The Elder Scrolls: Redguard’s Hidden Anti-Creep Easter Egg
The Elder Scrolls series is famous for sprawling worlds, obscure lore, and secrets that linger for years. Yet even by its standards, a recently uncovered surprise in The Elder Scrolls Adventures: Redguard stands out: an anti-creep Easter egg quietly tucked into a 1998 spin-off, waiting nearly three decades to be found.
In an era long before modern conversations about harassment in games became mainstream, someone at Bethesda anticipated a particular kind of behavior—players trying to angle the camera under a female character’s skirt—and chose to meet it with a playful, unmistakable response. What they left behind is both a joke and a boundary, rediscovered thanks to modern fan projects and archival work.
How a 28-Year-Old Secret Finally Came to Light
The rediscovery of this Easter egg did not come from a remaster or an official anniversary release. Instead, it emerged from the dedicated efforts of fans working to keep an obscure Elder Scrolls title alive.
- Game in question: The Elder Scrolls Adventures: Redguard, released in 1998 for PC.
- Context: A third-person, action-adventure spin-off focused on a single protagonist, not a typical open-world RPG.
- Revival project: A modern fan-led port of the game to the Unity engine—often referred to as a Redguard Unity project—designed to improve compatibility, performance, and accessibility on contemporary PCs.
While testing and dissecting the game’s 3D models and camera behavior, fans discovered that attempting to tilt the camera under the skirt of a female character doesn’t reveal the expected low-polygon anatomy. Instead, players are greeted by a dark void and a brightly colored smiley face positioned where the voyeuristic shot would be.
The moment was amplified when a prominent Elder Scrolls fan resource shared screenshots on social media, calling it one of the longest-hidden secrets in the series. From there, the story spread quickly through gaming news outlets and social channels, reintroducing Redguard to people who may never have heard of it.
What Exactly Happens If You Try to Peek?
Mechanically, there’s nothing complex about this Easter egg, but its execution is clever and unmistakable. When the camera is pushed into the space under a woman’s skirt in Redguard, the game appears to do the following:
- Render a dark, featureless void instead of body geometry.
- Overlay or attach a bright yellow smiley face texture between the character’s legs.
- Ensure that from any upskirt angle, the smiley face is what dominates the frame.
The effect is disorienting, humorous, and a little scolding. The expression on the face—simple, blocky, but oddly judgmental—turns the gaze back on the player. It’s as if the game is saying: “We know what you’re trying to do, and we’re not going to indulge you.”
Why This Feels So Different from Typical Fanservice
Many late-90s and early-2000s titles treated voyeuristic camera tricks as a kind of reward for players. Some games:
- Allowed free camera movement specifically to enable suggestive angles.
- Included hidden jokes or dialogue that acknowledged upskirt peeking as a playful secret.
- Occasionally even attached achievements or collectibles to such behavior in later generations.
Redguard flips that script. The player’s action is recognized, but instead of being rewarded with titillation, they are met with a visual gag that undercuts the entire attempt. In a medium where women’s bodies have often been treated as incentives, this tiny design decision reads as unexpectedly progressive for its time.
Redguard’s Place in Elder Scrolls History
To understand why this Easter egg feels like such an odd artifact, it helps to situate Redguard within the broader Elder Scrolls timeline.
| Game | Release Year | Key Traits |
|---|---|---|
| The Elder Scrolls: Arena | 1994 | First series entry, open-world RPG roots |
| The Elder Scrolls II: Daggerfall | 1996 | Huge world, deep systems, first-person view |
| The Elder Scrolls Adventures: Redguard | 1998 | Third-person, action-adventure spin-off, fixed protagonist |
| The Elder Scrolls III: Morrowind | 2002 | 3D open world, modern series identity takes shape |
Unlike the mainline games, Redguard focused on a single hero, Cyrus, exploring the island of Stros M’Kai from a third-person perspective. That camera change is crucial. With an external view of characters and more detailed models for the time, the developers had to contend more directly with how players might manipulate angles around NPCs.
In hindsight, the smiley-face Easter egg looks like a specific response to that third-person camera shift—one that anticipates objectifying play and tries to deflate it with humor rather than silence or exploitation.
Humor as a Boundary: Why This Matters
On its own, a hidden texture under a skirt might sound like a throwaway joke. But the discovery taps into bigger questions about how games handle gender, bodies, and harassment, both then and now.
Early Recognition of Creepy Player Behavior
Game developers have long known that players will test the limits of any system, often in ways that are sexualized or voyeuristic when human characters are involved. Academic work on game cultures has documented how in-game harassment and objectification mirror real-world patterns, particularly affecting women and marginalized players.1,2
By preemptively mocking voyeuristic camera use, the Redguard team implicitly acknowledges that such behavior is expected—but not endorsed. Instead of ignoring it, the game responds with a visual joke that denies sexual content while drawing attention to the player’s intent.
Not Quite a Safety System, But a Signal
Modern safety and anti-harassment efforts in games focus on:
- Stronger reporting tools and automatic moderation.
- Clear codes of conduct and enforcement in online spaces.
- Inclusive design practices that reduce opportunities for abuse.
This Easter egg isn’t a safety system in that formal sense—it doesn’t protect real players from one another—but it does function as a micro-boundary. It’s a moment where the game sets a line and, crucially, uses tone to communicate that line. Rather than scolding the player with text, it deploys a goofy but unmistakably judgmental symbol.
Why Did the Secret Stay Hidden So Long?
For a secret to last almost three decades in a franchise as scrutinized as The Elder Scrolls, several factors had to coincide.
1. Redguard’s Relative Obscurity
Redguard was never as widely played or reissued as Morrowind, Oblivion, or Skyrim. It launched on PC in the late 90s, and while it developed a cult following, it didn’t define the series identity. Fewer players, fewer modders, and fewer retrospectives meant fewer eyes on every inch of its geometry.
2. Technical and Hardware Limitations
At the time of release, players would have encountered the game on CRT monitors, lower resolutions, and less flexible control setups. Nudging the camera into just the right spot under a character’s skirt may not have been intuitive or even possible for most players. Modern ports and projects that unlock higher resolutions, free cameras, or debugging tools make it much easier to explore geometry in ways the original hardware discouraged.
3. Lack of Datamining Culture in the 90s
Today, the release of a major game is often accompanied by immediate datamining: players dig through files to find hidden models, textures, or text strings. In the late 90s, that culture was much less developed, and tools for unpacking and navigating proprietary formats were harder to use. A hidden smiley face texture, buried in a model only visible from an odd angle, had a realistic chance of remaining unnoticed for years.
From Joke Texture to Cultural Commentary
What makes this rediscovery resonate isn’t just nostalgia; it’s the way it intersects with ongoing discussions about harassment and sexism in gaming spaces. Organizations and researchers have documented how common gendered abuse and sexual objectification remain in online games.1,3 While Redguard can’t solve those structural problems, its Easter egg feels like a tiny historical data point showing that some developers were already thinking about these dynamics.
Design as Expression of Values
Even small visual gags embed values. In this case, the smiley face communicates several things at once:
- Consent matters: NPCs are not there to be unwillingly objectified, even if they’re digital.
- The devs are watching: The joke breaks the illusion of a neutral system and reminds players of human creators behind the scenes.
- Playful doesn’t mean permissive: Humor can draw a boundary without turning the experience into a scolding lecture.
As game studios increasingly incorporate ethics and inclusivity into design frameworks, this kind of micro-decision becomes part of the historical lineage of values expressed through mechanics and visual choices.
What Modern Developers Can Learn from Redguard’s Easter Egg
While no studio should rely on hidden jokes as their primary anti-harassment strategy, Redguard suggests a few principles that remain relevant today.
1. Anticipate Edge-Case Player Behavior
Players will push cameras, systems, and social mechanics to their extremes. Designing with that in mind allows teams to:
- Remove or de-emphasize exploitative angles and features.
- Redirect potentially harmful play into harmless, self-aware jokes.
- Embed subtle feedback that discourages boundary-crossing behavior.
2. Use Humor Carefully and Intentionally
Humor can be an effective tool to:
- Defuse tension around taboo areas without normalizing harmful actions.
- Signal the creators’ stance on certain behaviors.
- Make boundaries feel like part of the game’s personality, not an external restriction.
However, humor that mocks victims or trivializes harassment is counterproductive. Redguard aims its joke squarely at the would-be voyeur, not the character being objectified, which is a much healthier direction.
3. Treat NPCs as More Than Visual Rewards
When characters are designed primarily as scenery or fanservice, it reinforces norms that carry over into how players treat one another. Systems that instead emphasize agency, competence, and interiority—through dialogue, quest roles, or even tiny details like this Easter egg—create a different baseline for interaction.
FAQs About Redguard’s Anti-Creep Easter Egg
Is this Easter egg officially confirmed by Bethesda?
As of now, the discovery has been surfaced and verified by fans working on modern ports and by communities that specialize in Elder Scrolls documentation. Even without a new statement from Bethesda, the in-game behavior is directly observable in running builds of Redguard, which is usually enough to treat it as a genuine developer-placed secret.
Does this Easter egg appear in other Elder Scrolls games?
No similar anti-upskirt gag has been widely documented in the mainline Elder Scrolls titles. Later games generally offer more limited third-person camera control around NPCs, and fan documentation has not uncovered a comparable feature in Morrowind, Oblivion, or Skyrim.
Can I see this secret in the original 1998 release?
Yes, the Easter egg appears to be part of the original content, not something added later. However, it is much easier to access and document using modern ports or tools that allow flexible camera control and high resolutions. Playing on original-era hardware or configurations may make it more difficult to reproduce.
Is this meant as a serious anti-harassment mechanism?
It’s best understood as a small, symbolic gesture rather than a robust safety feature. The smiley face doesn’t stop players from behaving badly toward real people, but it does show that the developers recognized a specific type of creepy behavior and chose to undermine it rather than reward it.
Why are people excited about such a small secret?
The excitement comes from a combination of factors: the sheer length of time it remained hidden, the game’s niche status, the unusual nature of the Easter egg, and the way it accidentally intersects with today’s discussions about harassment, objectification, and design ethics. It’s rare for a nearly 30-year-old texture joke to feel unexpectedly modern in its implications.
A Tiny Face, a Long Shadow
In a library of Elder Scrolls secrets filled with god-kings, hidden quests, and cryptic lore, a yellow smiley face under a skirt may seem trivial. Yet its rediscovery has sparked reflection about how old games quietly grappled with issues that are still pressing today. It reminds us that design decisions—no matter how small—can express values, anticipate harmful patterns, and gently push players toward more respectful behavior.
For fans, it’s also a testament to the value of preservation and fan-driven projects. Without community efforts to port, document, and re-examine forgotten titles like Redguard, details like this would simply vanish into abandonware obscurity. Instead, they resurface, offering new ways to see old games—and ourselves—more clearly.
References
- Gaming harassment, sexism, and online groping: comparing online and offline experiences of sexual harassment among women gamers — Gray, Kishonna L. Feminist Media Studies. 2017-03-21. https://doi.org/10.1080/14680777.2017.1308418
- Disrupted: How Violence in Virtual Worlds Shapes Real-World Harassment — Anti-Defamation League (ADL) Center on Extremism. 2022-11-10. https://www.adl.org/resources/report/disrupted-how-violence-virtual-worlds-shapes-real-world-harassment
- Violence and Harassment in the World of Work: A Global First Survey — International Labour Organization (ILO), Lloyd’s Register Foundation, and Gallup. 2022-11-29. https://www.ilo.org/global/publications/books/WCMS_863406
- Designing Inclusive Games — Xbox Game Developer Guidance, Microsoft. 2023-05-12. https://learn.microsoft.com/en-us/gaming/accessibility/fundamentals/inclusive-design
- Ethical Considerations in the Design of Virtual Worlds — Sicart, Miguel. Philosophy & Technology. 2010-07-15. https://doi.org/10.1007/s13347-010-0003-2

