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Daggerfall: How to find quest objects/monsters

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John J. DeFalco

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Sep 30, 1996, 3:00:00 AM9/30/96
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If I am sent someplace to find someone or something in a dungeon how
do I know where it is in the dungeon?

I have a quest to go kill FOOZLE in some dungeon and return to the
mages guild. However, I have been all through the dungeon (except for
one place apparently!) and have not found the monster to kill. Is the
objective ever in a hidden/secret area? Or will it be out in the open
100% of the time?

I save by the exit then run back to town to see if I completed the
quest and the guy does not respond to me when I choose TALK or GET
QUEST. I assume this is because I have not completed the current one?

I know there is a little green marker that is supposed to show you
stuff in the dungeon. Can anyone say with any degree of accuracy what
this marker means? Someone told me it's where the quest object is.
However, in my dungeon the green marker marks the entrance/exit.

I am very stuck and this is my very first quest for the mages guild. I
didn't think it would be this tough to find. If I don't get some
direction I think I'm just going to return the game and wait for
Diablo.

Thanks in advance for any help you guys may provide!!

John


Sith Dragon

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Sep 30, 1996, 3:00:00 AM9/30/96
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On Mon, 30 Sep 1996 17:20:15 GMT, jdef...@usccmail.uscc.bms.com (John J.
DeFalco) wrote:

>I have a quest to go kill FOOZLE in some dungeon and return to the
>mages guild. However, I have been all through the dungeon (except for
>one place apparently!) and have not found the monster to kill. Is the
>objective ever in a hidden/secret area? Or will it be out in the open
>100% of the time?

My experience has been that the quest object is always in a "open" area.
By open I mean that it's not behind a secret door or that it's behind a
secret door that is open by the time I've gotten there.

>I save by the exit then run back to town to see if I completed the
>quest and the guy does not respond to me when I choose TALK or GET
>QUEST. I assume this is because I have not completed the current one?

You'll know when you've finished a quest because the game will tell you.

>I know there is a little green marker that is supposed to show you
>stuff in the dungeon. Can anyone say with any degree of accuracy what
>this marker means? Someone told me it's where the quest object is.
>However, in my dungeon the green marker marks the entrance/exit.

It's the entrance/exit location.

>I am very stuck and this is my very first quest for the mages guild. I
>didn't think it would be this tough to find. If I don't get some
>direction I think I'm just going to return the game and wait for
>Diablo.

You'll be missing out on quite an engrossing game, then, if you decide to
return it.


Sith Dragon
-==(UDIC)==-

Visit my webpage at http://www.users.interport.net/~marlowe
for the latest in Ultima IX and Ultima Online news.

Eric Siebert

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Oct 1, 1996, 3:00:00 AM10/1/96
to

John J. DeFalco wrote:
> If I am sent someplace to find someone or something in a dungeon how
> do I know where it is in the dungeon?
>
> I have a quest to go kill FOOZLE in some dungeon and return to the
> mages guild. However, I have been all through the dungeon (except for
> one place apparently!) and have not found the monster to kill. Is the
> objective ever in a hidden/secret area? Or will it be out in the open
> 100% of the time?

my first quest was to find some guy who was getting some quiet time
in a dungeon. took me three trips in before i found him. there was at least
one secret door (behind which was an elevator) between me and him.

i get the impression that dungeons are made up of pre-made "chunks".
there seem to be certain locations in which a quest object is likely
to be placed in a chunk (have you noticed that some rooms look like
living quarters ... i found my quest target in one of those rooms).
so the quest engine chooses a dungeon, a chunk in that dungeon, and
one of the "target quest locations" in that chunk??

i've also had a slightly different quest which seemed to be a bit more
path-based. the individual chunks were completely separate, with
teleporters between them. at the end of each section, you needed to
find the teleporter to the next chunk (some were well-hidden). the
last room in the last chunk had the quest target (in this case a Mummy
from which i needed wrappings) and a teleporter that took me back
to the first room. I have to admit, this was a MUCH more enjoyable
dungeon. the individual chunks, all being separate, were a lot
easier to manage. i never got lost in a huge sprawling mess.

--
Eric Siebert
ejs...@vnet.ibm.com

Nas

unread,
Oct 2, 1996, 3:00:00 AM10/2/96
to

On Tue, 01 Oct 1996 10:43:34 -0500, Eric Siebert
<ejs...@vnet.ibm.com> wrote:
>John J. DeFalco wrote:
>> If I am sent someplace to find someone or something in a dungeon how
>> do I know where it is in the dungeon?
>>
>> I have a quest to go kill FOOZLE in some dungeon and return to the
>> mages guild. However, I have been all through the dungeon (except for
>> one place apparently!) and have not found the monster to kill. Is the
>> objective ever in a hidden/secret area? Or will it be out in the open
>> 100% of the time?

The quests in this game seem to be unrealistically random. I don't
think it's too upsetting though.

On one quest, I was supposed to find a piece of malachite that someone
accused me of stealing. After wiping the dungeon clean, I still
hadn't found it. After hours of continued searching I finally found
it laying on the ground in some random hallway. I mean it was a
little blue rock sitting on the floor completely inconspicuous in a
random hallway in the deepest part of the dungeon. That sucked! For
awhile I wasn't sure that I was going to be able to redeem myself.
(I still wasn't. My reputation dropped to "hated' when the guy
accused me. When I gave him back the malachite, he said he'd clear
me. But it never went back up.)

On the other side of the spectrum, I was supposed to find some crazy
monk who ran away and was hiding in some dungeon. I found him in the
very first room right at the very beginning of the dungeon. I opened
the door, saw what I thought was a baddy nightblade and tried to whop
his head off. Next thing I know, it's him and his face shows up on
the left edge of my screen.

One more point: On the quest where you're supposed to find so so in
some dungeon and kill him/her/it, sometimes there's a cheap way to do
it. Just go inside and keep resting for 20 hrs or so. You'll
constantly get interrupted by wandering monsters and eventually the
one(s) you're supposed to kill will come to you. So let them do the
work and find you. It also let's you loot all the bodies easily and
just load all the goods into your wagon. The drawback is that you
don't get the goods that are hidden in the dungeon, and it only works
if the things you're supposed to kill can open doors.

Vinny Salzillo

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Oct 2, 1996, 3:00:00 AM10/2/96
to

In article <32513C...@vnet.ibm.com>, Eric Siebert

<ejs...@vnet.ibm.com> wrote:
>
> i get the impression that dungeons are made up of pre-made "chunks".
> there seem to be certain locations in which a quest object is likely
> to be placed in a chunk (have you noticed that some rooms look like
> living quarters ... i found my quest target in one of those rooms).
> so the quest engine chooses a dungeon, a chunk in that dungeon, and
> one of the "target quest locations" in that chunk??
>
> i've also had a slightly different quest which seemed to be a bit more
> path-based. the individual chunks were completely separate, with
> teleporters between them. at the end of each section, you needed to
> find the teleporter to the next chunk (some were well-hidden). the
> last room in the last chunk had the quest target (in this case a Mummy
> from which i needed wrappings) and a teleporter that took me back
> to the first room. I have to admit, this was a MUCH more enjoyable
> dungeon. the individual chunks, all being separate, were a lot
> easier to manage. i never got lost in a huge sprawling mess.
>
Hmmm, that explains something - like why the teleporters look like doors -
I guess the code assigns chunks, then decides whether those chunks will be
connected by normal doors or by teleporters!

Vinny Salzillo, President
Double Exposure, Inc.
==================================
Gaming the way it was MEANT to be!
http://www.io.com/~doublex/

Jack Harmon

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Oct 2, 1996, 3:00:00 AM10/2/96
to

mar...@interport.net (Sith Dragon) wrote:

>On Mon, 30 Sep 1996 17:20:15 GMT, jdef...@usccmail.uscc.bms.com (John J.
>DeFalco) wrote:

>>I have a quest to go kill FOOZLE in some dungeon and return to the
>>mages guild. However, I have been all through the dungeon (except for
>>one place apparently!) and have not found the monster to kill. Is the
>>objective ever in a hidden/secret area? Or will it be out in the open
>>100% of the time?

>My experience has been that the quest object is always in a "open" area.


>By open I mean that it's not behind a secret door or that it's behind a
>secret door that is open by the time I've gotten there.

I've picked up Troll's Blood on the floor in a small room behind a hidden door
at the end of a plane-jane corridor, which happened to be DIRECTLY 1 level above
the enterance.

>>I save by the exit then run back to town to see if I completed the
>>quest and the guy does not respond to me when I choose TALK or GET
>>QUEST. I assume this is because I have not completed the current one?

>You'll know when you've finished a quest because the game will tell you.

I had a quest to kill "four or five" harpies and get a gorgon feather. It
didn't tell me when I had completed the quest. I headed back to town and
recieved a letter that the guy that sent me on the mission got lost in the cave,
so I went back and rescued him as well. Until I found him, I had no
acknowledgment of "quest complete". Assume nothing here...

>>I know there is a little green marker that is supposed to show you
>>stuff in the dungeon. Can anyone say with any degree of accuracy what
>>this marker means? Someone told me it's where the quest object is.
>>However, in my dungeon the green marker marks the entrance/exit.

>It's the entrance/exit location.

>>I am very stuck and this is my very first quest for the mages guild. I
>>didn't think it would be this tough to find. If I don't get some
>>direction I think I'm just going to return the game and wait for
>>Diablo.

>You'll be missing out on quite an engrossing game, then, if you decide to
>return it.

In my Opinion, I feel Daggerfall is like DOOM in that it will set the pace for
other RPG's to follow - FINALLY! *cheer bethesda* It really does remind me of
the Melee(c) rpg (pre D&D clone) campaign I've attended about every Friday
night for 3 years... Daggerfall has some great RPG aspects! Bugs are just
superficial - it's still a wonderful game! Getting ready to purchase a second
copy cuz my WIFE! wants to play as well! (Think she really likes the "buy a
house" idea *chuckle*)

Jack Harmon


ststech

unread,
Oct 3, 1996, 3:00:00 AM10/3/96
to

I had a quest last night from a person who wanted me to find his
niece, who had been kidnapped by orcs. After spending hours cleaning
out a dungeon, and not finding her, I returned to town dejected. Then
I received a note from the fighter's guild, saying that they had taken
the child from the uncle, who was her guardian, because he was a
drunken bum. It's a good thing it was a pretty profitable dungeon, or
else that kid would have been an orphan again.

Craig


Eric Siebert wrote:
>
> John J. DeFalco wrote:
> > If I am sent someplace to find someone or something in a dungeon how
> > do I know where it is in the dungeon?
> >

> > I have a quest to go kill FOOZLE in some dungeon and return to the
> > mages guild. However, I have been all through the dungeon (except for
> > one place apparently!) and have not found the monster to kill. Is the
> > objective ever in a hidden/secret area? Or will it be out in the open
> > 100% of the time?
>

> my first quest was to find some guy who was getting some quiet time
> in a dungeon. took me three trips in before i found him. there was at least
> one secret door (behind which was an elevator) between me and him.
>

> i get the impression that dungeons are made up of pre-made "chunks".
> there seem to be certain locations in which a quest object is likely
> to be placed in a chunk (have you noticed that some rooms look like
> living quarters ... i found my quest target in one of those rooms).
> so the quest engine chooses a dungeon, a chunk in that dungeon, and
> one of the "target quest locations" in that chunk??
>
> i've also had a slightly different quest which seemed to be a bit more
> path-based. the individual chunks were completely separate, with
> teleporters between them. at the end of each section, you needed to
> find the teleporter to the next chunk (some were well-hidden). the
> last room in the last chunk had the quest target (in this case a Mummy
> from which i needed wrappings) and a teleporter that took me back
> to the first room. I have to admit, this was a MUCH more enjoyable
> dungeon. the individual chunks, all being separate, were a lot
> easier to manage. i never got lost in a huge sprawling mess.
>

> --
> Eric Siebert
> ejs...@vnet.ibm.com

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