Getting through any single catacomb or castle in this old game was its own massive accomplishment. You needed to prepare properly, place a teleport marker at the outset, and then mentally track a three-dimensional model of where you'd been otherwise you'd end up literally going in circles.
Unfortunately the video above has no original audio, it's been dubbed with some potentially jarring music, but its an excellent example of the extreme navigation tribulation of Daggerfall's dungeons. Also some things to note (besides the dated graphics):
- Secret doors blend in with wall surroundings so he checks "empty" rooms on his map to see if they have hidden exits. I think the developers left the textures "screwed up" because it has the effect of poor camouflage.
- Enemies generally cause two sounds: when they're yelling/roaring/screeching and when they're opening creaky doors. The latter can get even creepier when done by humanoids like the robbers here which don't otherwise make any noise.
- Resting improves your skills as well as levels you. This means you can't raise one without the other, a trick you can otherwise use in Oblivion to keep the enemies low-level.
- Doors can be smashed open with a weapon if you fail to lockpick them! This is one of the coolest things I haven't seen in a long time. One caveat for would-be thieves: guards notice if you beat open house doors to rob them.
- The quest and the dungeon are generated based on pre-existing pieces fit together. Sometimes this results in super-easy tasks and other times it literally means impossibilities due to bugs in the game.
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