"Nyctolops" <nyctolops@[EMAIL PROTECTED]
> skrev i en
meddelelse
news:lormc1l5t2ejqtu8k2tsukg85mm1niisva@[EMAIL PROTECTED]
> On Tue, 05 Jul 2005 18:30:05 -0700, mserley
> <michaelserley@[EMAIL PROTECTED]
> wrote:
>
>>I moved on from the mage guild to the knights. I've
gotten 3 different
>>quests to go here and kill this. All 3 times, I
couldn't find the
>>entrance! When you fast travel, is there any
special trick to be sure
>>you can spot the mound the door is in? I thought
fast travel always
>>pointed you at it.
>
> Fast travel puts you in the area of the dungeon.
When a mound, or the
> ruins, or sometimes a tall thing that looks vaguely
treelike is not in
> immediate sight, I travel slowly forward, looking
all around trying to
> spot it. If I hear the music change, then I know I
have gone too far
> in that direction and head back, angling slightly
away from the way I
> came. This can be a real pain at night. Sometimes
when there are a
> bunch of ruined walls around, the entrance will be
in the center of a
> ruined tower, set into the ground. Other times it
will be a door in a
> wall. Sometimes it is a mound with a sort of
cavelike entrance.
>
>>And are graveyards different? I've had a quest or
two that sent me to a
>>tower, and I found something like a small castle,
or a much smaller
>>version of a walled town. Finding the dungeon
entrance in those is fun.
>>Are graveyards at all like that, with a good
****tion (or all?) of it
>>above ground, or are all dungeons underground, with
one of those area
>>loading doors to find and go through?
>
> Graveyards usually have a largish tomb with a door
in it as the
> entrance. All the dungeons appear to be
underground, even those with
> doors in the walls that you have to go up stairs to
find. The
> entrance is always a door or a cavelike entrance in
a mound.
> --
> Nyctolops
same advise from me. You are placed right in front of
the
entrance, although not always within sight of it.
Travel straight ahead, but slowly, and look for
cave-doors or
mounds
merlin


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