Daggerfall:Dungeons

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Dungeons are an essential component of gameplay. Many quests require the player to enter a dungeon and find a quest object within; this can be an item, monster, or NPC. If the player's objective is to kill the quest object, then this must be done as well.

At the start of the game, only Common Cemeteries and Privateer's Hold are known to the player's character and visible on the fast travel map; all others must be discovered.

The player can discover new dungeon locations in one of three ways:

  1. Exploring the wilderness, which can take several days with no guarantee of success.
    • Receiving a message which means you are close to a dungeon will unlock it for fast travel, and it can be traveled to immediately to locate the entrance more easily
  2. By reading dungeon maps, which can be:
    • Found on the bodies of fallen enemies or as loot in treasure piles;
    • Received as the reward for a completed quest (almost exclusively for the Fighters Guild);
    • Received as a guild-promotion reward (see Thieves Guild and Dark Brotherhood);
    • Occasionally sold at bookstores.
  3. Being told of their locations during the course of quests, which is the most common way.

The process of finding a quest object in a dungeon is called dungeon crawling, since the location of a quest object is determined randomly and, in most cases, it is necessary to thoroughly search the dungeon step-by-step. The only exceptions are objects in Main Quest dungeons, these quest items are statically defined and therefore always found in the same locations within their dungeons.

Features[edit]

Dungeon interiors consist of one or more blocks defined in BLOCKS.BSA and referenced (per-dungeon) in MAPS.BSA, which are glued together to create the appropriate scene. Dungeons may have up to (and including) 32 of these blocks, some of which have two passages connecting to other blocks in each of the four cardinal directions, hence the mating octopi term.

Dungeon Entrance/Exit[edit]

The dungeon's entrance/exit as it is shown within a dungeon.

Regardless of its dimensions, all dungeons have only one entrance. Some dungeons like castles, keeps etc. have numerous entrances on the surface, but all these entrances on the surface will always lead to a single entrance inside the dungeon. Sometimes, a dungeon also has more than one exit. One such dungeon which has numerous entrances on the surface, and in addition numerous exits inside the dungeon, is Palace Sentinel. The entrance and exit inside a dungeon are always the same location; if a second exit exists, the player will enter the dungeon at the entrance/exit location anyway. The second exit can therefore not be used as an entrance. The entrance/exit is displayed as a green square on the dungeon's overview map and as a green tag on the detailed 2D/3D dungeon map. If a second exit exists, it is not visible on the map, thus it can only be found by exploring the dungeon.

Assembling of Dungeons[edit]

Schematic of a dungeon consisting of two internal blocks (purple) and border blocks in orange.

As stated above, a dungeon consists of up to 32 blocks: some of these (the ones located in the center of the dungeon) are connected to all four cardinally adjacent blocks, since there are two connecting passages in each of the four cardinal directions, and thus there are eight paths leading out of each of these blocks. While most dungeons appear to be a random conglomerate of different modules, they were hard-coded in the release media and thus are never-changing. These were most likely generated via a pseudo-random program of some type, but Main Quest dungeons are an exception, because these were all hand-crafted.

While Main Quest dungeons may be the biggest dungeons in the game, it has been commented by some that even the least of the random dungeons are logically too large for the majority of quests. It has also been voiced that because the number of blocks in the source material is limited, most dungeons lack diversity/variance, and hence all dungeons tend to look like each other.

Dungeon Blocks[edit]

Dungeons are built from blocks by assembling them together side-by-side on a 2D grid. There are two types of blocks: internal and border.

Internal blocks
These form the core of the dungeon, where most rooms and corridors are placed. Every internal dungeon block has two door openings in each one of its fours sides, one above the other, arranged diagonally. Each door opening is used to link to an adjacent internal block or border block.
Border blocks
These are used when it is necessary to close the side of an internal block. They are generally composed of a single corridor which connects the two door openings on one side of an adjacent internal block, but they can also consist of an isolated room or set of rooms, and sometimes combine the two. Border blocks are used to seal a dungeon's peripheral internal blocks and do not contain any quest locations.

Enemies[edit]

Dungeon blocks contain specific spawn points for enemies that the player must contend with. While these enemies are random based on the dungeon type, they are generated in a deterministic fashion, meaning it is possible to know which enemies will inhabit a particular dungeon at a given player level. As an example, the Daggerfall dungeon named Ruins of Old Barbona's Place begins in block N0000013, featuring a stone bridge over a grotto to the northwest after entering. The enemies in the upper four corners of this room will always be Giant Scorpions at levels 1 and 2, Centaurs at level 3, Burglars at level 4, and so on. As such, by investigating various dungeons at different levels, it is possible to identify particularly lucrative opportunities for treasure and skill practice.

At player level 17+, the game makes no further changes to the types of enemies which spawn, therefore all dungeons will forever be inhabited by the same enemies (e.g., if a room contains two Daedra Seducers at level 17, it will continue to contain 2 Daedra Seducers even at level 30).

Quest Locations[edit]

Because Main Quest Dungeons are hand-crafted, the location of quest objects is always the same; hence, it is possible to follow a guide on how to find them.

The remaining dungeons pose a more difficult challenge since the location of quest objects is determined randomly from the dungeon's list of quest locations, which vary depending on the dimensions of the dungeon and the modules used. One or more treasure piles can be found at every quest location, and the quest object will also be at one of these spots.

Knowing this, the only way to find a quest object is to search the dungeon step by step. This process is called Dungeon Crawling. The spot where a quest object is located will remain the same until the quest is over, so repeatedly exiting and re-entering a dungeon will not alter this location but will respawn all other monsters and treasure piles.

The quest locations of a certain dungeon module are always the same, so if the player has explored a lot of dungeons during their adventures, they may remember where these locations are, thus making the exploration slightly easier. The player can also use a Cheat to cycle through the various quest locations of a dungeon.

Dungeon Maps[edit]

Standard dungeon automap display, 2D map circled. The position of the player is shown within this layout as a red dot and the exit as a blue dot (not visible in the screenshot because the red dot overlaps with the blue dot).

Two types of dungeon maps are available within a dungeon. The dungeon overview map (2D) gives an approximate two-dimensional overview of the dungeon's layout, with the player's location shown as a red square. The more detailed map (3D) displays the player's location as a red arrow and shows details of the explored areas (e.g., corridors and rooms) as they are seen through the character's eyes, complete with all textures and other details. As the player explores the larger dungeons, the detailed map may become increasingly confusing, but the player can click on an area of the map to disable display of that area. When the player leaves a dungeon, all map information is lost; the map is reset to its initial, unexplored state, including respawning all enemies and treasure piles.

Dungeon Types[edit]

See also: Enemy Spawn Locations

Dungeon Type Possible Encounters
Animals Atronachs Daedra Humanoids Lycanthropes Monsters Orcs Undead
Barbarian Stronghold Giant Bat
Rat
Spider
Archer
Barbarian
Rogue
Sorceror
Warrior
Wereboar
Werewolf
Centaur Ancient Lich
Vampire
Vampire Ancient
Coven Giant Bat Fire Atronach
Flesh Atronach
Iron Atronach
Daedra Lord
Daedra Seducer
Fire Daedra
Frost Daedra
Lesser Daedra
Battlemage
Mage
Nightblade
Sorcerer
Spellsword
Harpy
Imp
Nymph
Crypt Giant Bat
Rat
Spider
Ghost
Lich
Mummy
Skeleton Warrior
Vampire
Vampire Ancient
Wraith
Zombie
Desecrated Temple Giant Bat Daedra Lord
Daedra Seducer
Fire Daedra
Frost Daedra
Lesser Daedra
Healer
Monk
Sorcerer
Dragonling
Gargoyle
Harpy
Imp
Orc Shaman Mummy
Skeleton Warrior
Wraith
Dragon's Den Giant Bat
Giant Scorpion
Rat
Spider
Daedra Lord Battlemage
Burglar
Knight
Mage
Nightblade
Sorcerer
Thief
Werewolf Centaur
Gargoyle
Harpy
Nymph
Ancient Lich
Vampire
Giant Stronghold Giant Scorpion
Grizzly Bear
Rat
Sabretooth Tiger
Fire Daedra
Frost Daedra
Lesser Daedra
Wereboar Dragonling
Giant
Orc
Orc Sergeant
Orc Shaman
Orc Warlord
Harpy Nest Giant Bat
Giant Scorpion
Rat
Spider
Daedra Lord
Daedra Seducer
Burglar
Nightblade
Rogue
Warrior
Harpy Orc Shaman Skeleton Warrior
Vampire
Human Stronghold Giant Bat
Grizzly Bear
Rat
Archer
Barbarian
Knight
Nightblade
Rogue
Spellsword
Warrior
Centaur Orc Shaman
Orc Warlord
Vampire
Wraith
Laboratory Fire Atronach
Flesh Atronach
Ice Atronach
Iron Atronach
Lesser Daedra Battlemage
Mage
Sorcerer
Gargoyle
Imp
Ancient Lich
Lich
Zombie
Mine Giant Bat
Grizzly Bear
Rat
Spider
Ice Atronach
Iron Atronach
Fire Daedra Nightblade
Thief
Warrior
Giant Orc
Orc Sergeant
Skeleton Warrior
Vampire
Vampire Ancient
Natural Cave Giant Bat
Giant Scorpion
Grizzly Bear
Rat
Sabretooth Tiger
Spider
Barbarian
Monk
Warrior
Wereboar
Werewolf
Dragonling
Giant
Harpy
Orc
Orc Shaman
Ghost
Lich
Orc Stronghold Giant Bat
Giant Scorpion
Grizzly Bear
Rat
Sabretooth Tiger
Spider
Lesser Daedra Giant Orc
Orc Sergeant
Orc Shaman
Orc Warlord
Skeleton Warrior
Prison Giant Bat
Rat
Spider
Flesh Atronach
Iron Atronach
Assassin
Barbarian
Bard
Burglar
Nightblade
Thief
Ghost
Skeleton Warrior
Wraith
Zombie
Ruined Castle Giant Bat
Rat
Spider
Knight
Warrior
Wereboar
Werewolf
Giant Orc
Orc Sergeant
Ancient Lich
Ghost
Lich
Skeleton Warrior
Vampire Ancient
Wraith
Zombie
Scorpion Nest
(only found in Hammerfell)
Giant Bat
Giant Scorpion
Rat
Spider
Daedra Lord
Daedra Seducer
Lesser Daedra
Healer
Nightblade
Thief
Gargoyle
Imp
Ghost
Skeleton Warrior
Wraith
Zombie
Spider Nest Giant Bat
Giant Scorpion
Rat
Spider
Assassin
Ranger
Rogue
Thief
Harpy
Spriggan
Ghost
Lich
Mummy
Skeleton Warrior
Wraith
Vampire Haunt Giant Bat
Rat
Spider
Nightblade Werewolf Ghost
Mummy
Skeleton Warrior
Vampire
Vampire Ancient
Wraith
Volcanic Caves Giant Bat
Giant Scorpion
Sabretooth Tiger
Fire Atronach
Iron Atronach
Daedra Lord
Fire Daedra
Lesser Daedra
Barbarian
Mage
Wereboar Giant
Harpy
Imp
Ancient Lich
Ghost
Wraith

Overview of Dungeon Locations[edit]

Region Barbarian Stronghold Cemetery Coven Crypt Desecrated Temple Dragon's Den Giant Stronghold Harpy Nest Human Stronghold Laboratory Mine Natural Cave Orc Stronghold Prison Ruined Castle Scorpion Nest Spider Nest Vampire Haunt Volcanic Caves
Abibon-Gora 3 9 1 2 7 0 3 11 1 5 2 3 3 2 2 6 1 4 0
Alcaire 3 5 2 1 0 0 5 5 2 4 3 0 0 0 4 0 4 4 0
Alik'r 1 21 3 23 26 3 5 0 6 1 11 14 3 1 12 21 0 1 0
Anticlere 4 48 16 14 13 0 4 4 13 3 7 16 0 4 12 0 3 12 0
Antiphyllos 0 4 1 0 1 0 0 0 0 1 0 0 1 0 0 0 0 0 0
Ayasofya 0 15 0 4 1 0 1 9 1 0 1 2 2 5 1 1 2 3 0
Bergama 0 2 1 2 1 0 0 0 0 1 1 1 1 1 0 1 0 1 0
Betony 0 2 2 1 1 0 0 0 0 1 0 0 0 0 0 0 0 1 0
Bhoriane 2 13 4 4 3 0 2 0 2 1 4 3 1 0 3 0 1 2 0
Cybiades 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0
Daenia 6 14 1 4 4 0 1 0 3 2 4 4 3 4 5 0 1 6 0
Daggerfall 9 72 13 23 0 20 18 2 2 21 0 13 0 21 24 0 9 21 0
Dak'fron 2 4 1 11 7 16 5 4 6 3 11 14 3 7 9 22 2 0 2
Dragontail Mountains 3 48 7 20 1 2 11 3 13 9 85 48 12 1 8 0 5 5 29
Dwynnen 3 21 7 15 19 4 1 2 9 10 0 2 0 13 23 0 6 16 0
Ephesus 3 11 3 2 2 0 2 0 2 2 4 6 4 2 4 7 3 3 3
Gavaudon 2 2 0 1 2 0 0 0 0 0 0 0 1 1 0 0 1 1 0
Glenpoint 0 29 11 16 13 0 2 0 4 16 3 6 0 3 8 0 1 29 0
Glenumbra Moors 2 8 2 1 4 0 2 0 2 2 0 2 0 3 2 0 5 2 0
High Rock sea coast 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0
Ilessan Hills 12 42 18 16 14 0 14 0 12 10 2 12 5 13 18 0 18 11 0
Isle of Balfiera 0 11 1 7 8 0 0 6 0 0 0 2 0 0 8 0 1 3 2
Kairou 0 3 1 3 1 0 1 6 0 1 3 1 1 3 1 2 3 1 0
Kambria 3 17 5 6 2 0 5 0 8 7 7 7 5 9 10 0 3 5 0
Koegria 1 6 2 1 0 0 2 0 0 0 0 4 2 2 0 0 1 2 0
Kozanset 2 1 1 1 0 0 1 0 1 0 0 1 0 0 0 0 0 1 0
Lainlyn 0 17 5 3 8 0 1 5 8 1 4 2 0 10 2 4 2 1 0
Menevia 1 16 2 3 2 0 1 0 0 1 2 0 2 1 3 0 1 0 0
Mournoth 7 26 4 8 5 0 5 0 3 7 1 4 5 8 3 5 1 2 0
Myrkwasa 3 5 0 2 2 0 4 2 4 3 0 2 0 1 1 3 3 1 0
Northmoor 3 27 10 3 6 0 3 12 2 2 0 0 0 0 5 0 2 4 0
Orsinium Area 0 4 0 4 7 0 0 0 0 0 6 4 24 0 5 0 0 0 4
Phrygias 1 8 0 1 3 0 2 0 3 6 0 2 7 1 5 0 2 0 0
Pothago 0 0 0 1 0 0 0 2 1 2 1 0 1 1 0 0 0 0 0
Santaki 0 7 0 1 0 0 0 0 2 0 0 0 1 1 1 2 0 0 0
Satakalaam 3 10 2 1 0 0 2 0 1 1 3 5 0 3 1 5 3 0 0
Sentinel 0 15 12 2 8 0 0 6 2 7 6 20 0 4 11 11 0 7 0
Shalgora 2 3 5 4 5 0 2 0 3 4 5 4 2 1 3 0 4 5 0
Tigonus 4 10 3 4 4 0 2 12 4 2 5 5 5 2 1 11 4 5 0
Totambu 10 23 11 16 24 0 19 0 16 14 11 8 21 6 18 14 16 12 0
Tulune 1 8 2 3 2 0 0 1 4 4 0 0 0 3 4 0 4 2 0
Urvaius 3 11 1 1 6 0 2 0 6 1 3 4 7 6 8 0 2 3 0
Wayrest 3 40 19 6 16 0 5 7 8 9 14 4 12 10 16 0 3 14 1
Wrothgarian Mountains 15 114 7 25 3 4 22 4 0 16 175 127 66 3 13 0 11 25 55
Ykalon 10 22 6 7 5 0 8 0 6 10 3 14 6 5 11 0 16 8 0
Total 127 774 192 273 236 49 163 104 161 190 387 366 206 161 265 115 144 223 96
4232

Dungeon Messages[edit]

Upon nearing a dungeon location or when the player exits a dungeon, they will see these possible messages which indicate the type of dungeon it is.

Note: These messages are only displayed for 2-3 seconds, making them difficult to read.

Dungeon Type Messages
Barbarian Stronghold A horse neighs in the distance. A sign warns "Trespassers Beware". An owl hoots softly nearby. Someone's been this way recently. You pass a smoldering campfire. You smell woodsmoke.
Cemetery/Forgotten Cemetery A crow caws in the distanct [sic]. A low, ghostly moan shivers by. Wagon ruts lead off a ways. White flowers litter the path. You smell fresh turned earth. You smell of freshly buried dead.
Coven A rune is scratched in the dirt. Blood soaks the earth here. You feel a vague sense of unease. You feel you are being watched. You pass a trampled circle in the dirt. You see movement in the underbrush.
Crypt A ghostly wail shatters the silence. An open grave yawns in your path. Broken potsherds crunch underfoot. You hear a distant unearthly moan. You notice a rank odor. You stumble over a fallen headstone.
Desecrated Temple A headless statue lies in the dust. A shattered statue rests here. Blocks of marble lie nearby. Vines cover jumbled stones here. You pass a row of fallen columns. You pass a toppled column.
Dragon's Den It is definitely getting warmer. Scorched bones are everywhere. The air seems warmer here. The ground is blackened by fire. The trees here are charred by fire. You pass a charred skeleton.
Giant Stronghold A huge bonfire smolders nearby. Footprints are everywhere. BIG footprints. Gnawed bones litter the ground. Huge footprints cross your path. Smoke rises in the distance. You pass several uprooted trees.
Harpy Nest Harpy droppings foul the ground. Harpy feathers are everywhere. Large feathers lie scattered about. The scent of carrion hangs in the air. You almost gag on a foul stench. You step over a half-eaten carcass.
Human Stronghold A bird calls nearby. Horses passed this way recently. Someone's cleared the underbrush here. The area looks inhabited. You cross a well-trod path. You pass a stack of firewood.
Laboratory A green haze makes your eyes burn. The ground here vibrates faintly. The ground vibrates underfoot. You notice a strong acrid odor. You notice an acrid odor. Your eyes suddenly sting.
Mine A deep pit almost blocks your path. Deep ruts score the ground here. Piles of dirt are everywhere. You clamber over piles of gravel. You detour around a gaping pit. You pass a heap of rising shovels.
Natural Cave A dank breeze ruffles your hair. A spring bubbles from the ground. A stream gurgles nearby. That almost looked like a path. That looks like a path. The air seems cooler here.
Orc Stronghold A harsh yell brings you up short. Orcs have trampled the ground here. Orc tracks cover the ground. Was that an Orcish sigil? You notice orc tracks. You smell orcs. Definitely orcs.
Prison A bell tolls in the distance. A bell tolls nearby. A despairing cry rings out. A rotting corpse hangs from a tree. Is that smoke in the distance? You trip over a broken Manacle.
Ruined Castle A loose paving stone nearly trips you. Paving stones ring underfoot. The path is flanked by toppled masonry. Vines cover piles of rubble. You pass a low stone wall. You pass overgrown fields.
Scorpion Nest A loud rustling startles you. Scorpion tracks crisscross the area. Something's been digging in the sand. Those look like scorpion tracks. What's the rustling sound? You pass a shallow sandy pit.
Spider Nest Even the insects have fallen silent. Hmm, no mosquitoes. Large spiders scuttle from your path. Spider webs hang from trees. You brush aside huge cobwebs. You push through a huge spiderweb.
Vampire Haunt A flock of ravens pass slowly overhead. A huge bat flaps slowly overhead. A strange silence envelopes you. A wolf howls not far away. Dry bones are littered everywhere. The air is still and oppressive.
Volcanic Caves A hot spring bubbles nearby. A path winds off among the boulders. Everything here is covered in ash. Steam rises from cracks in the earth. Stone outcroppings dot the area. You pass several lava boulders.

Dungeon Block Details[edit]

The majority of each of the models defined in BLOCKS.BSA appears to be defined in four variations: one flooded (denoted by W in the source material) and three dry (denoted N in the source material). One model (the double moats) has only two (flooded) variations because the moats are never dry. Three models (the stone arch bridge grotto, the tower of crossroads, and the checker board cellar room) never flood; they have only the usual three dry variations.

RDB Description
(Special) Main Quest Blocks
S0000000…006 Mantellan Crux
S0000020…022 Stronghold of Orsinium
S0000040…043 Palace Sentinel
S0000060…071 Shedungent
S0000080…082 Castle Wayrest
S0000100…101 Woodborne Hall
S0000120…121 Castle Llugwych
S0000140…141 Lysandus' Tomb
S0000160…161 Castle Daggerfall
S0000180…181 Direnni Tower
S0000200…205 Scourg Barrow
S0000999 Privateer's Hold
Mausoleum Blocks
M0000000…008 Cemetery
Border Blocks
B0000000…014 Border blocks
(Normal) Dry Blocks
N0000000 Big stairs
N0000001 Big stairs
N0000002 Big stairs w/ red brick teleporter, blocking statue
N0000003 Hollow pyramid, short lever opens trapdoor teleport
N0000004 Hollow pyramid, turnwheel in upper mini-maze, skull fountain teleport
N0000005 Hollow pyramid, trapdoor over teleport exit
N0000006 Two towers with catwalks
N0000007 Two towers with catwalks
N0000008 Two towers with catwalks
N0000009 Caves, arched ramp grotto
N0000010 Caves, arched ramp grotto, treasure pile moves stone
N0000011 Caves, arched ramp grotto
N0000012 The stone arch bridge grotto [1]
N0000013 The stone arch bridge grotto [1]
N0000014 The stone arch bridge grotto, root teleporters [1]
N0000015 Wooden suspension bridge grotto, torch moves wall
N0000016 Wooden suspension bridge grotto, opened wall
N0000017 Wooden suspension bridge grotto, torch moves wall, teleporter
N0000018 Room of tapestries, small surroundings, teleporting treasure pile/brazier
N0000019 Room of tapestries, large surroundings, brazier teleporter
N0000020 Room of tapestries, large surroundings, brazier teleporter
N0000021 Flying J: no unlocking brazier in the rafters
N0000022 Flying J with unlocking brazier in the rafters
N0000023 Flying J with unlocking brazier in the rafters
N0000024 Royal audience hall, stone catwalk
N0000025 Royal audience hall, stone catwalk
N0000026 Royal audience hall, stone catwalk
N0000027 Skull teleporter scenario
N0000028 Skull teleporter scenario
N0000029 Skull teleporter scenario
N0000030 Caves, stone in crossroad
N0000031 Caves, stone in crossroad
N0000032 Caves, stone in crossroad
N0000033 Basement eight door room
N0000034 Basement eight door room
N0000035 Basement eight door room
N0000036 Red brick teleporter maze
N0000037 Red brick teleporter maze
N0000038 Red brick teleporter maze
N0000039 The tower of crossroads [1]
N0000040 The tower of crossroads [1]
N0000041 The tower of crossroads [1]
N0000042 The cellar 12-columned/checker board room [1]
N0000043 The cellar 12-columned/checker board room [1]
N0000044 The cellar 12-columned/checker board room [1]
N0000045 One floor meander, (magic) locked room in basement, often w/ 3 levers
N0000046 One floor meander, (magic) locked room in basement, often w/ 3 levers
N0000047 One floor meander, (magic) locked room in basement, often w/ 3 levers
N0000048 Long attic zig-zag, foe inside packing crate
N0000049 Long attic zig-zag, foe inside packing crate
N0000050 Long attic zig-zag, foe inside packing crate
N0000051 Attic eight door room/three floor elevator
N0000052 Attic eight door room/three floor elevator
N0000053 Attic eight door room/three floor elevator
N0000054 Caged doorway
N0000055 Caged doorway
N0000056 Caged doorway
N0000057 Flying H, zig-zag shaft [2]
N0000058 Flying H, zig-zag shaft [2]
N0000059 Flying H, zig-zag shaft [2]
N0000060 Three U's, short elevator shaft in rafters
N0000061 Three U's, short elevator shaft in rafters
N0000062 Three U's, short elevator shaft in rafters
N0000063 Flying Y: stem is a ramp leading down
N0000064 Flying Y: stem is a ramp leading down
N0000065 Flying Y: stem is a ramp leading down
N0000066 Double spirals [3]
N0000067 Double spirals [3]
N0000068 Double spirals [3]
N0000069 Y in the rafters
N0000070 Y in the rafters
N0000071 Y in the rafters
N0000072 Rafter windowed corridors
N0000073 Rafter windowed corridors
N0000074 Rafter windowed corridors
N0000075 Rafter circle of rooms
N0000076 Rafter circle of rooms
N0000077 Rafter circle of rooms
N0000078 X/H ground floor
N0000079 X/H ground floor
N0000080 X/H ground floor
N0000081 Pig sty [4]
N0000082 Pig sty [4]
N0000083 Pig sty [4]
N0000084 Spaghetti maze
N0000085 Spaghetti maze
N0000086 Spaghetti maze
N0000087 Double ovals (gray stone sewers)
N0000088 Double ovals (gray stone sewers)
N0000089 Double ovals (gray stone sewers)
N0000090 Big barn [5]
N0000091 Big barn [5]
N0000092 Big barn [5]
(Wet) Flooded Blocks
W0000000 Flooded caves, stone in crossroad
W0000001 Flooded big stairs
W0000002 Flooded basement eight door room
W0000003 Flooded hollow pyramid
W0000004 Flooded red brick teleporter maze
W0000005 Flooded two towers
W0000006 The double moats/windowed corridor
W0000007 The double moats/windowed corridor
W0000008 Flooded caves, arched ramp grotto
W0000009 Flooded Y in the rafters
W0000010 Flooded rafter windowed corridors
W0000011 Flooded rafter circle of rooms
W0000012 Flooded X/H ground floor
W0000013 Flooded royal audience hall, stone catwalk
W0000014 Flooded flying H, zig-zag shaft [2]
W0000015 Flooded three U's, short elevator shaft in rafters
W0000016 Flooded flying Y: stem is a ramp leading down
W0000017 Flooded double spirals [3]
W0000018 Flooded flying J
W0000019 Flooded long attic zig-zag
W0000020 Flooded attic eight door room/three floor elevator
W0000021 Flooded caged door
W0000022 Flooded pig sty [4]
W0000023 Flooded wooden suspension bridge grotto
W0000024 Flooded one floor meander
W0000025 Flooded room of tapestries
W0000026 Flooded skull teleporter scenario
W0000027 Flooded spaghetti maze
W0000028 Flooded double ovals
W0000029 Flooded big barn

The gaps in sequence for the specials are perfectly normal. There are no special settings left unaccounted.

The specials usually provide a unique setting for the dungeon entrance and for the location of a quest object inside the dungeon. The rest of the interior is drawn from stock pieces in b*.rdb, n*.rdb, and w*.rdb. A couple, Privateer's Hold, Scourg Burrow and Shedungent, rework common settings with different treasure drops/foes.

Places[edit]

Castles[edit]

Dungeons[edit]

Ruins[edit]

Footnotes[edit]

  1. ^ a b c d e f g h i Never floods.
  2. ^ a b c d The pieces of the "H" are corridors, with the eastern arms ramping to upper levels, usually with a small room bridging the crosspiece of the "H".
  3. ^ a b c d Clockwise and anticlockwise square ramps winding around the perimeter of the block.
  4. ^ a b c d There always seems to be a caged pig in a connecting room in the lower levels of this straight forward block.
  5. ^ a b c The one with a high open area and a naked elevator platform that rises up through empty air to a single shaft in the roof. It also has a tricky combination of levers, turnwheels, shafts, and sliding walls to open a grate blocking access to the pinnacle rooms.