Saturday, April 4, 2026

Star Trail: The Cruelest Month

Jewel of the Nile (1985) did it first, jackass.
        
It helps to know that although this entry will go live on 4 April, it represents a session that I played three days earlier. 
     
When I left Tjolmar, I was determined to reach Tiefhusen by going south via the westernmost path, the same way I had reached Tjolmar by going west via the northernmost path. It went fine. We soon reached Norhus, a menu town with an inn and a ferry service going down the river. We chose to stay on foot. Forest gnomes continued to ambush us periodically, and one night, there were two of them instead of one, and they didn't flee after attacking. We reluctantly killed them. When I reloaded later, this didn't happen again, and I was glad. By the way, Titus told me why this happens, but I'd rather deal with them than constantly have to equip and unequip Gnomon's axe. When forest gnomes don't attack at night, sometimes orcs do.
       
Negotiating to cross a river.
      
Continuing to follow the river, we came to Hilvalla, another menu town with a ferry. Here, we crossed the river to the west and followed a road going west into some mountains. The path ended at a T-junction on the far western edge of the game map. We went north.
   
"There's a strange smell in the air," the game said, noting that insects had mysteriously fled. We chose to keep going. "All around you , the trees and bushes are dead," the next screen read. The party got sick. We chose to keep going. Finally, at the top of a hill, we noted a desolated area empty of life. "The stinging smell of corruption burns your nostrils," the game said. A character vomited. A black spot in the barren landscape was moving towards us. We chose to move on.
  
We died a scripted death at the fangs of a basilisk.
      
This is true. I died taking this screenshot.
       
We had a saved game from the night before, but I thought maybe we would need mirrors to beat him. (In fairness, the game never said we were turned to stone. I don't know if a basilisk even does that in The Dark Eye. But I figured the shops must sell mirrors for something.) I thus reloaded my save from Tjolmar, bought mirrors for all characters, stuck them in their off hands, and repeated the journey. It had no effect on what happened. Neither did putting the mirrors in the main hand. I experimented with different spells, but I honestly couldn't think of anything that would really help. I had everyone chew Donf sprigs, which supposedly protect against paralysis, and Belmart leaves, which protect against poison and disease. Nothing changed the message. I eventually gave up, and commenters confirmed that there is no way to defeat the basilisk in this version. 
   
We continued south until we were parallel with Tiefhusen and then, having found nothing else on the road, headed for the city. 
      
That's not a good sign.
          
Tiefhusen is a port city with a low wall around it. At first, I thought the orcish-looking figures evenly spaced along the exterior of the north wall were statues, but dialogue in the city made me realize that they're actual orcs. For a while, I thought they might be besieging the city, but I think I was supposed to get the impression that they had in fact conquered and occupied the city. The game is a bit maddening in how obliquely it delivers such information. We got no messages to that effect as we entered; we had to suss it out from the fact that the harbor was blockaded with buoys, the presence of the (non-interactable) orc guards on the borders, and some vague comments from NPCs. A couple of them said something along the lines that Tiefhusen held out longer than most cities, and one told me that the priestess of the temple of Rondra killed the orc leader.
         
No, that's not "enough said." Finish the story!
       
For the dozenth time, I wish the game had done a better job setting up its political situation in the manual, opening cinematic, or even clear NPC dialogue. Commenters on my last entry hinted at lore that is only alluded to in the game, and I had no luck finding a summary when I Googled appropriate terms. You know how much I enjoy history and lore; I'm practically drooling with every foreshadowing in Arena. But the lore of Star Trail seems oddly elusive. It's constantly beneath the surface of the game, but there are a limited number of wells, and they yield only a trickle of water. To be clear, I have no problem with such situations when the lore itself is supposed to be unclear, as in the interpretation of ancient historical events or the true nature of the gods. But the fact that a major city is conquered and occupied by an invading force is something that should have been front-and-center.
      
Bollards—or whatever the nautical form of bollards is called—prevent entry into Tiefhusen's harbor.
       
The occupation didn't seem to have much effect on the availability of goods and services. As I explored the city's shops, inns, and taverns, I asked about both ORCS and STAR TRAIL. Hesindian, the priest at the Temple of Hesinde, told me that Boozy Jandor has a lot to say about the latter, and that I'd probably find him in a tavern. I found him in the first tavern I visited, Pile o' Gold. We had to buy him round after round of drinks and keep returning him to the subject as his narrative went astray, but eventually he told us that they'd know something about it in the Temple of Phex, but that to successfully approach the priests in the temple, we'd need advice from "ole Hensger" who lives near the river.
     
Is this guy the young priest later? Discuss.
         
Other encounters in Tiefhusen:
   
  • At the castle gates, a guard prodded us away. 
  • An old man accused us of being part of a gang that's "making trouble at the riverbanks." He wanted 10 ducats not to report us to the guards. We tried to "teach him a lesson," but 20 guards popped up, beat Mahasim unconscious, and warned us that "those who do not respect Peridor will be taught respect by Arnuld." I guess the old man is Peridor and the captain of the guard is Arnuld. Later, a man warned us about the group: "[They] use the situation to extort money from strangers." 
  • The Temple of Phex was closed. "Something like this has never been seen before anywhere in Arkania," the game said.
       
That seems unlikely.
       
  • I'd like to re-emphasize that to explore any city in the game is to get the same set of rude messages in 90% of the houses that you try to visit: "You blackguards. May Travia forgive you"; "Well, whatta you know. Pity I haven't the time"; "Not bad! I wish I had the time to deal with you"; "Well, if you like housework, here's the place to be..."; "Scoundrels! Get out of my face, you lowlives!"; and so forth. But you have to hit all of them, since one could have a key NPC.
         
I'm going to need an explanation for this one.
       
Hensger was literally sitting under a tree in the north part of town. I think it's the first time that the game has shown an NPC in the environment like that. He presented himself as a rogue willing to fleece us for the information we desired. We agreed to pay him 80 ducats, or about one-third of our current purse, and he told us to meet him again at "dawn." We had to waste a day in the city before returning in the morning.
   
He led us through the streets, stopped at a building, and opened the bulkhead to a cellar. At his prodding, we entered. Naturally, he slammed it shut and locked it behind us.
       
And it's naturally immune to spells, lockpicks, brute force, etc.
      
We were surprised to find ourselves in a dungeon beneath the Temple of Phex. It was a reasonably large level, with multiple secret doors cued with a slightly different wall color. As we explored, we were attacked repeatedly by mummies, priests, skeletons, and skeleton warriors, each providing a reasonably vigorous workout.
           
A battle with some skeletons.
          
One chest offered a golden throwing axe, and for a blissful couple of hours—hilarious in retrospect—I thought we had actually found Star Trail. (My enthusiasm was a bit dampened by the fact that none of my characters are particularly skilled in throwing weapons.) Another chest had Phex's Shield and Phex's Helmet, setting up another comment section where fans of the game could criticize my poor decision-making skills in stealing from a god. I don't care. The game offers so few weapon and armor upgrades that I'm taking what I can get, god or no god.
       
Did we just . . . win?
         
In this case, taking the items caused a poltergeist to materialize in the only corridor out of the area. He didn't attack, but he refused to let me pass, and my characters shouted that he couldn't be destroyed with weapons. I paged through my spells and was successful with "Banish Spirit."
      
I think the game needs to elaborate on "you do not success."
       
A few other encounters in the dungeon:
   
  • There were two places where I was offered the opportunity to pick up a parchment on the floor. Both caused me to get attacked by four skeleton warriors. One offered a recipe for a magic potion (brandy, 2 mandrake roots, 2 kairans, and a thonnys); the other had a recipe for a "money crapper": charcoal, an "arch lump," a copper cauldron, a basilisk tongue, a crystal ball, and fire powder. I assume this is the "prank" that Titus Sturmfels was referring to in this comment. I don't know where to get most of these items, so I don't mind if someone just spoils what this is all about.
  • There was a memorable moment in which we saw some skeletons hanging on a wall and Toliman must have failed his "Necrophobia" check.
     
That's kind-of how I feel, now that I'm in my 50s.
      
  • These were the skeletons, by the way:
      
I guess someone passed his "Paleontology" check.
       
  • There was some nice artwork on the walls of the dungeon, including this repeating design:
      
Does this have any special Dark Eye meaning?
      
  • And this painting from the box cover of Blade of Destiny:
      
They're just reminding us that we were actually able to find the subtitular weapon in the previous game.
        
  • One room had an inscription on the wall that said: "He whose sword slices the silence shall reap Boron's doom." Boron is the god of death, and his "doom" is presumably death, but I don't know what "slices the silence" means. 
       
"Wey oh," indeed.
     
  • Gnomon's high "Danger Sense" (or perhaps "Perception") skill saved us from several traps.
  • I haven't had any lockpicks since the orcs took them when I entered Lowangen. Fortunately, the doors in the dungeon yielded to brute force. One required a key that we found. 
  • It's my usual practice to fight battles the long way for a while and then let the computer finish them off when it's clear that I have the upper hand. In those moments, the game often shows a "hand" symbol above the character's portrait on the quick-combat screen. The manual suggests that this means the character is disarmed, except all those characters have weapons equipped and have no problem using them in regular combat. Do those symbols mean something else? (Forgot to get a screenshot, sorry.)
           
Gnomon expresses a fetish that I didn't even know existed.
      
Completing the dungeon meant opening several doors that could only be opened by solving some riddles. The first involved a wall plate with a man's face that asked: "When is the Light of Phex alone?" I had a blank to type in the answer. Phex, according to the manual, is the god of merchants, thieves, and the night. Only one of those is a valid answer to "when." I tried NIGHT and was correct.
     
Thought you fooled me with those extra blanks, didn't you?
         
The second encounter was at an altar, where we were asked to donate some money. (We could also steal some, but I'm not dumb enough to steal from an altar in the god's own temple.) I saved and tried various amounts, finally getting a message that something happened off in the distance when we donated 70 gold pieces. That left us with only about 30. I suppose if you get here and you don't have that much, you'd better hope you have a pre-dungeon save. I feel like someone warned me about this in a past comment.
         
I wonder what would have happened if we'd put a big bag of sand in there.
       
The third puzzle was a cute little memory puzzle involving tiles arranged in a 5 x 3 grid. Clicking on any tile revealed an image behind it. The images included snakes, chests, birds, horses, dolphins, lions, lizards, and foxes. Only three tiles remained active at any time, so I figured the puzzle wanted me to find three of one of the creatures. I think that the only symbol repeated three times was the fox, which made it rather easy to figure out. Also, there was fox iconography elsewhere in the dungeon, and a fox makes sense as a symbol for the god of thieves. Plus, "Phex" even sounds like "fox."
      
The symbols are oddly well-drawn for such a brief appearance.
      
I've compared Arena favorably to Star Trail in some areas, but Star Trail is clearly the winner when it comes to the interactivity of its environments. In Arena, I can barely pick up a key. I don't think the engine allows for features like buttons, chains, and switches, let alone memory puzzles embedded in the wall. 
     
Together, these puzzles opened the way to the final area, where in a cutscene we met three priests of Phex including Hensger. I'm going to type the older priest's speech in its entirety because it raises a lot of questions:
      
I assume you want to know where Star Trail is. Put your mind at ease: The axe is safe and secure where it belongs. In the hands of Phex. It has been there all this time. Where exactly is none of your business. But it is in the middle of Orcish Lands and thus impossible to reach. In some ways, we are sorry that you have gone through such strenuous effort. Especially since you shall not receive the reward our young brother mentioned so rashly. You see, all of this has been no more than a test. No, not for you, but for our acolyte here. You weren't slated for any kind of test. Do you really believe the fates would be so unimaginative as to test you twice in allowing you to search for some weapon? As for you, young friend: You failed your test in Historical Research miserably; however, it was a minor subject, and you deserve recommendation for your achievements in building security and motivation of third parties. We shall go easy on you. But you must take care to be more diligent in your research next time. And you, brave heroes, be assured of our eternal gratitude. But for now, I must ask you to leave the temple as the initiation rites are reserved for those who have reached a certain level.
      
At this point, we had options to flee or attack the priests. I chose to attack them, but they got to act first in the subsequent battle, and they just immediately fled. 
       
The first option, while the best one, doesn't accomplish anything.
     
So let's recap:
      
  • The subtitle of the game is Star Trail.
  • "Star Trail" turns out to be a throwing axe.
  • The quest to find the throwing axe isn't the main quest of the game.
  • And it can't even be completed.
           
Ooh, I think there's a meme for this.
        
          
It's an audacious approach, I'll give them that. And the reveal came on the perfect day for it. The wink-wink-nudge-nudge part of the speech is in the screenshot at the top of this entry. The subtitle of the first game was Blade of Destiny, and the party actually recovered the Blade of Destiny. "Did you really think we'd do the same thing again?" (It wouldn't surprise me if the three faces were modeled on the three primary developers.) No, I didn't. I wouldn't have imagined for a second that "Star Trail" was a weapon. I would have thought it had to do with the long route through the wilderness that we've had to take between various plot points. It was the game itself that artificially created the parallel just so it could yank the rug out from under us.
        
Where do these seven guys fit into your "test"?
        
The priest was talking to the acolyte in the last few sentences, and I'm not sure why the young man would have failed "Historical Research." All I can say is that he got a lot of his fellow priests killed in the dungeon's battles, which is something that they never address. 
   
As we exited the dungeon, four of my characters leveled up. Lilii had become paralyzed in some combat, a condition that supposedly goes away with a few days' rest, so we went to an inn to rest and recover our hit points. For some dumb reason, I didn't save. After we went to sleep, the game narrated that a band of orcs burst into our room. "An informer has supplied us with evidence about subversive activities by you," they said. The orc captain ordered his soldiers to execute us, and then they did! Each one of the characters died in turn, with the game giving us no chance to defend ourselves.
     
Articulate for an orc.
       
On a reload (from before Lilii was paralyzed, fortunately), I finished the dungeon again, went through the long leveling-up process, and got out of the city immediately. I continued working my way through the mountains, stepped on a stick, and was surrounded by an army of orcs. They grabbed us, stripped us of all of our items, including our magic items this time, and threw us into a dungeon cell. An interminable series of messages relaying the passage of days followed, but I'll relate those (if I have to) at a later date.
     
You wouldn't want to give me any kind of role-playing choice here.
         
For now, I'm going to stop, because nothing else the game has to offer can top the perfect series of events that it inflicted upon me on this memorable April day.
    
Time so far: 43 hours
    

86 comments:

  1. Replies
    1. Yeah these designers really enjoy jerking people around, There are some genres where this can work, but it really shows a lack of empathy to do so this many times, this late in a crpg!

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  2. "But you have to hit all of them, since one could have a key NPC."

    You get directions for all NPCs in the game, so you should only have to check out a few of them.

    "Another chest had Phex's Shield and Phex's Helmet, setting up another comment section where fans of the game could criticize my poor decision-making skills in stealing from a god."

    I think that was mostly VK, and he might be misremembering. You can loot from everywhere except for the obvious places (altars, graves). The Phex shield and armor are great, and you're stealing from the god of thieves, so he should be proud.

    "The manual suggests that this means the character is disarmed, except all those characters have weapons equipped and have no problem using them in regular combat. Do those symbols mean something else?"

    No. Drag the weapon that character holds on the eye symbol, it might say "broken".

    "I feel like someone warned me about this in a past comment."

    Yes, repeatedly. Of the few places where you can get stuck, most of them won't happen to a normal player doing normal things. Here, it could easily happen to an unsuspecting player who just got fleeced for 80 ducats and maybe stocked up before visiting the dungeon. I guess this late in the game most players would have more than enough money. I played this dungeon fist, and I was lucky to have enough money with me.

    Glad you got past it without problems.

    "And it can't even be completed."

    I'd say you completed it.

    "Articulate for an orc."

    Not particularly unusual. There's also an encounter with an Orc officer in Tiefhusen you can trigger where it is explicity mentioned that he speaks perfekt Garethi (the common language of the area). Maybe it's the same person.

    The whole sequence is triggered by you attacking the priests at the end of the temple. Which is fine I think, you can escape, and you should know better than to attack priests no matter what trick they played on you. Where the game drops the ball a bit is having combat with priests in the temple in the first place. Should have stuck to undead.

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    1. "No. Drag the weapon that character holds on the eye symbol, it might say "broken"."

      Okay, I blame the game for a lot, but that one was obvious and completely on me.

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    2. It seems the priests you face in this section quite enjoy using the 'Iron Rust' spell which breaks weapons and would explain this. Accordingly, walkthroughs recommend to battle them unarmed (except for unbreakable weapons) and using magic.

      Also, apparently Hensger requires paying between just 10 and up to 120 ducats, depending on your conversation choices.

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    3. Stealing from shrines was something that never felt right by me in Elder Scrolls either.

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    4. Also I don't know DSA lore either but why does the god of thieves sanctify a shield and a helmet..? Rather than, say, a hood and a dagger.

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  3. As somebody who played Realms of Arkania both as TT RPG and this trilogy in the 90s, I was hyped to have this game come up.

    But this series of posts made me realise the amount of nostalgia clouding my view. Especially without a solid base knowledge coming form the source material, I understand why Chet is struggling with the lore. And that is already before the questionable design choices hit.

    About the "money crapper" recipe: Yes, that was the prank reference. Two of the items need to be acquired in the starting town and two in the dwarfen mine.

    If you are clairvoyant enough to bring all that stuff and your mage manages to craft it... your most greedy character steals it and abandons the party. Ha ha.

    Also, "arch lump" is a mistranslation, that should be "lump of ore", but both arch and ore use "Erz" in German.

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    1. Eh. I had the reverse experience. I did not have fond memories of this part of the series, but I replayed it when it came up on this blog, just went with what the game threw at me, and generally had a good time with it, though the first one still might be my favourite. Still can't get into the non-travel third part.

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    2. I replayed the third game a few years ago and I found it still holding up well for me. Mileage does indeed vary.

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    3. I couldn't really tell. My problem so far has been getting into it in the first place, I never got past playing 20 minutes or so. Maybe I'll enjoy it once I get over the initial hump. But I'm currently enjoying playing another HBS Battletech campaign instead, thinking how much I'd like a Shadowrun game in the same style.

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    4. I really wanted to get into the 3rd one after I completed Star Trail, but one of my characters finished the last dungeon with a disease or something, when importing in Riva he came in with the disease, and I couldn't find a place to heal him

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    5. Perhaps as an explanation: In Germany a "Geldscheißer", i.e. a "money crapper" is a figure of speech often used in situation where you want to express that you can't afford wasting money: "I don't have a money crapper". This is probably in reference to the gold ass (donkey) from Grimm's fairy tales, that gives infinite gold.
      So the allure of trying to build the money crapper would certainly have been there for German players

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    6. So a better version in English would be "Golden Goose".

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    7. No, it's from a different Grimm's tale (The Wishing Table).

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    8. Sure, but why not go for something as obvious to an anglophone audience as it was to a German-speaking one? That's part of how a good translation works.

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    9. @Pedro Q.: If potions and herbs are not avaible/working, well there are two healers in the city. One of them, Quenya Stardust (?or something like that) far in the nordtheast can also transform petrified characters back. It shouldn't have been a problem...

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  4. "For the dozenth time, I wish the game had done a better job setting up its political situation in the manual, opening cinematic, or even clear NPC dialogue. Commenters on my last entry hinted at lore that is only alluded to in the game, and I had no luck finding a summary when I Googled appropriate terms. You know how much I enjoy history and lore; I'm practically drooling with every foreshadowing in Arena. But the lore of Star Trail seems oddly elusive."

    I agree. You said you enjoy an open world filled with lore, and in a way that is exactly what Star Trail (and Blade of Destiny, to a lesser extend) does. But the lore is only ever hinted at. Unless Guido Henkel comments, one can only guess why that is the case (disk space? lack of time? copyright? or did they expect the average player to be already familiar with the setting?). I don't know if the remake maybe adds more of the lore directly into the game. Maybe there's also more of it in your jornal. I always forgot to look into it in my playthrough.

    A very good source for all the lore in Arkania is the Wiki Aventuria (https://de.wiki-aventurica.de/ - there's also an english version https://en.wiki-aventurica.de but it might not be as complete - best to use the German one with autotranslation tools, can't be worse than the translations in the game).

    Some relevant links:
    The third orcish invasion: https://de.wiki-aventurica.de/wiki/Dritter_Orkensturm
    The svellt valley and the svellt league of cities: https://de.wiki-aventurica.de/wiki/Svelltland , https://de.wiki-aventurica.de/wiki/Svelltscher_St%C3%A4dtebund

    Note that the information here is still rather high level, I guess for copyright reasons. I guess that's the downside of placing an RPG in an existing setting. You get a lot of lore for free (well, for a licence fee), but might be limited in what you can use.

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    1. On that note, I'm wondering - for a person familiar with tabletop DSA and its lore, how suspicious would it be to receive a clandestine quest from a Phex priest?

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    2. I think what's suspicious is that it is basically introduced as a side quest, and that the quest giver is introduced as highly incompetent (he wakes up the party with his noise, and falls out of the window at the end).

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    3. I didn't think it was introduced as a side quest, but I guess I was spoiled in that regard by Shadows over Riva (because played the trilogy in reverse) where zbfg (be rira nyy, V qba'g erzrzore rknpgyl) bs gur dhrfgf lbh trg va gur bcravat pvarzngvp ghea bhg gb or fvqr dhrfgf, juvyr gur znva dhrfg cerfragf vgfrys bire gur pbhefr bs gur svefg ubhef.

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    4. According to the wiki above, there's nothing particularly weird or suspicious about receiving a quest from Phex. After all, he's primarily a merchant god.

      Also, turns out he is named after Werner Fuchs, one of the original writers of The Dark Eye. As Fuchs is the German word for fox, the link to foxes is very much intentional.

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    5. The very same wiki also says that he's a trickster god. The general mythological principle is that you shouldn't take anything coming from trickster gods at face value. Like, you wouldn't trust a quest you got from a Loki priest not to have some hidden agenda. Of course, hindsight is 20/20 and in my playthrough of Star Trail, I totally fell for it. But since I don't play TT, I wouldn't know to what extent this applies to Phex - i.e. how pronounced his trickster aspect is - so I don't know how an experienced DSA player would have approached it.

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    6. Phex is one of the most ambivalent and complex of the Twelve Gods. I would go so far as to speak of a Blue and Orange Morality.
      In the early days of the game, his cult was modeled on the mystery cults of late antiquity. As mentioned by VK, he is also a trickster god. More than other gods, he seems to value the courage and self-confidence of mortals in his presence and appears somewhat more human.
      For followers of Phex, the spiritual value of a theft or deception lies roughly in the danger and difficulty involved. Greed and blind, furious robbery are considered utterly depraved.

      Fex is also an old-fashioned (southern) German word, meaning something like fool or jerk.

      BTW I wouldn't read too much into the fact that Phex's servant is somewhat clumsy in the cut scene.

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  5. My headcanon is that the subtitle of the game is a miracle performed by Phex to aid his acolyte.

    (but your musings on how it's a weapon and not an actual trail had me wondering if the whole joke setup was motivated by all the comparisons of the travel system in Blade of Destiny to Oregon Trail)

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    1. You'll get your items back this time, btw. There's also a side entrance to the fortress where you just fight off a patrol and get to keep your stuff.

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    2. Speaking of references, I wonder if that "axe (golden)" is a reference to the famous game Golden Axe? Or is that just coincidence?

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    3. It is unlikely to be a setup because the German "schweif" specifically indicates a comet's (or indeed fox's...) tail, not a travelling path.

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  6. It's interesting to see Arena and Star Trail being played side by side by someone who is very familiar with the TES universe due to successor games, but not so much with the DSA world as presented through the TTRPG.

    I guess if these two games were played by someone with the 'opposite' background, that person would probably not react similarly to (m)any names of people and places in Arena, but possibly be delighted to find and recognize lots of elements of lore in Star Trail.

    Which again shows there is no way to approach any game 'objectively' how it was for a first time player back at original release. We all have different backgrounds, a history of games played (computer or otherwise), books read, films watched, personal experiences made, each in a specific individual context in our lives when it comes to timing and circumstances, all of which can have an influence on the experience when playing a certain game.

    Admittedly, though, there are differences in how well a game presents and explains its world (history plus current events) and rules to 'newcomers', either through a manual or in-game information. Based on the blog posts (and comments) so far it seems the TES one does a somewhat better job with that (though the last blog entry mentioned quite a few bits that apparently weren't followed up on). Then again, it was just starting / inventing it and not building on an existing world.

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    1. I would suggest that from the first RoA review, where Chet missed a few key mechanics, like eating plants to heal, until very late in the game, it was clear that, to avoid the specter of RPG Codex, his heart was not in it.

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    2. What evidence do you have that I "missed" eating herbs to heal? I've been doing that since the beginning. How do you think I've been surviving battle?

      And what do you mean about "the specter of RPG Codex?"

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    3. I think actually Arena and Star Trail give you about the same amount of information about their respective game world. Arena just has an easier job, being the first game in the series and thus having a blank slate to paint over. It's also set in the whole of Tamriel, so it doesn't need to hint at a bigger world. Star Trail on the other hand comes with a whole baggage of lore pertaining to the whole of Aventuria and is set in a small part of it. Given how small the dev team was, it's understandable - if not necessarily excusable - that they failed to address some aspects sufficiently.

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    4. @CRPG Addict, that one you said yourself:

      https://crpgaddict.blogspot.com/2020/02/realms-of-arkania-blade-of-destiny.html

      7. Yes, I legitimately missed the utility of herbs. I didn't realize you could use them without brewing them into potions until late in the game.

      BTW, DrunkVision is not me, in case you wonder.

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    5. I thought you were talking about this game. At no point during Star Trail have I been confused about the utility of herbs. But thank you for reminding me that commenters on Blade were just as difficult as commenters here. Apparently, to dislike any of the Arkania games is to betray some kind of pre-existing bias or lack of preparation, or whatever the hell you meant about RPG Codex. It couldn't possibly be because I just didn't like parts of the games, because the games themselves are perfect.

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    6. "I think actually Arena and Star Trail give you about the same amount of information about their respective game world." I've been trying for the past hour to write a response to this, and I just can't. I think this comment more than any other represents why I just need to finish the game, not read any further comments on my entries covering this game, and move on.

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    7. I meant in absolute values: Arena gives you 100% of what is - at this point in the series - very little lore, while Star Trail, maybe, 10% of what is metric ton of lore. Which ends up about the same absolute amount, but obviously the former is going to end up a lot more coherent than the latter.
      But if this is the tone this discussion is going to continue in, I don't need to be a part of it either.

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    8. I can't comment on Elder Scrolls, but I feel like the difficulty of the experience to be had playing Realms of Arkania as an American who doesn't know Das Schwarze Auge is probably not *too* far off from the experience someone trying to play Pool of Radiance while having lived under a rock and avoided any knowledge of D&D might have.

      Both games try pretty hard to replicate the experience of the tabletop systems they're based upon, with a respectable degree of success relative to their release eras, but Pool of Radiance has the significant leg up that the player is substantially likely to have at least a very basic knowledge of D&D - if not from direct experience with the source, then from the fact that nearly every other CRPG on the market was substantially copying it. Conversely, the average American player was supremely unlikely to have any knowledge of, or experience playing, DSA and its similarities to D&D are basically limited to "it has stats, experience points and levels, and hit points".

      Realms of Arkania also seems to assume the player has more general knowledge of its setting than Gold Box assumes you have of Forgotten Realms (or Dragonlance).

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    9. I have no personal experience with DSA, on or off the computer (and also so far only limited exposure to The Elder Scrolls), so I have no stakes in this.

      Having said that, purely on the basis of blog entries and comments, my subjective impression is you're reacting slightly more negatively to the game's perceived faults than seemed to be the case with some other CRPGs where aspects like micromanaging of inventory, exploration and interactions are ever present (e.g. roguelikes) or setbacks up to full-party wipeouts (sometimes with permadeath) happened more than once or even regularly.

      And - with the exception of a few of RandomGamer's statements tending towards his RantingGamer's side - what people have said in the comments to me seemed mostly measured and reasonable, sometimes trying to explain things, often recognizing design flaws and shortcomings of the game as such. Definitely far from the partially blind fanboyism I recall e.g. from the comments section of Zelda, to just name one example.

      Which makes me wonder if maybe Star Trail was/is just the wrong game at the wrong moment, when what you wanted or needed was rather a game that is mechanically simpler and more straightforward in its evolving story and gameplay (like Arena). Or it's because of its outside trappings of an open-world game in a setting with lots of lore background which seem to promise elements it does not deliver due to its nature - something less likely to happen with an ASCII graphics roguelike or a pure dungeon crawler where you know what to expect and get it.

      From some comments I understand you're close to the endgame, so it makes sense to plow ahead and finish it. Otherwise, I would have suggested to consider if pausing your playthrough and turning to another game in the meantime (as I think you've done on certain occasions in the past) might have been an option, both for your benefit and the impression the game leaves you with at the end.

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    10. I don't think that's fair. Chet loves exploring, puzzles, figuring things out, etc. What he doesn't like are untelegraphed walking dead scenarios, insta-deaths, and the game repeatedly punishing him for exploring in a slightly different manner than it wants him to.

      Chet's problem isn't with complex mechanics, difficult battles, or the lack of straightforward story and gameplay, and I don't know how you could even draw that conclusion.

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    11. I do agree that sometimes Chet (Chester? Addict? Are these all equal?) seems to react more harshly to things in some games than to seemingly-equivalent things in other games, but I don't agree that's anything to kick up a fuss over. Any number of factors can lead to enjoying something less and once you start not enjoying it you're primed to judge the flaws more harshly as you go - or sometimes you just don't enjoy something as much even if you can't fully pin down specifically why. At the end of the day this blog's a hobby project for one guy, and I don't think it was ever intended to provide a completely objective view on every game covered (I'm pretty sure at some point it's expressly mentioned it's rated on his personal enjoyment of the games, at that).

      This game isn't quite to his tastes and is being viewed a little negatively as a result, and that's fine. He's probably going to rate the Elder Scrolls games higher than I would, and that's also fine.

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    12. We had a ttrpg agreement in my group that the GM could pull a bullshit thing once a campaign. Like capturing the party and depriving them of their gear. Star Trail seems to revel in this constantly.

      I honestly quite like the instadeath of the basilisk. It's well telegraphed that bad shit is happening. However, it sounds more like you're approaching a nuclear detonation ground zero (which, since I haven't played Fallout, I last did in Might and Magic 2 I think).

      In contrast the orc tavern death is a bit rude. I still like it in isolation, a lot. It's an obvious thing that should happen. But this game has burned so much good will that this comes across as bullshit.

      Then you get captured by yet another orc army. Whilst questing for an eponymous artifact the devs just crapped on you over having sought. Thanks.

      If Chet quits here, I hold nothing against him.

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  7. Can't help but wonder if Chet is going to manually subtract some points from GIMLET for general annoyance.

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  8. The raid of Phex' temple reminded me of the 'Der Orkenhort' (the orc stash) module, which is the third and last part of the 'Orklande-Trilogie' (orc land trilogy). In early DSA, it wasn't uncommon that two or three modules were linked together to form a sort of mini-campaign.

    If I remember correctly, you confront the god himself at the climax, and must solve some riddle or give the right answer to get out of there alive.

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    1. If I may add:
      In this 1987 module, "Sternenschweif/Star Trail", after a brief mention in the preceding module (“Der Purpurturm” = “The Crimson/Purple Tower“), made its debut - as a possible loot item, given by Phex himself. The handle of the weapon is gold-plated. The damage is 2d20. In flight, this throwing axe leaves a comet-like trail. (I recently took a look again.)
      The meaning and notoriety of this artifact were invented later.

      The monologue of Iwain Basiliskslayer (see blog entry from January 19th), when asked about Star Trail, suggests pretty clearly that he experienced the events of this modules.

      About the weapon's name:

      "Sternenschweif" alludes to "Kometenschweif" ( = comet tail). "Schweif" also means bushy tail or, in an archaic sense, dress train. The association with travel is almost nonexistent.

      Perhaps "Star Tail" without the "r" would have been a suitable translation?

      Nowadays, when searching for "Sternenschweif", internet search engines likely display the children's book series of the same name (originally: "My Secret Unicorn").

      Faulty OR barely possible and ambiguous translations into English seem to be a curse on DSA. This may also be due to a slight tendency towards sophisticated and old-fashioned German.

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    2. If it's something like "the stuff trailing along behind the star" I would suggest "the star's wake," as in the wake of a boat. Which might be appropriately old-fashioned. "Star Tail" sounds not at all dignified to me.

      Also, I am a bit puzzled at what is happening now. Chester was looking for the salamander stone, which he found after many setbacks, and the Star Trail, which turns out to be a giant prank played on him by the priests of Phex. So... now what?

      I guess looking back at it, he has to take the Salamander Stone to some dwarf. If he had done that and put off the Star Trail quest for later, would he have just won and skipped half the game? What made it seem like the Star Trail was important to the overarching objective anyway?

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    3. @ matt w:
      Yes, something like "Star's Wake" would have made best! My spontaneous idea was even worse than "Star Trail".

      Over three-fifths of the game are optional, and the order in which they are completed is largely arbitrary. This includes the search for Star Trail, both lootings by orcs or the detective story in Gashok.
      The quests for the Salamander Stone and Star Trail are actually parallel, independent storylines.

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    4. "Star Tail" reads to me like the title of an adorable '80s cartoon about a heroic squirrel from another planet. I could also hear it as a moniker of a loveable CRPG rogue ("They call me that because I was born on the night of the comet")

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    5. My 2nd/3rd Edition Mage from DSA still has Sternenschweif... :D One player died in the Orkenhort, when you had to choose a number of coins and some of them would kill you instantly. Playing the trilogy got me 5 permanent hit points and 10 permanent spell points, along the weapon I've never used once...

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  9. It looks cool and interesting story but I dislike the isomorphic

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  10. I remember finishing this game, and almost by accident (iirc stumbling into the dungeon where the axe was) but there were lots of false leads and false axes. Are those priests of Phex... lying?

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    1. You can stumble upon the final dungeon by accident, under the right conditions, but it has nothing to do with the axe. Star Trail really is a hoax.

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    2. Wait we've had false Salamander Stones already then we have false axes too. Yuck

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  11. "Is this guy the young priest later? Discuss."

    Nope. The young priest is the one who sneaks into an inn to give the party this quest. As of note - the way he falls on his butt in the cutscene, as he departs, is a big giveaway about the nature of this quest.

    "The symbols are oddly well-drawn for such a brief appearance."

    They also appear in the temples, as a interchangeable part of the scene inside. Each represent one of the gods.

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    1. "The way he falls on his butt in the cutscene, as he departs, is a big giveaway about the nature of this quest." In what way? Phex is the god of thieves. Are his acolytes supposed to be thieves themselves? If so, then him falling on his butt would suggest that he's not really with the Temple of Phex, which isn't the case. If the acolytes of Phex aren't thieves themselves, then his falling doesn't mean anything because he wouldn't be expected to have those skills.

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    2. I don't get it either. The guy falling on his butt could be drunk (because he's, you know, in an inn); or it could be a ploy to seem week and gain sympathy from the PCs; or it could be random slapstick humor that sometimes appears in RPGs.

      I find it _really_ a big stretch that, just because the guy falls on his butt, therefore his quest is a scam. Not to mention having to remember that some 30 hours of gameplay later.

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    3. @CRPG Addict
      The messenger for a supposedly epic quest comically falling on his butt tells what it is far from an epic quest. Quite different from the serious narrative for the Salamander Stone.

      Also, you haven't received this quest until Gashok, so you missed the chance to talk about Star Trail with the heavily-armed NPC on the road between Kvirasim and Gashok. His reaction is even a more explicit cue than a bumbling messenger.

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    4. @Radiant He's coming through the window and is not depicted as drunk. There's a bit more to it than falling on his ass - iirc he scares up a cat on entry and makes a lot of noises in the room.
      I wouldn't call it a big reveal, and I don't remember if I picked up on it back then. But there is a clear comic relief vibe coming from that cutscene.

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    5. Sure, but comic relief doesn't mean that therefore "clearly" the entire quest must be a scam.

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    6. The point is that a real priest of Phex would have better thieving skills than this one, being a mere acolyte, does. It would be unlikely for a mere acolyte to be tasked with such an important quest.

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    7. I can't believe even a single first-time player has ever seen the bumbling thief as a clear giveaway: "Aah-HAH! He made a lot of noise! I bet the quest is FAKE!" Yes, in hindsight, you might recall this and have a short internal "huh" moment. But don't try to sell this as an obvuous clue, that doesn't really hold water. Most players will encounter the cutscene mere minutes after character creation, long before they will have any experience with the game's approach to quests, its sense of humor, or honestly its sense of fairness.

      I love this game for mostly nostalgic reasons, but it has major design flaws (multiple walking dead scenarios, lack of clues) and an overbearing tendency to jerk the player around that I can only compare to roguelikes.

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    8. I wouldn't overemphasize the clumsiness of this Phexian quest giver, too. The game is lightened up with slapstick relatively early on and the player characters are portrayed in such a way that they cannot be fooled to easily.

      As for the humor and the nature of the deadly traps, I'm reminded in part of Sierra Adventures and, not least, their Quest for Glory series.

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  12. Speaking of recipes, since you're reasonably close to the endgame, it could be a good point to explore alchemy and poisons.

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  13. The real Star Trail was the enemies we made along the way?

    And getting killed in text like that seemed very Papers Please

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  14. That first screenshot gives "hi, we caught sight of you from across the bar" vibes. The leering and the creepiness of the faces make me think I wouldn't want to be an acolyte in that temple.

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  15. "he got a lot of his fellow priests killed in the dungeon's battles, which is something that they never address"

    You are not alone in your criticism of that aspect. In fact, several perceived inconsistencies discussed by DSA fans / players (see e.g. here (German) led the developers of the HD remake to completely revamp the Phex temple as e.g. mentioned by them in a Steam forum:

    "every dungeon was completely redesigned, one of them was even remade from scratch since the original ("Phextemple") was not only uncannonical [sic] in regards to the base material, it was simply bad"

    and on their development blog (original in German):

    "One of the most hotly debated sections of Star Trail, as far as we can tell, is the Phex Temple in Tiefhusen: “How do undead end up on sacred ground?”, “What is the god of the dead doing in the Temple of Thieves?”, and “Why is everything fine [at the end] when I’ve just killed a whole bunch of priests?”. Questions we didn’t know how to answer either. No less controversial were the breaking of the “fourth wall” in the final dialogue and its gleeful humor (“haha, you’re getting nothing!”). All in all, we set ourselves the task of completely revamping the Phex Temple.

    And that’s exactly what we did: The undead are gone, priests have been banished from the battles, and the entire dungeon has taken on a completely new look in the course of its transformation—and above all, one thing: numerous puzzles which Phex (would) approve(s) of!"


    As for the inscription "He whose sword slices the silence shall reap Boron's doom", leaving out the question above what this is doing in/underneath a Phex temple, I understand the followers of Boron price silence highly (see e.g. discussion here (German)). Therefore, shattering it by using your sword to fight in a place dedicated to him (? see above) might be considered as something lowering your standing with Boron and potentially carrying negative consequences.

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    1. So does that mean something like "in the temple of Boron, the god Boron doesn't like it if you attack followers of Boron"? Because that should be pretty self-explanatory.

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    2. I think it cleary is supposed to read as "do not disturb the dead". So I didn't disturb the dead, which got me stuck for a while because you have to disturb them to progress. The dungeon has its moments, but I would agree that bad parts outnumber the good here.

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    3. As Busca wrote above:
      The whole plot, about hiring the player characters to retrieve the Startail axe was merely a test for an aspiring priest of Phex, the deadly traps beneath the temple of Phex, etc. caused heated discussions and criticism.

      Independently of one another, some players developed theories that these Phex priests in Tiefhusen are infiltrated by followers of the Nameless God. And that the characters might accept the unbelievable story as a result of beeing brainwashed/bewitched. Maybe through the liturgy of the priests of the Nameless God: “Des Einen bezaubernder Sphärenklang” (=”The enchanting celestial sound of the One”).

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    4. I actually disagree with the devs of the remake there. The "priests" veiled in their robes I had always taken for illusions or more undead, the existence of divinely sanctioned undead is well established (if controversial) in the setting, and finally priests of the Twelve Gods are (at least formally) part of the same religion rather than rival churches so an altar to Boron in a temple of Phex is not out of place at all.

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    5. Thanks for the links, Busca. (I searched for one of the pages in vain.)

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    6. I presume Boron is also the god of the fifth element?

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    7. Either that or he's a really Boring god.

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  16. This game is starting to feel more and more like those choice-free JRPGs you're so fond of, Chet.
    Sarcasm aside, I wonder if the implication of "you failed at historical research" is along the lines of "if you'd studied properly, you'd know exactly where the axe is now."

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  17. First: April 1st was perfect timing for the Star Trail quest in Tiefhusen!

    "For the dozenth time, I wish the game had done a better job setting up its political situation in the manual, opening cinematic, or even clear NPC dialogue.”
    Me too!
    When I wrote that Star Trail doesn't seem to be finished, I meant for example something like the fact of the orcish occupation of Tiefhusen is only conveyed indirectly, or rather, only by chance.

    Unfortunately, the rich DSA lore is often only superficially touched upon in Blade of Destiny and Star Trail. Shadows over Riva is a step forward.

    “The occupation didn't seem to have much effect on the availability of goods and services.”
    But the prices are exorbitant, aren't they? A game tip is circulating to bring weapons and herbs in large quantities to this city for sale.

    I once thought the poltergeist was an insurmountable trap without the " Banish Spirit" spell, but it disappears after some time - and puts the shield and helm of Phex back into the chest.

    Clicking on the paintings of the Blade of Destiny box cover triggers a short dialogue between the characters about the game!
    This breaking of the fourth wall is often criticized. I think it's too minor to be a problem - and funnier now than it used to be.

    The images in the memory game represent the sacred animals of the gods (exceptions: Ingerimm: anvil, Nameless God: faceless man). I believe they are the same graphics used for the altars in the temples.

    A note on how to proceed:
    I think the spoiler is minimal.

    Two fellow prisoners can be recruited in the cell block. The technical problem: if you have one NPC companion and add another to the party, the first one disappears with all their belongings.

    ROT 13 coded: Guhenmm hfhnyyl yrnirf gur cnegl ng gur qhatrba rkvg. Cenvbqna fgnlf jvgu lbh ybatre – zhpu ybatre. Creuncf pyrne gur qhatrba jvgu Guhenmm naq gura erghea gb Cenvbqna? Be engure abg?

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  18. Again, I'm 100% with you Chet, and you should follow your instincts on what you feel for the game, and ignore the diehard fans who are retrofitting a lot of stuff in their heads to make the game make sense.

    I still find it so pretty though.

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  19. This is starting to remind me of those Sierra-style adventure games where unforeseeable deaths (and walking dead scenarios) abound, and your only hope is to keep trying or rely on guides.

    I can understand Chet's frustration, especially when you also need to deal with time consuming RPG mechanics (like leveling up, unequipping/re-equipping equipment, etc.).

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    1. The three priests joking about you is huge Sierra adventure game devs laughing at you on the death screen vibes.

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  20. In order to remove opponents from combat it's enough to get their hit points into the "unconscious" range. So if those were real priests you defeated in the temple dungeon, they could still be alive.

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  22. I imagine the priests thought they could manipulate your party into spending time, money and effort for their fake quest, give them a golden Star Trail replica and be done with it.

    But your party also managed to take two invaluable magic items from the temple (which the poltergeist was supposed to prevent).

    So you might have been fooled, but the last laugh is on you. :-D

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    1. Wasn't everything stolen in the end anyway ?

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    2. This theft is preventable, and if stolen, the equipment can be recovered.

      Or did I misunderstand you?

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    3. I can't imagine the design decision that was made to have not one, but two points in the game when your gear is taken from you in a cut scene. I definitely would have rage quit at that point.

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  23. It's actually "Cruellest," with two "L"s.

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  24. Back in the days I've only played Shadows over Riva (it was the only one that got localized and I wasn't able to handle RPG in foreign language back then). This finally helped me understand the scene where someone mentions Star Trail to you in that game and your characters have violent outburst and have to be held back from attacking that person.
    I never understood it and found it strange as it was name of the previous game, thus obviously key element of it, so why would they react like that.
    Thanks for making me understand it now through your suffering.

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