Follow TV Tropes

Following

History NightmareFuel / TheElderScrollsIIDaggerfall

Go To

OR

Is there an issue? Send a MessageReason:
None


[-[[caption-width-right:332:[[VideoGame/TheElderScrollsVSkyrim "Don't like those eyes you got. There's a bad hunger to them.]]"]]]]-]

to:

[-[[caption-width-right:332:[[VideoGame/TheElderScrollsVSkyrim "Don't like those eyes you got. There's a bad hunger to them.]]"]]]]-]]]"]]-]
Is there an issue? Send a MessageReason:
None


[-[[caption-width-right:332:Don't like those eyes you got. There's a bad hunger to them.]]-]

to:

[-[[caption-width-right:332:Don't [-[[caption-width-right:332:[[VideoGame/TheElderScrollsVSkyrim "Don't like those eyes you got. There's a bad hunger to them.]]-]]]"]]]]-]



* Dungeons in the first game were dark, dangerous, often large labyrinths populated with enemies that'd mopped the floor with ill-prepared adventurers. They're much the same in this game, only much larger and complex. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of angry monsters echoing through the cavern. Somewhat sadistic on the developers part that, even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons are actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.

to:

* Dungeons in the first game were dark, dangerous, often large labyrinths populated with enemies that'd mopped the floor with ill-prepared adventurers. They're much the same in this game, only much ''much'' larger and complex. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of angry monsters echoing through the cavern. Somewhat sadistic on the developers part that, even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons are actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.
Is there an issue? Send a MessageReason:
None


* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing echoing through the cavern. Somewhat sadistic on the developers part that, even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons are actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.

to:

* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you.first game were dark, dangerous, often large labyrinths populated with enemies that'd mopped the floor with ill-prepared adventurers. They're much the same in this game, only much larger and complex. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing monsters echoing through the cavern. Somewhat sadistic on the developers part that, even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons are actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.



** The water segments, good GOD, the water segments. Dark, stygian mazes of subterranean caverns home to Dreughs and Slaughterfish. Worst part, swimming is a very class dependent feature, meaning only agile players could effectively work as good swimmers. Of course, it doesn't help that you'll find very difficult zombies which can kill low-level players easily.

to:

** The water segments, segments -- good GOD, the water segments. Dark, stygian mazes of subterranean caverns home to Dreughs and Slaughterfish. Worst part, swimming part? Swimming is a very class dependent feature, meaning only agile players could effectively work as good swimmers. Of course, it doesn't help that you'll find very difficult zombies which can kill low-level players easily.



* A lot of the non-dungeon game music, especially the night tracks (Night Track 7) can be pretty unnerving.

to:

* A lot of the non-dungeon game music, especially the night tracks (Night Track 7) #7) can be pretty unnerving.
Is there an issue? Send a MessageReason:
None


[-[[caption-width-right:332:I don't like those eyes you got, there's a bad hunger to them.]]-]

to:

[-[[caption-width-right:332:I don't [-[[caption-width-right:332:Don't like those eyes you got, there's got. There's a bad hunger to them.]]-]

Added: 107

Removed: 107

Is there an issue? Send a MessageReason:
None


* A lot of the non-dungeon game music, especially the night tracks (Night Track 7) can be pretty unnerving.


Added DiffLines:

* A lot of the non-dungeon game music, especially the night tracks (Night Track 7) can be pretty unnerving.

Added: 565

Changed: 1996

Is there an issue? Send a MessageReason:
None


** Some of the dungeon layouts can be... strange. Be it where you walk into a room and see a bunch of candles with coffins all lined up on the walls. Or an empty room with a floating candle that teleports you into a room full of enemies. And then you have the dungeons with random viscera, like hanging skeletons or rotting corpses of prisoners. It begs the question what's actually going on inside. The settings of the dungeons (i.e, the ruins of a farmstead that happens to have a massive labyrinth system beneath it)make it feel like you're exploring the base of a cult or something eldritch.
** Not only that, but the ambient tracks make things a whole lot worse, as you're walking randomly through the dark caves of a dungeon to randomly find a monster just pop out of nowhere with ominous strings in the background.
** The water segments, good GOD, the water segments. Dark, eldritch mazes of subterranean caverns home to mysterious beasts and slaughterfish. Worst part, swimming is a very class dependent feature, meaning only agile players could effectively work as good swimmers.
* What was worse was all the undead in the capital. They weren't scary looking, but their color made them almost impossible to see at night, when they came out. So you would begin taking damage and not know what it was.

to:

** Some of the dungeon layouts can be... strange. Be it where you walk into a room and see a bunch of candles with coffins all lined up on the walls. Or an empty room with a floating candle that teleports you into a room full of enemies. And then you have the dungeons with random viscera, like hanging skeletons or rotting corpses of prisoners. It begs the question what's actually going on inside. inside such a massive area. The settings of the dungeons make little sense, (i.e, the ruins of a farmstead that happens just happen to have a massive labyrinth system beneath it)make it) making it feel like you're exploring the base of a cult or something eldritch.
** Not only that, but
unnatural.
*** Speaking of unnatural viscera, some of
the ambient tracks make things a whole lot worse, as you're walking randomly through torture devices you'll find within the dark caves castle setpieces of a dungeon to randomly find can make a monster just pop out of nowhere medieval-era torturer shudder with ominous strings fear, given that they look far worse than anything used in real life.
** A large number of
the background.
dungeon tracks (depending on your sound card) sound very unnerving. Many of them range from paranoia inducing horror-movie tracks to sparse drum tracks which can get you on edge. Doesn't help that a large number of the unused tracks (Which you have a good chance of hearing if you're playing Daggerfall Unity) are quite ominous.
** The water segments, good GOD, the water segments. Dark, eldritch stygian mazes of subterranean caverns home to mysterious beasts Dreughs and slaughterfish.Slaughterfish. Worst part, swimming is a very class dependent feature, meaning only agile players could effectively work as good swimmers. Of course, it doesn't help that you'll find very difficult zombies which can kill low-level players easily.
* You can end up glitching through the void from a dungeon if you try too hard, which will make you plunge into a dark abyss with no chance but to reload your save.

* What was worse was all the The undead in the capital. They weren't scary looking, but their color made them almost impossible to see at night, when they came out. So you would begin taking damage and not know what it was.



* A lot of the monster noises are very scary. Especially the undead ones and the ones you will recognize as DemonicSpiders.
** The noise the skeletons make; it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time?
* A lot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness.

to:

* A lot of the monster noises are very scary. Especially the undead ones and the ones you will recognize as DemonicSpiders.
DemonicSpiders. The Nymphs make a high-pitched female laugh which can be unexpected on your first encounter.
** The noise the skeletons make; it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time?
time? You'll crap your pants.
* A lot of the non-dungeon game music is also creepy in their own right. Many of the dungeon tracks as well as music, especially the night ones tend to evoke a sense of dread and loneliness.tracks (Night Track 7) can be pretty unnerving.



** And then of course, opening a random door within a dungeon only to get assaulted by an extremely loud bear or tiger, which just happens to be there. It gets worse when you find a zombie or an atronarch.




to:

** A few of the temple quests where you have to investigate a potential prophet has your lead throughout the questline being murdered in a particularly gruesome way, with the prophet threatening to do the same to anyone who ends up crossing their path. It can also end up being a question of whether the temple you're working for is just looking to get rid of the prophet for being a heretic, or if they're hiding something...
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** The noise the skeletons make; it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time? *Shudder*

to:

** The noise the skeletons make; it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time? *Shudder*time?
Is there an issue? Send a MessageReason:
None


* Alot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness.

to:

* Alot A lot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness.
Willbyr MOD

Added: 193

Changed: 2

Is there an issue? Send a MessageReason:
None



to:

%%
%% Image selected per above IP thread. Please do not replace or remove without discussion in the Caption Repair thread:
%% https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900
%%
Willbyr MOD

Added: 192

Changed: 249

Is there an issue? Send a MessageReason:
None


[[quoteright:339:https://static.tvtropes.org/pmwiki/pub/images/daggerfall.jpg]]
[[caption-width-right:339:TakeOurWordForIt, the cover art isn't even the scariest part.]]

to:

[[quoteright:339:https://static.%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1563398222099438300
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:332:https://static.
tvtropes.org/pmwiki/pub/images/daggerfall.org/pmwiki/pub/images/daggerfall_nightmare_fuel.jpg]]
[[caption-width-right:339:TakeOurWordForIt, the cover art isn't even the scariest part.]]\n[-[[caption-width-right:332:I don't like those eyes you got, there's a bad hunger to them.]]-]



* One of the Temple Quests you can get is exorcising a kid possessed by a demon. You're supposed to visit the kid in the house; he says very disturbing cryptic words about the demon. So you have to go back to the person who issued the quest and mention that. Then you get a lead about a man who knows about demons and will give you a ceremonial item that will draw the demon away from the kid and will appear somewhere in the house which you have to kill. If you get a wrong lead and don't get to the man fast enough, the kid's mother gets impatient and flees the town with her demonic hellchild. If you experienced that, it's a very heavy guilt that just 24 hours earlier you could have saved everyone.

to:

* One of the Temple Quests you can get is exorcising a kid possessed by a demon. You're supposed to visit the kid in the house; he says very disturbing cryptic words about the demon. So you have to go back to the person who issued the quest and mention that. Then you get a lead about a man who knows about demons and will give you a ceremonial item that will draw the demon away from the kid and will appear somewhere in the house which you have to kill. If you get a wrong lead and don't get to the man fast enough, the kid's mother gets impatient and flees the town with her demonic hellchild. If you experienced that, it's a very heavy guilt that just 24 hours earlier you could have saved everyone.everyone.

----

Added: 595

Changed: 56

Is there an issue? Send a MessageReason:
None


** Some of the dungeon layouts can be... strange. Be it where you walk into a room and see a bunch of candles with coffins all lined up on the walls. Or an empty room with a floating candle that teleports you into a room full of enemies. And then you have the dungeons with random viscera, like hanging skeletons or rotting corpses of prisoners. It begs the question what's actually going on inside. The settings of the dungeons (i.e, the ruins of a farmstead that happens to have a massive labyrinth system beneath it)make it feel like you're exploring the base of a cult or something eldritch.



** Alot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness. Doesn't help when the ambiance is also unsettling too.

to:

** * Alot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness. Doesn't help when the ambiance is also unsettling too.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**Not only that, but the ambient tracks make things a whole lot worse, as you're walking randomly through the dark caves of a dungeon to randomly find a monster just pop out of nowhere with ominous strings in the background.
**The water segments, good GOD, the water segments. Dark, eldritch mazes of subterranean caverns home to mysterious beasts and slaughterfish. Worst part, swimming is a very class dependent feature, meaning only agile players could effectively work as good swimmers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Alot of the game music is also creepy in their own right. Many of the dungeon tracks as well as the night ones tend to evoke a sense of dread and loneliness. Doesn't help when the ambiance is also unsettling too.
Is there an issue? Send a MessageReason:
None


* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing echoing through the cavern. Somewhat sadist on the developers part, that even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons area actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.

to:

* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing echoing through the cavern. Somewhat sadist sadistic on the developers part, that part that, even if you clear the entire dungeon of monsters, you'll still hear them. If you step out into the void using bugs, you'll see why; even the smallest dungeons area are actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.



** Not just that, but chances are if you fast travel to Daggerfall and arrive at night. The ghosts will stalk you outside of the gates and you can't fast travel out of there, so your only chances are either running away out of range, or hoping the gates aren't closed so you can escape into an inn.

to:

** Not just that, but chances are if you fast travel to Daggerfall and arrive at night. The night, the ghosts will stalk you outside of the gates and gates. And you can't fast travel out of there, so your only chances are either running away out of range, or hoping the gates aren't closed so you can escape into an inn.



** The noise the skeletons make, it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time. *Shudder*

to:

** The noise the skeletons make, make; it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time. time? *Shudder*



* One of the Temple Quests you can get is exorcising a kid possessed by a demon. You're supposed to visit the kid in the house, he says very disturbing cryptic words about the demon. So you have to go back to the person who issued the quest and mention that. Then you get a lead about a man who knows about demon and will give you a ceremonial item that will draw the demon away from the kid and will appear somewhere in the house which you have to kill. If you get a wrong lead and don't get to the man fast enough, the kid's mother gets impatient and flees the town with her demonic hellchild. If you experienced that, it's a very heavy guilt that just 24 hours earlier you could have saved everyone.

to:

* One of the Temple Quests you can get is exorcising a kid possessed by a demon. You're supposed to visit the kid in the house, house; he says very disturbing cryptic words about the demon. So you have to go back to the person who issued the quest and mention that. Then you get a lead about a man who knows about demon demons and will give you a ceremonial item that will draw the demon away from the kid and will appear somewhere in the house which you have to kill. If you get a wrong lead and don't get to the man fast enough, the kid's mother gets impatient and flees the town with her demonic hellchild. If you experienced that, it's a very heavy guilt that just 24 hours earlier you could have saved everyone.
Is there an issue? Send a MessageReason:
Trope correction


[[caption-width-right:339:TakeOurWordForIt, the cover art isn't even the scariest part.]]]]

to:

[[caption-width-right:339:TakeOurWordForIt, the cover art isn't even the scariest part.]]]]
]]
Is there an issue? Send a MessageReason:
Trope correction


[[caption-width-right:339:[[TakeOurWordForIt, the cover art isn't the scariest part.]]]]

to:

[[caption-width-right:339:[[TakeOurWordForIt, [[caption-width-right:339:TakeOurWordForIt, the cover art isn't even the scariest part.]]]]
Is there an issue? Send a MessageReason:
Additional image

Added DiffLines:

[[quoteright:339:http://static.tvtropes.org/pmwiki/pub/images/daggerfall.jpg]]
[[caption-width-right:339:[[TakeOurWordForIt, the cover art isn't the scariest part.]]]]
Is there an issue? Send a MessageReason:
None


* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing echoing through the cavern. Somewhat sadist on the developers part, that even if you clear the entire dungeon of monsters, you'll still hear them. (Proven with the crypts in the graveyards which are barely house sized and have no more than 4-5 enemies each time).

to:

* Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can hear are the screams of a very angry undead thing echoing through the cavern. Somewhat sadist on the developers part, that even if you clear the entire dungeon of monsters, you'll still hear them. (Proven with If you step out into the crypts in void using bugs, you'll see why; even the graveyards which are barely house sized and have no more than 4-5 enemies each time).smallest dungeons area actually part of bizarre non-euclidean horrors of twisted passages that go on forever in all directions. Smaller dungeons just aren't connected to the larger infinite superstructure.
Is there an issue? Send a MessageReason:
Added example about when the ghosts decide not to play by the rules. And they said Amnesia was scary...

Added DiffLines:

** Daggerfall being the buggy game that it is, the ghosts won't necessarily wait until you're in the streets of Daggerfall to set upon you. As scary as they are when you're expecting them, they can approach BringMyBrownPants territory if they show up when you ''aren't''. Woe especially betide you if the game decides to unleash them while you're spending too long in the tutorial dungeon; depending on your starting kit, you may be [[HopelessBossFight completely incapable of defending yourself]] and get to watch the game flirt with SurvivalHorror as you sprint for the exit in a blind, desperate panic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Not just that, but chances are if you fast travel to Daggerfall and arrive at night. The ghosts will stalk you outside of the gates and you can't fast travel out of there, so your only chances are either running away out of range, or hoping the gates aren't closed so you can escape into an inn.
Is there an issue? Send a MessageReason:
None


"Vengeance!!!!" (You know it's coming, and boy is it creepy).

to:

--> "Vengeance!!!!" (You know it's coming, and boy is it creepy).

Added: 1320

Changed: 1192

Is there an issue? Send a MessageReason:
I found this in the Nightmare Fuel page in The Elder Scrolls secion. I might as well add them here.


* The dungeons, especially those containing undead, can be really creepy and scary when crawling around in a dimly lit dungeon with scary music and howls.
** You know the [[DemonicSpiders Ancient Vampire]] noise, right? It's actually a well-used [[http://www.pond5.com/sound-effect/8910388/animal-bobcat-growl.html bobcat stock growl]]. Good luck ever hearing that sound without feeling even remotely unsettled.

to:

* The dungeons, especially those containing undead, Dungeons in Daggerfall are worse than all the Sixth House Bases Morrowind could throw at you. You're completely lost. It's past the deadline for whatever quest you went there to do. You never did find that quest item you went there to find. All you want is to find something that looks familiar and hopefully get out this damn maze. Every single door you open creaks, and all you can be really creepy and scary when crawling around in hear are the screams of a dimly lit very angry undead thing echoing through the cavern. Somewhat sadist on the developers part, that even if you clear the entire dungeon of monsters, you'll still hear them. (Proven with the crypts in the graveyards which are barely house sized and have no more than 4-5 enemies each time).
* What was worse was all the undead in the capital. They weren't
scary music looking, but their color made them almost impossible to see at night, when they came out. So you would begin taking damage and howls.
not know what it was.
"Vengeance!!!!" (You know it's coming, and boy is it creepy).
* A lot of the monster noises are very scary. Especially the undead ones and the ones you will recognize as DemonicSpiders.
** The noise the skeletons make, it's a high pitched screech. You get used to it over time to the point where it's not creepy at all, but hearing it for the first time. *Shudder*
** You know the [[DemonicSpiders Ancient Vampire]] noise, right? It's actually a well-used [[http://www.pond5.com/sound-effect/8910388/animal-bobcat-growl.html bobcat stock growl]]. Good luck ever hearing that sound without feeling even remotely unsettled.unsettled.
* One of the Temple Quests you can get is exorcising a kid possessed by a demon. You're supposed to visit the kid in the house, he says very disturbing cryptic words about the demon. So you have to go back to the person who issued the quest and mention that. Then you get a lead about a man who knows about demon and will give you a ceremonial item that will draw the demon away from the kid and will appear somewhere in the house which you have to kill. If you get a wrong lead and don't get to the man fast enough, the kid's mother gets impatient and flees the town with her demonic hellchild. If you experienced that, it's a very heavy guilt that just 24 hours earlier you could have saved everyone.
Is there an issue? Send a MessageReason:
None


* The dungeons, especially those containing undead, can be really creepy and scary when crawling around in a dimly lit dungeon with scary music and howls.

to:

* The dungeons, especially those containing undead, can be really creepy and scary when crawling around in a dimly lit dungeon with scary music and howls.howls.
** You know the [[DemonicSpiders Ancient Vampire]] noise, right? It's actually a well-used [[http://www.pond5.com/sound-effect/8910388/animal-bobcat-growl.html bobcat stock growl]]. Good luck ever hearing that sound without feeling even remotely unsettled.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The dungeons, especially those containing undead, can be really creepy and scary when crawling around in a dimly lit dungeon with scary music and howls.

Top