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This page contains lots of hints and tips related to anything related to moving or travelling in the game (such as fast-travelling, running, levitating, etc...). This includes various loopholes related to travelling and lots of various statistics...Enjoy.
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Sky Writing
7 February 1999
The simplest nmethod of sky-writing in the game is accomplished through "laying eggs" by levitating your character and dropping items to leave little floating treasure piles. By laying lots of treasure piles, you can have your character write messages, draw pictures, etc. Unfortunately, when you leave a town or dungeon that you have sky written in, the location resets. When you return, your writing is gone...
But, if you own a ship, the whole grid/square location your ship rests on acts like a house and saves any item you drop in or around your ship, for as long as you own your ship. So, by skywriting at your ship location, what is written is much more permanant.
Original Text Written by Lost Prophet - LostProph@aol.com
Fast-Travel Loophole
23 November 1998
I have found an interesting loophole (or Bug if you like) involving fast travel in the game Daggerfall. There are two methods for fast travel : reckless and cautious. If you choose reckless, it will take less time, but when you arrive at the destination, your health points, fatigue and magicka will be the same as what you have when you left. If cautious is chosen, it may take twice as long to travel, and you always have your health, fatigue and magicka fully charged. Also, if you are not a vampire, you will always arrive during day time. The loophole here is that if you are inside a town, you CAN fast travel to the town you are already in! By choosing cautious, and fast travel to the town you are in right now, you can fully recharge yourself of health, fatigue and magicka. If you fast travel during the daytime, the game clock will advance about one minute; if it is night time, you will arrive the next morning. So, you can have practically unlimited magicka during the daytime outdoors. There is only two drawbacks. First, you always arrive at the edge of the town. So if the town is huge, like the daggerfall city, you need to run around town again. Second, you can not fast travel when there are enemies nearby. However, you can always run to the other end of the town, lose the enemy, and then fast travel to recharge yourself. This is ideal for training your magic skill. I have seen certain hints saying about custom practice spells. After you used up all spell points to practice the six schools of magic, you rest in a tavern to recharge the magicka. You don't have to! Just make sure it is still day time, fast travel to the same town you are in, choose cautious, and you will arrive fully recharged, ready to practice magic again. If you have a couple of quest pending, and can not waste time staying in tavern, this is the trick. After discovered this trick, I rarely use the inn or the fighter Guild for resting. When you have high skill levels in the six schools of magic, you REALLY need this trick to get enough spell points to practice spells. If you are the type who swear never to cheat, here is a small variation. Run outside the town toward any direction. You can also view some scenery along the way, right ? Then fast travel back to the town. It will take less than one hour in game clock, and you will never recover the same amount of magicka by resting one hour.
Another use for this trick is for dungeons. If you happen to arrive during the daytime, you can use the trick to strengthen yourself. You can cast all kinds of spells on yourself to fortify the attributes, fast travel to the same dungeon, have magicka fully recharged, cast more spells, repeat until satisfied. If you do it quickly, the spells you just cast will not expire until you are deep in the dungeon. Then, you can rush to the dungeon door, with all kinds of spells active, AND with FULL magicka. My favor spells for this occasion are : Troll's Blood(regenerate health), Orc Strength, Jack of Trades, Shield, Invisibility, etc. Hey, you have "FREE" spells for use, use them all! This will make you very powerful and "brave" during the first few minutes inside the dungeon. I also strongly suggest a custom made health regeneration spell. Long duration is more important than large magnitude, since you can carry it "FREE" into the dungeon. There is only one drawback. Since you must do this outside the dungeon, you better know where the dungeon door is after you fast traveled. Otherwise, all your spells will expire before you step inside the dungeon. It is still a good exercise though.
Original Text Written by lmei01@utopia.poly.edu
Travel and Healing Bug
23 May 1998
I have found an interesting loophole (or Bug if you like) involving fast travel in the game Daggerfall. If you choose reckless, it will take less time, but when you arrive at the destination, your health points, fatigue and magicka will be the same as what you have when you left. If cautious is chosen, it may take twice as long to travel, and you always have your health, fatigue and magicka fully charged. Also, if you are not a vampire, you will always arrive during day time. The loophole here is that if you are inside a town, you CAN fast travel to the town you are already in! By choosing cautious, and fast travel to the town you are in right now, you can fully recharge yourself of health, fatigue and magicka. If you fast travel during the daytime, the game clock will advance about one minute; if it is night time, you will arrive the next morning. So, you can have practically unlimited magicka during the daytime outdoors. There is only two drawbacks. First, you always arrive at the edge of the town. So if the town is huge, like the daggerfall city, you need to run around town again. Second, you can not fast travel when there are enemies nearby. However, you can always run to the other end of the town, lose the enemy, and then fast travel to recharge yourself.
You can use this to your advantage a number of ways:
Original Text Written by mei01@utopia.poly.edu
Relative Speeds of Travelling Modes
23 May 1998
Just a few interesting things I was measuring.
On a realistic note, the running/walking speeds are a bit on the high side. A world-class 100m sprinter might reach as high as 25 m/h. A usual walking speed is more around 2-4 m/h. Try sneaking around a town and see how long it would take to get around...certainly not plausible in the game.
PS: This was measured with a speed of 100 and a running/stealth skill of 100%.
Getting Directions
November 1996
Need to map out a town? Easy. Pick on someone, and if they say "go east" or whatever, then keep on asking them. Eventually they *will* mark it on your map. If they say "I dont know", they really dont know. This way, I have completely mapped all locations in a provincial capital (Glenumbra I think) after asking just 3 people.
Original Text Written by Richard Kempton - richkemp@wizardpost.dundee.ncr.com
Fydor's Travelling Guide
3 January 1997
Travelling throughout Daggerfall (and there are oodles of miles of it) can be a tedious task for any impatient adventurer, ready to slay a dragon. Hold on, young one. First you have to get there. While we can't provide you with precise directions, we can show you how to get there more quickly:
When I first came to Daggerfall, I was amazed by the size of the city. Unfortunately, I had only my walking shoes to get me from point A to point B. Murphy's Law usually dictates that the Mages Guild that you wanted to visit is way over on the other side of the city near the West gate and you entered from the East gate.
However, don't simply walk over there if you can't afford a decent horse...
Original Text Written by Two Socks - scl4@po.cwru.edu
Getting Directions
November 1996
Need to map out a town? Easy. Pick on someone, and if they say "go east" or whatever, then keep on asking them. Eventually they *will* mark it on your map. If they say "I dont know", they really dont know. This way, I have completely mapped all locations in a provincial capital (Glenumbra I think) after asking just 3 people.
Original Text Written by Richard Kempton - richkemp@wizardpost.dundee.ncr.com
Void Ranger Techniques
25 November 1996
I'm sure most of us have experienced the nasty sensation of falling through the floors/walls in a dungeon, ending up in a black expanse named the void. Hopefully the below tips will help you on getting into and out of this void with ease.
GETTING IN: The easiest way into the void is to cast levitate, and then levitate up to either a corner where two types of dungeon connect, or a sloped passage. The slopes are usually easier. Use "d" to duck down, then go as high as you can. Next, turn around, so your back is to the wall, and go up again if you can. Then, back into it and stop just as you touch it. Then hit "d" again and stand up. Usually you stand right through the ceiling/wall. I have more luck on the slopes personally.
TO GET OUT: First and foremost is the trusty Anchor and Teleport method. Do not cast Recall when falling as you will die when you appear. I cast levitate first which seems to avoid this nasty consequence. Second, if you can find a sloped passage, use it to wedge yourself back into the dungeon. Duck down, walk up it, and then stand back up. You can also do this by levitating. Duck, float up to a floor. Stand upright through the panel and float up into the room. It usually works best on edges of Dungeon and slopes, and works exactly the reverse of getting in. I.E. ease up to it, wiggle through, etc.
ALWAYS SAVE FIRST!! I can't stress that enough. Camping in the void is safe, but it's hard to get away from the monsters, and sometimes hard to find all of them in your area. I have never saved in the void, personally, so I don't know if this is safe. Someone else might want to elaborate on that.
Original Text Written by Matthew McCauley - wolf8@mindspring.com
Dechipering the Overhead Map
28 January 1997
The dots of dungeons in the overhead map changes to a darker color when you visit it. Tombs are a red color, new Dungeon locations are orange, and visited dungeons are a lighter red. Also, many people don't know that you can zoom in on the map by clicking the right mouse button.
Dungeon Exploration Method
3 January 1997
Not to bring up the old "dragons in the desert" thread, but I spent a little time (about a week) just running through the wilds of the A'kir (think that's right) desert south of Sentinel...other than a large number of scorpions and (ready for this) vampires, I didn't manage to run into anything all that spectacular...did manage to filch a pair of daedric gauntlets from a corpse tho...:)
On dungeons (I noticed that people were talking about some different dungeon-delving methods) I find that with ye-olde basic dungeon, the following rules work well.
Original Text Written by ???
Levitating Tricks
7 February 1999
Original Text Written by Meat - gkltan@singnet.com
Finding Residences At Night
7 March 1998
since i have a vampire character i hang around at night. you know, finding stores or residences at night is disgusting. you go to a tavern and ask people around which way it is, but you can never have the exact answer. but i found a way. go to the mages guild (assuming there is one-if there isnt any, this will not work) in the city you are seeking the residence/shop. visit the teleporter (again, if you have enough rank), select teleport, dont go to anywhere and exit. you hear the night's sound in the guild, and it is dark just like you are outside. ask someone in the guild the location, and they will mark it on your map. go out, do your quest. so easy!
Original Text Written by malkocoglu@usa.net
Finding People
October 1996
Often quests require you to find the location of a paticular person. This can be done by going to the appropiate town and talking to an NPC. There are two methods which can give you information.
Finding Your House
Old
After buying one's house, to find where it is check the automap, or you may have to ask someone where it is (you must be lost when you have to ask where you live..:).
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