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Greetings to all Elder Scrolls Fans

I received a quest from the Fighters Guild in Eastwick to slay the giant in The Castle of Wickham.

I searched everywhere, and I couldn't find him.

In [url=http://en.uesp.net/wiki/Daggerfall:Daggerfall_%28Region%29/Dungeons]http://en.uesp.net/wiki/Daggerfall:Daggerfall_%28Region%29/Dungeons[/url] , it stated that this location is a
"Ruined Castle" - Dungeon Module 10. I am not sure if the location in which I am searching is the one. The entrance was a door surrounded by a small mound.

Images of the location are attached below.

Thank you very much
gogwitcher300
Attachments:
entrance.png (49 Kb)
map.png (69 Kb)
map2.png (22 Kb)
Post edited August 12, 2017 by gogwitcher300
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gogwitcher300: Greetings to all Elder Scrolls Fans

I received a quest from the Fighters Guild in Eastwick to slay the giant in The Castle of Wickham.

I searched everywhere, and I couldn't find him.

In [url=http://en.uesp.net/wiki/Daggerfall:Daggerfall_%28Region%29/Dungeons]http://en.uesp.net/wiki/Daggerfall:Daggerfall_%28Region%29/Dungeons[/url] , it stated that this location is a
"Ruined Castle" - Dungeon Module 10. I am not sure if the location in which I am searching is the one. The entrance was a door surrounded by a small mound.

Images of the location are attached below.

Thank you very much
gogwitcher300
Here, read this: [url=http://en.uesp.net/wiki/Daggerfall:Dungeons]http://en.uesp.net/wiki/Daggerfall:Dungeons[/url]

First, info which doesn't seem to be on UESP: The yellow minimap in the upper-right corner of the 3D dungeon map also tells you which block you actually need to search. Each dungeon block is represented by a yellow square that's 4x4 pixels. And here's the thing: You only need to search dungeon blocks that are surrounded on all four sides by other dungeon blocks.

All "edge" dungeon blocks (dungeon blocks that have one or more unconnected sides) are, at most, passage to higher or lower parts of the dungeon.

Second, any puzzle, teleporter, trap door, etc, will only take you to another part of the same dungeon block.

Third, secret doors are always visible in some way on your 3D map; either as a hole in the wall, or as a small passageway leading out.

Dungeon map example: http://images.uesp.net//6/69/Daggerfall_PH_Auto_2.png
Try the [ and ] keys (English keyboard) when you are inside a dungeon. They cycle you through the most important locations of the dungeon.
But beware: They don't show you the exit, and they don't help you survive against the unpleasant guys you may encounter at said locations.
If the keys don't work, check the z.cfg file in the main Daggerfall folder (or in Arena2). There should be a line "cheatmode", and it must be set to 1. If this still doesn't help, I guess it's an issue with the keyboard layout.
Post edited August 13, 2017 by Greywolf1
This knowledge will help me in my future dungeon explorations. I only recently found out how to climb ladders and how to use the red bricked doors.

The quest which the Fighters Guild gave me had to be canceled, but I managed to regain my reputation with them.

Narf_the_Mouse , and Greywolf1

Thank you both for your time. This a great game, but with some minor glitches and frustrating moments.

Thank you again,

gogwitcher300


P.S This topic is to be considered "Solved",
I didn't check mark that this topic can be solved.
Post edited August 14, 2017 by gogwitcher300
Just as a warning, some of the red brick doors either do damage or kill you.

Something I've found useful is to use two saves for long-term saving (use one of them before getting a quest, and the other after), two mid-term saving, and two for "quick-save" slots.
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Narf_the_Mouse: Just as a warning, some of the red brick doors either do damage or kill you.

Something I've found useful is to use two saves for long-term saving (use one of them before getting a quest, and the other after), two mid-term saving, and two for "quick-save" slots.
True - stay away from the red brick doors!

If 6 save slots are not enough, you can backup the 6 save folders somewhere, which gives you another 6 save slots, etc.
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Narf_the_Mouse: Just as a warning, some of the red brick doors either do damage or kill you.

Something I've found useful is to use two saves for long-term saving (use one of them before getting a quest, and the other after), two mid-term saving, and two for "quick-save" slots.
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Greywolf1: True - stay away from the red brick doors!

If 6 save slots are not enough, you can backup the 6 save folders somewhere, which gives you another 6 save slots, etc.
Version control can give you save slot history, and let you try different things with your character.

Warning: If you have Altitus, this might not help...
Why does the game limit you to six save slots, anyway?

(Actually, why do PC games have limited save slots? It's understandable for old console games, where storage space was a concern, but it makes no sense for PC games that save to a hard drive.)
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dtgreene: Why does the game limit you to six save slots, anyway?

(Actually, why do PC games have limited save slots? It's understandable for old console games, where storage space was a concern, but it makes no sense for PC games that save to a hard drive.)
Why do roguelikes exist, or games with Ironman mode? You can always backup the relevant files (or the whole game) before or after each session. You can quit these games whenever you would normally use the save function, take a backup, and re-enter the game (and restore the backup whenever you find it convenient). It's simply a little more cumbersome, takes a little longer, but isn't a real hindrance, if you want to avoid permadeath or other unpleasant experiences.

As far as Daggerfall is concerned, the game was released when most PC's were not capable of playing the HUGE installation, 400-something MB), and the save files and loading times could get quite large when you played long enough (remember that Arena, the predecessor of Daggerfall, has more save slots). You could say that Bethesda could have provided more save slots for Daggerfall, together with a warning to watch disk space, but you know as well as I that this would have lead to many complaints and negative comments (yes, the many bugs achieved the same ...).
Do you remember what happened in the early days of Morrowind? Complaint after complaint that the game was running too slow even on the most powerful PC's of the time. And do you know why this was the case? Because Bethesda had decided to take roleplaying seriously, and had derived the movement speed from the Speed stat of the character. When the players increased Speed by whatever means, the character movement became noticeably faster. You haven't seen such a design decision in later games.

To use or not to use save games (and to what degree) is a question of how difficult you want a game to be, and how you want to play it. Do you want your decisions to matter or not? Are you happy with starting over after you made a decision with negative or even fatal outcome? Limitations of games to one or no savegame are deliberaste design decisions most of the time, in old as well as new games, but limitations to 4, 6 or 10 save games had more to do with performance and capacity - or simply with ignorance or laziness of designers or developers.
Post edited August 17, 2017 by Greywolf1