------------------------------------------
--------------------
Currently, the minimum system requirements stand at:
- 486DX2/50 MHz IBM PC or compatible running DOS 5.0+
- 8MB RAM
- 512-540KB Base Memory (Not Yet Finalised)
- 2x CD-ROM Drive
- VLB or PCI VGA graphics card
* - Minimum of about 50MB Hard Drive Space
- Supports: Aria, Ensoniq, Roland, SoundBlaster, UltraSound.
Bethesda uses the HMI sound drivers
- Joystick or Microsoft compatible mouse.
*People with faster machines than these minimum requirements will
*be able to take advantage of extra features.
Debate is currently raging among DAGGERFALL Demo Gamers whether or
not it runs slowly. Here are some tips to help you optimise its
performance:
1) While you can run the Demo on 8MB RAM, 16 MB is strongly
recommended
2) Your character will move faster is you use the mouse for
movement, rather than the keyboard. Remember the further the cursor
is away from the centre of the screen, the faster you will move.
Using the shift key & the mouse together is even faster
3) In your CONFIG.SYS file, set FILES=99 & BUFFERS=55.
4) In your AUTOEXEC.BAT file, create a 1MB SmartDrive utilising
the /X switch if you have 8-15MB RAM, a 2MB SmartDrive if you
have 16-31MB RAM, a 4MB SmartDrive if you have 32MB+ RAM. These
SmartDrive figures are general guides only: they are not fixed.
5) Switch off expanded memory
*What's this I hear about the sequels/addons to DAGGERFALL?
--------------------------------------------------------------------
*The ability to import your ARENA character into DAGGERFALL will be
*available as a stand-alone utility, which it is planned will be
*available by the time DAGGERFALL comes out. Exactly what features
*of your character you will be able to keep hasn't been decided.
*It is unlikely that there will be DAGGERFALL add-on mission disks.
*Bethesda does have plans to do a Gold Enhanced Edition of
*DAGGERFALL.
*Development of TES3 is already well advanced under the stewardship
*of Bruce Nesmith as Chief Designer and Julian Le Fay as Chief
*Programmer. It is set in the province of Summurset Isle, and will
*run under X(n)gine 2, which incorporates SVGA. It will probably not
*be a native Windows 95 application. The (first) release date is
*slated for August 1997.
*There are rumours to use DAGGERFALL as the core of an online game.
Bethesda is unwilling to comment further at this point but it would
*be quite unlikely that an online game got off the ground in the near
*to medium future.
(2) DESCRIPTION OF DAGGERFALL ======================================
*Like TES: ARENA, DAGGERFALL is set on the continent of Tamriel,
*being one of 5 major ones on the TES planet. Unlike ARENA however,
*DAGGERFALL is confined to the area of Tamriel surrounding the Iliac
*Bay, namely the provinces of Hammerfall & High Rock.
DAGGERFALL includes many additions and improvements to the ARENA
gameworld such as:
* Bethesda's new full, 3-D X(n)gine(Tm) (also used in
* Bethesda's Terminator Future Shock and Tenth Planet, the
* latter to be released in 1997), which promises to redefine the
role-playing genre. The new engine allows quicker actions,
unrestricted viewing angles and complete freedom of movement.
Having taken 3 years to make, this powerful proprietary
technology allows full 360 degree rotation with fully
textured polygons, multiple shaded light sources, VGA
graphics and specialised video effects. The X(n)gine can
create weather such as snow, sleet, and fog, as well as
realistic shading and a fully contoured fractal terrain.
Weather effects will vary somewhat depending on the time of
year.
- the X(n)gine will not support 3D Accelerated GFX boards in
the initial DAGGERFALL release; but it is certainly planned
- the video refresh rate will vary depending upon what is on
the screen at any given time. The 3D X(n)gine should average
between 16-20 frames per second and should probably never
have to do more than 40. It has no ceiling.
- a fully topographical landscape with elevations marked every
6 metres, an area approximately twice the size of Britain
- thousands of towns, fortresses and villages to explore
* - there is about 300MB of terrain and 92MB of sky graphics
packed onto the DAGGERFALL CD!
- texture maps considerably more complex and detailed than
ARENA's, allowing for larger, even multi-story buildings.
* - all the countryside terrain and fixtures on top of it
* (e.g. buildings) are randomly generated once by Bethesda
* before copying to CDs. Thus everyone will be playing the
* same game world (unlike your individual random generation
* in ARENA).
- much improved plot over ARENA; your character is asked to
undertake a special mission for the Emperor and obtain
artifacts before rival groups of the court of the town of
DAGGERFALL can get them & use them to instigate an uprising.
In investigating the court of DAGGERFALL, stories of madness,
unrequited love, dark sorcery, seduction, betrayal, and a plot
to recreate a powerful force from thousands of years past
will be revealed.
- the plot is a lot more "active" than ARENAs, involving many
non player character types.
- keeping with TES "open ended" philosophy, it is even
technically possible to win by working against the Emperor
- conversation remains handled via a menu driven branching
strategy, with the new feature of being able to select
your conversational goal.
- greatly improved player interaction with NPCs, both in
dialogue and action. For example, depending on the
circumstances, the completion of say a mini-quest by a
character will be remembered later on either
positively or negatively by a particular NPC social
group, a NPC, a NPC's family, the NPC's allies or enemies,
or all of the above. DAGGERFALL keeps track of your
characters reputation with each NPC. This applies even
to characters that are imported into later games in the TES
series. Player language skills, though based on the common
tongue, will reflect specific groups & social affiliations
and will also affect interaction with NPCs. Character
clothing, weapons & armour, which can be changed in shops,
also affects NPC interactions
- adventure in intricately designed caves, castles, homes,
highlands, lowlands, rivers, cliffs, sand dunes, swamps,
underwater and different dimensions: a whole range of
environments
- many objects in the world have mass and can be moved or
picked up by the character. These objects follow the normal
laws of physics eg. inertia. Some objects, such as houses
and pebbles, can't be moved.
- buy & use houses, castles, ships and other crafts. Property
can be furnished with furniture & treasure. Option
available which will protect your property against burglary.
- travel from town to town by foot, horseback, horse drawn
carriage or ship. Beware! you can be attacked while using
any of these transport methods.
- use banks to safely deposit gold, get letters of credit &
take out 1 or 3 year loans to finance large purchases
- join guilds, temples & knightly orders to help enhance
your character's reputation with various social groups;
trade goods and services, even smuggle
- new spells include identify, polymorph, shadow, slowfall,
telekinesis, teleportation, waterbreathing and water walking:
there are some 78 standard types
- create more unusual and powerful spells with the spellmaker
- customizable spell duration icon which flashes towards the
end of the spell period
- new improved special effects eg. polymorphing
- surface dependent walking sounds
- 3-D graphical movement is handled much more efficiently
than in ARENA
- random monster encounter will be largely done away with. It
will only occur where it has a direct relationship to the
plot, or in a "cleared out" dungeon in a period of time
- Each created character, must take 3 primary
skills, 3 major skills, and 6 minor skills. When characters
begin the game, they are naturally better at the primary and
major skills, and worse at the minor and miscellaneous skills
(the latter being the skills not chosen, but in which
advancement can still be made with great difficulty). It is
easiest to advance in primary and major skills, because of
the formula used to check the chance of increasing a point
every night, and due to you're character being most likely to
use the primary and major skills and thus advance in them.
Advancement of your character's primary and major skills will
cause them to advance in their class as well.
- customizable character classes. Characters will be able to
take on up to 7 special advantages/disadvantages, which
will increase/decrease the amount of experience needed
to make the next level.
- Bethesda has attempted to reduce the potential power of high
level characters in DAGGERFALL by including negative effects
for some of the items produced by the ItemMaker and by
ensuring that, for instance, "high level characters face up
against up high level monsters". There will be no
"levelling up" like that occurring in ARENA, an orc
will remain a weak monster, regardless of your level
increasing the relative "toughness" of some of the monsters
- the imbalance in ARENA towards spellcasting character
classes has been partly addressed by allowing all non-spell
casting classes in DAGGERFALL spell points equal to half
their intelligence.
- advanced, multi-channel, digitized sound effects and music
- although speech will be a part of the game, there was not
enough room to implement full speech
- enjoy a large variety of song/ballad lyrics written
especially for DAGGERFALL
- a large variety of quests and adventures offered by
individuals and guilds
- a standard character generator similar to ARENA will also be
available, allowing you to choose one of the 18 character
types from that game
- create potions and magical items as an extension of ARENA'S
SpellMaker. Like in character creation, items can be made
more powerful if a side effect is included
- Magical items appear with a green background in your
inventory
- have eavesdropping ability
- you can choose an option so that the terrain will have an
affect on your constitution
- read virtual books graphically covering aspects of Tamriel
- Like ARENA, the layout of major dungeons are fixed. The
random dungeons will be more variable than those in ARENA,
which only had 4
- Unlike ARENA, there will be no dungeon riddles
- a new CHILDGUARD feature which allows parents to set the
amount of violence and sex displayed with password protection
Your character will be able to have romantic relationships.
- will be a CD-ROM only game
- the following Virtual Reality Helmets will be supported:
Virtual I/o, CyberMaxx, Forte VFX1
- the interface will be completely mappable by the player
- a calender system conceptually similar to ARENA's is used,
however DAGGERFALL will have local and regional holidays as
well
- the automap is colour coded for urban areas to identify
different buildings eg mages guilds
"What is wonderful about ARENA and DAGGERFALL is that you can be
and do whatever you want with virtually no limitations," said
Bethesda President Chris Weaver. "Aside from all the
sophisticated technology operating in the background we think
that freedom is one of the most important features of TES series.
The vast detail of the computer world we have
created and the freedom to explore and live an unhindered life
has hit home with numbers groups of "non-standard" role players.
A case in point is the thousands of ARENA users over age 55. We
are very gratified by such cross-over demographics."
"We've taken the best elements from the highest quality game
engines out there, and improved upon them", said President Chris
Weaver. "X(n)gine has the immediacy of DOOM and DARK FORCES and
the greater flexibility of DESCENT all in one engine."
"X(n)gine is the most sophisticated 3-D engine currently
available." Weaver said. "The speed, clarity and dynamics are
better than all the others within the 3-D genre. It's as
realistic as you can get within the current limitations of the
PC. We believe it is also the fastest at moving real world polygons."
*"Daggerfall is the largest, most detailed CRPG ever created for a
*computer. There are something on the order of fifty thousand
*people, six thousand towns, tens of thousands of buildings, caves,
*dungeons, etc., etc.....Every single editor who has visited our lab
*has told us that Daggerfall will redefine the entire genre."
a) the Bethesda Software WWW Page:
http://www.bethsoft.com/cgi-bin/DAGGERFALL.cgi
ftp.bethsoft.com/pub/ScreenShots/DAGGERFALL/
b) the Bethesda Library Section in the GAMAPUB Forum on Compuserve
Both b) and c) provide access to the Box Cover Artwork, DAGGERFALL
Midis and DAGGERFALL Screenshots listed below
c) Bethesda Software US BBS Number:
(301) 990-7552
*GENERAL INFORMATION ON THE PREVIEWS BELOW:
*The various zipped files available are not listed here.
*Nor is the initial release date of the files.
*Below are details of the box cover artwork, 12 midi sound files that
*will be in DAGGERFALL, 6 autodesk flic animations and 168
*screenshots.
The Box Cover Depicts the Underking, one of the most powerful bad
NPCs in DAGGERFALL
DAGGERFALL MIDIS:
Note: These are general MIDI files and should be played with a sound card
capable of wavetable synthesis.
dag_l.mid (10KB) A MIDI sequence that brings to mind a wild ride
through the woods
dag_2.mid (16KB) A MIDI sequence that brings to mind a fast paced
chase
dag_3.mid (10KB) A stately MIDI sequence that seems to tell the epic
story of DAGGERFALL
dag_4.mid (5KB) A cautious MIDI sequence, perhaps of a thief
creeping by
dag_5.mid (9KB) An eerie MIDI tune reminiscent of a ghostly
midnight encounter
dag_6.mid (7KB) An adventurous MIDI appropriate for a sea voyage
*dag_7.mid (23 KB) DAGGERFALL theme music
*dag_8.mid (6 KB) A "sunny" MIDI tune perhaps of some care-free
* playing
*dag_9.mid (6KB) A powerful MIDI that highlights the approaching
* danger
*dag_10.mid (13KB) This one brings to mind running after the elusive
* solution to a quest
*dag_11.mid (5KB) This is a breezy, flutey melody with a bit of a
* meditative air to it
*dag_12.mid (14KB) A lightly brassy tune that lends itself to a
* parting, sad, anguished, and emotional. Very nice
AUTODESK ANIMATIONS
These are Autodesk Animations (flics) of some of DAGGERFALL's
*monsters. You will need an appropriate viewer to see these, such as
*contained in the file AAPLHI.ZIP
*deathani.flc (3086KB)
gargoyle.flc (52 KB)
intrbook.zip (5800 KB) A portion of DAGGERFALL's opening sequence
lysawake.zip (6300 KB) This powerful shade directs your journey
rat.flc (35 KB)
spider.flc (48 KB)
DAGGERFALL SCREENSHOTS:
As the final release date for DAGGERFALL draws nearer, Bethesda
claims it will be releasing new straight-from-the-game screenshots
almost every week.
*2moons.gif (320x200 5KB)
army.gif (640x400 149KB) and cameron.gif (640x400 121KB) are both
shots from the opening animation we showed at CES: the former
is of the army of DAGGERFALL meeting the army of Sentinel at
the Battle of Cryngaine Field, and the latter is of Cameron,
the late king of Sentinel, preparing for battle at his castle
in Hammerfell.
*attack.gif (320x200 27KB)
backup.gif (320x200 39KB) You back away from the hallway to your
left. The stairway to safety lies to the right
battle1.gif (320x200 38KB) Under the attack of a Lich near the Pit of
Jagadha
battle2.gif (320x200 38KB) A better, if unappreciated view of the
approaching Fireball
battle3.gif (320x200 41KB) A Shield Spell for defense
battle4.gif (320x200 38KB) A Fireball Spell for offense
battle5.gif (320x200 39KB) The Fireball Spell makes contact
battle6.gif (320x200 35KB) One last look at the standing Lich
battle7.gif (320x200 35KB) The remains of the Lich
bow.gif (320x200 41KB)
bridge.gif (320x200 29KB) A LICH approaches you from across a
bridge in the Pit of Jagadha
*bsmith.gif (320X200 29KB)
*castld.gif (320X200 22KB)
*castle.gif (320x200 31KB)
charfem.gif (320x200 29KB) character sheet of a female
charmale.gif (320x200 29KB) character sheet of a male
chars.gif (320x200 20KB) (formerly called newflats.gif) From the
obscure temples, covens, and guilds, here are several of the
more extraordinary people of DAGGERFALL
crypt.gif (320x200 39KB)
dagger2.gif (320x200 29KB) A Daedra Seducer welcomes you into her
temple
dagger3.gif (320x200 34KB) In an ancient, crumbling cathedral of a
forgotten god, a resident giant scorpion defends its lair.
*dag_pi00.gif (320x200 31KB)
*dag_pi01.gif (320x200 10KB)
*dag_pi02.gif (320x200 20KB)
*dag_pi03.gif (320x200 27KB)
*dag_pi04.gif (320x200 37KB)
*dag_pi05.gif (320x200 32KB)
*dag_pi06.gif (320x200 27KB)
*dag_pi07.gif (320x200 30KB)
*dag_pi08.gif (320x200 34KB)
*dag_pi09.gif (320x200 36KB)
*dag_pi10.gif (320x200 32KB)
*dag_pi11.gif (320x200 32KB)
*dag_pi12.gif (320x200 41KB)
*dag_pi13.gif (320x200 35KB)
*dag_pi14.gif (320x200 36KB)
*dag_pi15.gif (320x200 37KB)
*dag_pi16.gif (320x200 37KB)
*dag_pi17.gif (320x200 37KB)
*dag_pi18.gif (320x200 35KB)
*dag_pi19.gif (320x200 33KB)
*dag_pi20.gif (320x200 36KB)
*deadmon.gif (320X200 29KB)
*desert.gif (320X200 16KB)
*desert1.gif (320x200 30KB)
*desert2.gif (320x200 28KB)
*desert3.gif (320x200 23KB)
*desert4.gif (320x200 24KB)
*desert5.gif (320x200 23KB)
*distmt.gif (320X200 27KB)
dung01.gif (320x200 32KB) Standing in the Dungeon of Citainth,
battling an orc warlord
dung02.gif (320x200 32KB) Swimming through the Dungeon of Citainth
dung03.gif (320x200 32KB) Swimming through the Dungeon of Citainth
dung04.gif (320x200 34KB) Flying through the Dungeon of Citainth
dung05.gif (320x200 31KB) Standing in the Dungeon of Citainth,
battling an orc warlord
*dungeon.gif (320x200 28KB)
dungeon1.gif (320x200 42KB)
*faces_00.gif (320x200 25KB) This instalment of screenshots put on
* display all of the portraits of the denizens of DAGGERFALL
*faces_01.gif (320x200 24KB)
*faces_02.gif (320x200 24KB)
*faces_03.gif (320x200 21KB)
faces_1.gif (320x200 22KB) A gallery of some of the more notable
citizens of the Iliac Bay, taken from their dialogue
portraits: the diplomatic Lady Northbridge, one of the
mysterious Dark Brothers, the tyrannical Baron Shrike of
Lainlyn, the indiscreet Queen Mother of DAGGERFALL, the noble
Acolyte, the Shaman Charvek-si, King Gothryd of DAGGERFALL,
and his grandmother the mad witch Nulfaga.
faces_2.gif (320x200 29KB) More of the DAGGERFALL cast of characters
taken from the dialogue portraits: the priestess Britsa, the
horrific Underking, the revered Oracle, the unfortunate Queen
Aubk-i of DAGGERFALL, the Lord-General of DAGGERFALL, the
dark-elven sorceress Karethys, the ineffectual mage Popudax,
and Baroness Dh'emka of Lainlyn.
*forest.gif (320x200 25KB)
*forest2.gif (320x200 18KB)
gargoyle.gif (320x200 35KB) This GARGOYLE doesn't take kindly to
your intrusion
*greensly.gif (320x200 23KB)
group.gif (320x200 18KB) A group of DAGGERFALL's Monsters (from
upper left: RAT, GARGOYLE, SKELETON, LESSER
DAEDRA/DAEDROTH, SPIDER, MUMMY)
hallway.gif (320x200 30KB) The remains of your last fight rests
against the stoneworked walls of the hallway
jagadha0.gif (320x200 34KB) An overhead view of The Pit of Jagadha
jagadha1.gif (320x200 31KB) Casting a Frost Spell
jagadha2.gif (320x200 32KB) Your Frost Spell collides with a Fire
Daedra's fireball
jagadha3.gif (320x200 30KB) You're allowed a moments rest after the
battle
jagadha4.gif (320x200 34KB) The remains of the Fire Daedras
jagadha5.gif (320x200 34KB) The remains of the Fire Daedras and a
Frost Daedra
jagadha6.gif (320x200 34KB) The remains of the Fire Daedras and a bag
of gold
jagadha7.gif (320x200 33KB) A cavern off of The Pit of Jagadha
jagadha8.gif (320x200 35KB) Same cavern with a slain monster at the
other end
jagadha9.gif (320x200 29KB) Same cavern from another angle
landing1.gif (320x200 27KB) Above you is a landing possibly full of
treasure. How do you get up there?
landing2.gif (320x200 26KB) The path to the landing lies open before
you
*mages1.gif (320x200 27KB)
*mages2.gif (320x200 26KB)
*mages3.gif (320x200 25KB)
*manorun.gif (320X200 33KB)
*moonlit.gif (320x200 16KB)
*moontree.gif (320x200 11KB)
*newface1.gif (320x200 31KB)
*newface2.gif (320x200 24KB)
newmon.gif (320x200 21KB) A Daedroth, a Giant Scorpion, a Frost
Daedra, an Orc Shaman, and a Fire Daedra
newtow1.gif (320x200 37KB) shows a picture of a woman riding a horse
past you in town. (Old Screenshot)
newtow2.gif (320x200 31KB) shows you approaching a house in the
country wielding your sword. (Old Screenshot).
newtow03.gif (320x200 42KB) a quiet courtyard in the little village
of Straclyde, north of the Wayrest city-state
*outsde01.gif (320x200 35KB) 'outsde' gifs are taken from the town
* around the Castle DAGGERFALL. The sky has been updated in
* later betas
*outsde02.gif (320x200 35KB)
*outsde03.gif (320x200 39KB)
*outsde04.gif (320x200 36KB)
*outsde05.gif (320x200 36KB)
*outsde06.gif (320x200 32KB)
*outsde07.gif (320x200 29KB)
*outsde08.gif (320x200 31KB)
*outsde09.gif (320x200 33KB)
*outsde10.gif (320x200 37KB)
*outsde11.gif (320x200 27KB)
*outsde12.gif (320x200 30KB)
*outsde13.gif (320x200 25KB)
*outsde14.gif (320x200 24KB)
*outsde15.gif (320x200 38KB)
*outsde16.gif (320x200 37KB)
*outside.gif (320x200 18KB)
*palace.gif (320x200 28KB)
*pines.gif (320X200 24KB)
*royalc.gif (320x200 23KB)
*ruins.gif (320x200 22KB)
sca0013.gif (320x200 32KB)
*scene1.gif (320x200 22KB)
scr0003.gif (320x200 24KB)
scr0010.gif (320x200 31KB)
scr0013.gif (320x200 25KB)
scrshot1.gif (320x200 39KB)
scrshot2.gif (320x200 45KB)
scrshot3.gif (320x200 40KB)
scrshot4.gif (320x200 26KB)
scrshot5.gif (320x200 42KB)
scrshot6.gif (320x200 40KB)
scrshot7.gif (320x200 45KB)
scrshot8.gif (320x200 39KB)
scrshot9.gif (320x200 34KB)
scrshota.gif (320x200 36KB)
scrshotb.gif (320x200 33KB)
seacave1.gif (320x200 24KB) A DREUGH attacks while in an underwater
cave spell.gif (320x200 40KB)
*sentinl1.gif (320x200 24KB)
*sentinl2.gif (320x200 24KB)
*shrine.gif (320x200 17KB)
*shrine2.gif (320x200 21KB)
*sky1.gif (320x200 31KB) The sky shots here show off the sun setting
* and the distance/hazing effect of the X(n)gine
*sky2.gif (320x200 31KB)
*sky3.gif (320x200 36KB)
*sky4.gif (320x200 35KB)
*sky5.gif (320x200 30KB)
*sky6.gif (320x200 35KB)
*sky7.gif (320x200 26KB)
*starynit.gif (320x200 9KB)
*sunrise.gif (320x200 16KB)
*sunrise.gif (320X200 25KB) {UNFORTUNATELY 2 DIFFERENT SCREENSHOTS
* HAVE THE SAME NAME}
*sunrise2.gif (320X200 30KB)
*sunrised.gif (320X200 35KB)
*sunset.gif (320X200 19KB)
*sunset1.gif (320x200 27KB)
*sunset2.gif (320x200 25KB)
*sunset3.gif (320X200 27KB)
swamp.gif (320x200 25KB) was taken in Bothidori Marsh during a fight
with a brood of wereboars
tam_map.gif (320x200 66KB) A map of Tamriel
*temple.gif (320x200 31KB)
*temple1.gif (320x200 28KB)
town01.gif (320x200 40KB) shows a rumble between the player and a
battle maiden in the town of Anticlere
town02.gif (320x200 31KB) is a shot taken while scurrying over the
rooftops (you can, of course, break in through a window, but
the view is not as nice), with a view of Anticlere Castle in
the distance
town03.gif (320x200 34KB) shows one of the shady characters from the
Dark Brotherhood giving the player an assassination
assignment
town04.gif (320x200 34KB) shows a clandestine meeting between the PC
and Lady Flyte on her balcony
town05.gif (320x200 39KB) is another view taken from the rooftops of
Anticlere, over a silversmith's shop
town06.gif (320x200 32KB) is a town square during New Life Festival,
an all-night-long celebration held on the first of the year.
vampire.gif (320x200 33KB) A VAMPIRE approaches, red eyes gleaming
with the thought of fresh blood
*vampire.gif (320x200 35KB) {UNFORTUNATELY 2 DIFFERENT SCREENSHOTS
* HAVE THE SAME NAME}
water.gif (320x200 28KB) is a shot of an Argonian reptilian player
investigating the south end of the Iliac Bay, the tropical
water off the village of Abibon-Gora
ASSUMPTION: "Monster Types", "NPCs" & "Random Events" is a
summation of the results of the FAQ Authors dissecting the Demo
Files, verifying as much as practicable with Bethesda, & making some
educated guesses. Exact details are likely to change at short notice.
MONSTER TYPES
There are 42 main monster types, which are listed below, with
approximately 100 monster subtypes, varying by colour and
characteristic. An ! means that you can learn the language of the
particular monster, which could allow you to negotiate.
Alternatively, casting the Tongues spell would temporarily have the
*same effect A # indicates those able to be encountered in the first
* demo. A $ indicated those encountered in the second demo
The information in the brackets, where it occurs, covers:
FIRST BRACKETS: known special attacks/defenses
SECOND BRACKETS: best known ways to fight the monster
THIRD BRACKETS: gives alternative names
*ANCIENT LICH#$; (magic, normal weapon immunity)
(Get in a straight line of fire & as close as possible without
meleeing. Cast Shield, Spell Absorption & as many Fireballs as
*required) (UnderKing - this alternative name may only occur in the
second demo)
CENTAUR!;
DAEDRA LORD!;
DAEDRA SEDUCER!;
DRAGONLING!;
DREUGH#;
FLESH ATRONACH; (NA) (NA) (Golem)
FIRE ATRONACH; (NA) (NA) (Golem)
*FIRE DAEDRA!#$; (fire resistance, magic)
(Spell reflection. Cast Cold spells).
*FROST DAEDRA!#$; (cold resistance, magic)
(Spell reflection. Cast fire spells)
GARGOYLE;
*GHOST#$; (silence, paralyzation)
GIANT!;
GIANT BAT;
GIANT SCORPION; (NA) (NA)
GRIZZLY BEAR;
HARPY!;
HORSE;
ICE ATRONACH; (NA) (NA) (Golem)
IMP!; (NA) (flight, magic)
IRON ATRONACH; (NA) (NA) (Golem)
LAMIA;
*LESSER DAEDRA!#$; (normal weapon immunity) (offensive spells)
(Daedroth)
*LICH#$; (magic, normal weapon immunity)
(Get in a straight line of fire & as close as possible without
meleeing. Cast Shield, Spell Absorption & as many Fireballs as
required)
MUMMY;
NYMPH!;
ORC;
ORC SERGEANT;
*ORC SHAMAN#$; (magic) (conventional weapons more effective
than Spell Reflection & Offensive Spells at higher character levels)
*ORC WARLORD#$;
*RAT$; (disease)
SABERTOOTH TIGER;
*SKELETON WARRIOR#$; (NA) (NA) (Skeletal Warrior/skeleton)
SLAUGHTERFISH;
SPIDER#;
SPRIGGAN!; (NA) (regeneration)
VAMPIRE; (high normal weapon resistance, magic, vampirism)
VAMPIRE ANCIENT;(high normal weapon resistance?, magic?, vampirism?)
WEREBOAR; (normal weapon immunity, lyncanthropy) (NA) (lycanthrope)
WEREWOLF; (normal weapon immunity, lyncanthropy) (NA) (lycanthrope)
*WRAITH#$; (magic, normal weapon immunity)
(Spell reflection, cast offensive spells)
ZOMBIE;
In addition, there are a number of other species in DAGGERFALL that
do exist but which don't fit into the above list of 42 monsters:
DAEDRA PRINCE; {In DAGGERFALL but you can't fight them}
DRAGON!; (NA)(NA) (Wyrm)
A further grouping are part of Tamriel folklore:
DWARF;
GIANT GOBLIN;
TROLL;
There are also 12 major bad NPC types that you will have to deal
with, of which the UnderKing, monks, nightblades, faerie! (fey)
are examples.
NPCs
There are some 295 "NPC types" in DAGGERFALL, whether they be
nobility, laymen, humanoids, professions, nations or one of the 20
distinct factions of some of these. Their particular
characteristics can be ascertained from the "factions.txt" document
that comes with the DAGGERFALL demo. Future versions of this FAQ
will explain all the parameters listed in this document.
Some NPC descriptions, (both good & bad) are listed in various
screenshot descriptions in the DAGGERFALL Preview Section.
The top "NPC Types", mainly nations, are listed here, with their
power ratings. These are likely to have the greatest long run
effect on your game of DAGGERFALL. Please note that the power
ratings are indicative only (i.e. perhaps a long run average), the
actual power ratings will wax and wane:
Name Power
DAGGERFALL 8000
Wayrest 8000
Sentinel 6000
Lainlyn 5000
Oblivion 5000
Satakalaam 5000
The Septim Empire 5000
Abibon-Gora 4500
Mournoth 4500
Archmagister 4000
Dwynnen 4000
Menevia 4000
You will have the fortune (or misfortune!) to interact with many of
the less powerful NPCs as well, perhaps right down to the lowliest:
Name Power
Cyndassa 5
Lord Auberon Flyte 5
Lord Plessington 5
The Acolyte 5
Remember, each of these NPC Types will be forming opinions of you
based on your actions; even into the sequels of DAGGERFALL. But
your character is not the only one who interacts with NPCs in
DAGGERFALL. NPC types interact with each other, and many
have allies and enemies. The major NPCs are even creatures of habit
in that they have daily schedules.
RANDOM EVENTS
These will further enrich your DAGGERFALL experience. Tamriel is
divided up into 65 towns/regions for the purpose of generating
random events.
DAGGERFALL has all 16 of the ARENA artifacts (but none are in the
demo). Bethesda advises that they will be treated differently in
DAGGERFALL to ARENA. The FAQ Co-Authors still suspect that many of
*their features will be the same. Whether ARENA artifacts will be
*able to be imported with ARENA characters into DAGGERFALL is
*unclear. Bethesda also advises that there are further artifacts
*specific to DAGGERFALL, but at this stage they aren't releasing any
*details.
*Press ALT-Q while playing the Demo to bring up the cheat menu. You
*get options like
1) become vampire; you get +20 on all statistics (up to a maximum of
100 on any individual statistic). Your extra normal spells are
Acidic field, Telekinesis, Calm mortal, Charm Mortal. You can also
cast Levitate without expending any spell points
2) become werething; +40 on strength, agility, endurance, speed, (up
to a maximum of 100 on any individual statistic). You can cast
Lycanthropy without expending any spell points You do however
lose some health.
*You can also change from being a vampire/werething back into your
*former state.
*3) go up a level
*4) get extra training in specific areas
*5) toggle dungeon
*6) toggle compass
*The actions of 3-6 don't appear to work properly in the demo
*7) find treasure
*The Alt-Q key combination is very likely to be disabled in the full
*version of DAGGERFALL.
The FAQ Authors believe an updated DEMO would be very worthwhile,
especially since it is a major part of the advertising for the game.
However, Bethesda is rightly focussing most of its attentions on the
*game. A new demo is only feasible, preferable & likely after the
*release of DAGGERFALL.
Please provide one of the FAQ Co-Authors will any Demo Bug Details
that don't appear below, along with enough information for us to
attempt to recreate the bug. The first 5 bugs are well known to
Bethesda; the company has promised to have them fixed for the full
game. The others may require some lobbying to Bethesda! Our
understanding is that they are using the release of the Demo to
attempt to eradicate a whole range of bugs from the game, if not the
demo...
*The bugs listed below may not necessarily occur in the second
*version of the Demo (for more information check out the
*"Tell Me About the Demo" Section)
1) If you pick some chain boots from Monster inventory the game
will crash
2) Using the keyboard for movement is slower than the mouse
3) There is no monster AI (eg. dodging your attacks)
4) Monsters get stuck in the walls
5). It is occasionally possible to vanish into the void (the area
outside the demo)
6) Character occasionally steers constantly to the left after
having moved backwards
7) When a monster dies close to a wall, you can't get at its
treasure
8) If you rest while your weapon is equipped, you often can't
reequip it
9) Helmet Icons often have a black border
10) Casting a spell while kneeling on a downward slope appear to make
the spell effects come from above your head
11) It is possible to see the black background behind where 2
walls meet when you look at it from a certain angle
12) Sometimes while running full screen part of your sword
disappears, apparently that part that would be covered by the
status bar.
13) Equipping the blue & gold bra (!) causes the game to crash.
This information was provided for all you cross dressers....
14) "Pops" interrupting the music for many sound cards
(8) INFORMATION ABOUT BETHESDA SOFTWORKS ============================
Info on BETHESDA, as well as key staff:
BETHESDA SOFTWORKS
Headquartered in Rockville, Maryland, Bethesda is the fourth
largest privately held publisher of PC Entertainment software.
Bethesda's success and long standing technical expertise has
attracted world-class programmers as well as veterans of
Hollywood animation studios. The company is the entertainment
software division of Media Technology Limited, an international
engineering research and development firm founded by members of
the Architecture Machine Group at MIT.
Info on the DAGGERFALL Lead Programmer:
JULIAN LEFAY
Julian Lefay is Chief Programmer of Bethesda and joined shortly after
its creation in 1987. He is considered by many as one of the key
technical people in the entertainment multi-media industry as he
combines a rare mix of programming knowledge and computer language
skills with proven design capability and music composition experience
Lefay began programming in Europe in the early 1980's and quickly
became known as one of the best Amstrad and Amiga programmers during
the high period of Commodore's success. His programs have won
numerous industry awards in virtually every category. His TES:ARENA,
has developed into the most award-winning Role Playing Game of 1995.
He is currently finishing the next TES sequel, DAGGERFALL.
Info on a DAGGERFALL Designer:
BRUCE NESMITH
Creator of "Ravenloft (r) Campaign Setting, Dragonstrike (r) Board
Game," Introduction to AD&D"(r), "Gamma World"(r), "Fourth Edition"
and scores of other role-playing games, is one of the most
experienced writers in the role-playing community. As Creative
Director of TSR, he was in charge of the development of many of
TSR's best selling titles.
"We are very pleased to have attracted someone of Bruce's caliber,"
said Christopher Weaver, President of Bethesda. "His extensive
background in all manner of role playing over the past twenty years
is a unique resource which we intend to utilize to the fullest.
Bruce will be an integral part of the core group that directs the
future development of role playing at Bethesda."
Nesmith commented that he would miss his friends and colleagues
at TSR, but was excited about the prospect of creating cutting- edge
products at Bethesda. "Bethesda is really committed to redefining
numerous genres and they are one of the few groups that has the
capability to do it," he said. "Of all the companies that have
courted me over the years, Bethesda is the only one who impressed
me as having the critical proportions of ability, experience and
vision necessary to pull off their plans. The opportunity to become
an integral part of such an organization was just too exciting to
pass up."
Info on the Bethesda Software President:
CHRISTOPHER S. WEAVER
Christopher Weaver is President of Bethesda and CEO of Media
Technology Limited. Weaver was formerly Senior Technical Advisor and
Chief Engineer to the House Subcomittee on Communications for the US
Congress, Vice President of Science & Technology for the National
Cable Association and directed the Office of Technology Forecasting
for the American Broadcasting Company in New York.
A member of the Directors Guild of America, the IEEE, the Society for
Cable Television Engineers and the American National Standards
Committee, Weaver pioneered some of the earliest academic and
commercial work in interactive laserdisk technology in the 1970's and
interactive cable projects in the 1980's.
Weaver holds numerous Masters and dual doctoral degrees from Wesleyan
University and MIT. He subscribes to Arthur C. Clarke's observation
that, "Any sufficiently advanced technology is indistinguishable from
magic."
(9) DAGGERFALL INFORMATION SOURCES =================
Where to find DAGGERFALL information:
DAGGERFALL FAQ LOCATIONS:
- Library Section 10 (Bethesda Softworks) of the GAMAPUB Forum
on Compuserve
- Library Section 9 (Computer RPGs) of the GAMERS Forum on
Compuserve
- Posted occasionally to comp.sys.ibm.pc.games.rpg,
comp.sys.ibm.pc.games.misc,aus.games,
ncf.sigs.games.computer-games
- The Unofficial Elder Scrolls Pages
http://www.newforce.ca/~jackel/esp/
- Games Domain Site (HTML format)
http://wcl-l.bham.ac.uk/GamesDomain/faqs/dagerfal.html
- Happy Puppy Site
http://happypuppy.com/games/faqcht
- Microsoft Network, under Categories/Interests, Leisure &
Hobbies/Games & Gaming/Computer Games Forum/Computer Games
File Library/Role Playing
BETHESDA SOFTWORK's WWW Page: http://www.bethsoft.com
- register and fill out some stuff to get Emporium credits & a
different storyline to the unregistered surfers
- go to the 'CAULDRON' to access info on BETHESDA's new
products. DAGGERFALL is at the top of the list.
BETHESDA Section of the Compuserve GAMAPUB forum
DAGGERFALL SCREEN SHOTS: these can be found on the BETHESDA WWW Page
http://www.bethsoft.com/cgi-bin/DAGGERFALL.cgi
ftp.bethsoft.com/pub/ScreenShots/DAGGERFALL/
DAGGERFALL PREVIEW: Old "SemiFAQ" & some screenshots
http://wcl-l.bham.ac.uk/gdreview/previews/pview004.html
THE UNOFFICIAL ELDER SCROLLS PAGES
http://www.newforce.ca/~jackel/esp/ The one stop for
everything concerning gaming in the TES series of games.
Developed by the DAGGERFALL FAQ Co-Authors!
*DAGGERFALL MAILING LIST
*Send an email to majordomo@crown.net with nothing in the subject
*line & one of the following messages in the body:
*subscribe dagrfall Subscribes to the list
*unsubscribe dagrfall Removes yourself from the list
*info dagrfall Obtains information about the list
*who dagrfall Lists who belongs to the list
*help Returns a list of commands
*To contribute to the List send emails to dagrfall@crown.net
*Currently the only place to get archives of the list's messages is
*at http://www.crown.net/~r6g020/daggerfall.html and click the item
*for mailing list archives on the index portion of the screen.
*Older archives are available in a single ZIP file, newer ones are
*straight text files.
*The list administrator, Richard Gade, can be contacted at
*rgade@crown.net
MAGAZINES: Computer Gaming World, 1/95, 3/95, 8/95;
Strategy Plus, 8/95; PC Gamer 8/95; PC Power 8/95;
*Next Generation 11/95; PC Review 10/95, PC Gamer 4/96
TES: ARENA FAQ: Since DAGGERFALL is the sequel of ARENA, some areas
game play will be similar. This FAQ will familiarise you
with what type of game ARENA is, and what DAGGERFALL may
be like. This is available via ftp at
ftp://wcl-l.bham.ac.uk/pub/djh/faqs/arena.faq and via the
Games Domain WWW Pages:
http://wcl-rs.bham.ac.uk/pub/djh/faqs/arena.faq
The Unofficial Elder Scrolls Pages:
http://www.newforce.ca/~jackel/esp/
(10) WRAP UP ========================================================
If you have any suggestions, or find a mistake in this FAQ(contrary
to popular belief, we are _not_ perfect ;-), email one of us.
This FAQ will grow substantially when DAGGERFALL is released. We
will eventually provide tips, a walkthrough of the optional plot and
the inevitable patch information.
"Bethesda Softworks", "The Elder Scrolls", "Arena" and "DAGGERFALL"
are trademarks of Media Technology Limited. Copyright 1995 Media
Technology Limited
DAGGERFALL FAQ, copyright 1996, Dave Humphrey, Andrew Frankling,
Michael Bodenhoff
--
___________
-< Eric Glenn >- S (__________()
http://www.ecn.uoknor.edu/~esglenn/dagger.html o \ Scribe \
"What a long, strange trip its been..." -Grateful Dead T | Magnus |
esglenn@mailhost.ecn.uoknor.edu E | of High |
S / Rock /
(__________()