Privateer's Hold

Your ship encounters a storm at sea and you are shipwrecked on a deserted beach. You somehow find your way to the nearest available shelter, and awaken in a chamber with a small fire burning nearby.

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The archer in the antechamber of the throne room is easy to defeat, just stay on the other side
of the U-shaped table, and run in to strike then dodge back to avoid being struck.

You must now find your way out of the ruins of this abandoned fortress and travel to Daggerfall. First find the large chamber with a set of stairs leading up to a throne. Here you will encounter a skeleton, probably your most dangerous enemy in this first maze.

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The skeleton in the first maze is probably the most dangerous enemy. A good strategy
is to strike and retreat and if necessary, run away to heal and return to finish him off.
There is also a door to the left of the main stairs which can take you around the area where the skeleton awaits.

Stand on the platform next to the throne and pull the lever to the left. This will cause the throne and the platform on which it rests to rise to the level of a balcony overlooking the throne room. Go up the ramp to your right until you come to a door on the right side of the hallway and open it. There are rats and an imp inside which must be dispatched. The imp casts a powerful spell at you, and you must kill it as soon as possible. The exit from this room is black, and there is a skull at the bottom. Click on the exit and you will find yourself standing outside in a wintery landscape. Now the wisest course of action is to travel to the City of Daggerfall, in the Country of Daggerfall. If you have found enough gold in your exploration of the fortress, then you will be able to take a ship to Daggerfall, and stay at inns along the way. Travel "cautiously" when possible, otherwise you may arrive at a town after the gates have been closed and have to climb the town walls to get in.

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Daggerfall at last!

Joining one of the Guilds in Daggerfall is the best way to start - if one of your major skills is in magic, joining the Mages Guild is a smart move. Later on when you rise high enough in the Guild you will be allowed to Teleport instantly to any destination. The two most important spells to buy are "Heal" and "Recall". The Recall spell allows you to set an "anchor" and then teleport back to it instantly from any location, such as deep within the bowels of one of the many HUGE mazes in this world.

After you have joined a Guild, ask for quests to build up your character's skill and level. You may refuse any quest from your Guildmasters and will not be penalized. Do NOT refuse quests from Royalty, as these are sometimes essential quests, and turning them down may make it impossible to complete the game. The major quests will only be given when you reach a pre-determined minimum level, and you will usually receive a message asking you to come and see one of the nobility when you have reached that level and completed any prerequisite quests.


The Adventure Begins
Privateer's Hold
Meeting with Lady Brisienna
Morgiah's Wedding
The Beast
Concern For Nulfaga
The Missing Prince
Mynisera's Letters
The Emperor's Courier
Orcish Emancipation
Soul of a Lich
Painting the Truth
Medora's Freedom
The Ancient Watcher
The Dust of Restful Death
Lysandus' Revelation
Lysandus' Revenge
Totem, Totem, Who Gets the Totem?
Journey to Aetherius

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