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Wednesday, April 1, 2026

Arena: Thou Hast Gained an Eighth

Dude, we worked together for years. You've been to my house. I introduced you to your wife!
            
When we ended the first entry, I had just arrived in Riverpoint, a small town in Hammerfell. At least, it looked like a small town on the map. It seemed to occupy about as much territory, and to have about as many NPCs and shops, as the large city I had just left. It also had a palace and a king, and NPC dialogue talked about tensions between Riverpoint and nearby Roseguard. This dialogue suggests a certain amount of regional factionalism and warfare that wasn't present, at least not to this degree, in The Elder Scrolls III-V
    
But even if there's no distinction between a city and a town visually, the game and its NPCs make such distinctions. I was told to seek answers about Fang Lair in the cities of Hammerfell, and thus none of the NPCs in Riverpoint could help me. They simply repeated what I already heard in Shornhelm. It thus was not long before I was in Taneth, a proper Hammerfellian city, and then Rihad.
   
I owe the game an apology: I assumed the nature of its procedural generation would mean that the buildings and people were all the same. Not so. There was a lot of Arabian/Persian influence in Hammerfell, including dark-skinned residents wearing turbans, kufis, shalwars, and so forth. They had names like Cikam, Mison, and Nakim. The cities were sunnier, with sandy pathways, palm trees, and enormous cacti. The procedurally-generated business names reflected the new setting, at least in the sense that so many of them had the word djinn.
     
A street scene in Hammerfell. Those are some tall cacti.
       
In both Riverpoint and Taneth, I asked a lot of NPCs about rumors, and I got some leads on the artifact quests that commenters have told me about. Other comments just filled in bits of the lore. Some notes:
   
  • There's a man at the Howling Djinn who will take money to reveal the location of the Key of Arrovan, a master thief. I don't believe the series uses Arrovan again.
  • "The Elder Gods are coming, and Black Marsh will burn for its sins." Who are the Elder Gods?
  •  "Some friends of mine went out searching for the Staff of Magnus." We will hear plenty about Magnus, and his staff, in the future.
  • Someone else is selling the location of the Ring of Phynaster. Phynaster will also appear again.  
  • "My prophet says Summurset [sic] Isle is doomed to sink beneath the sea." Either that happens in The Elder Scrolls VI or the prophet was wrong.
  • The Afterdark Society, "nonhuman heathen," meets nightly in front of the Brotherhood of Mercy. I meant to follow up on this and did not.
  • Multiple rumors that Prince Khajun of Riverpoint is possessed by the devil and/or an imposter, and possibly a cannibal, too. I visited the prince in the palace, but he just dismissed me. I don't know if there was another way to follow up on this rumor. I don't think that later Elder Scrolls lore has a concept of "the devil."
       
No signs of possession or cannibalism in our brief interaction.
        
The artifact quest that I decided to investigate further involved the Necromancer's Amulet. Two men were recently trying to buy information about it from someone at the Howling Djinn, but they didn't have enough money. I made my way to the location (asking locals for directions, slowly narrowing it down, finally getting someone to mark it on the map), wondering if I'd learn about the Necromancer's Amulet or the Key of Arrovan. I guess the game prioritizes the last rumor you heard, although what the informant told me about was not the Necromancer's Amulet but the Necromancer's Robes. The necromancer in question was none other than Mannimarco, who is at least mentioned in every Elder Scrolls game after this. Here, he's just a name, at least so far.
     
I get a lead.
         
The informant wanted 680 gold pieces, which I handed over. In return, he gave me not the location of the robes, but rather the location of a map to the robes. The map is supposed to be in the Fortress of Drunorath in High Rock, which appeared on my map after I got the rumor.
   
I  continued with the Staff of Chaos for now. In the city of Taneth, asking about FANG LAIR directed me to the city of Rihad, so I jumped there almost immediately. The last time I wrote about Arena, I contrasted the ease of travel in this game with the survivalist simulation element of Star Trail. I think that Arena makes it maybe a bit too easy. The game tells you the distance and time it will take to make each trip, but I don't think either variable has any meaning in this game. Perhaps it ought to have at least cost something, which would have incentivized the player to do local quests in between jumps. I don't know; maybe if it had, I would have felt that the game was too padded.
         
The game estimates my travel time while not attaching any significance to travel time.
        
It's worth noting that Arena invents the calendar system for The Elder Scrolls, in which the months are Morning Star, Sun's Dawn, First Seed, Rain's Hand, Second Seed, Midyear, Sun's Height, Last Seed, Hearthfire, Frostfall, Sun's Dusk, and Evening Star. Days of the week are Sundas, Mondays, Tirdas, Middas, Turdas, Fredas, and Loredas. Despite having played various titles in the series for years, I wouldn't have been able to give either list from memory, as knowing the specific time and day has never been necessary. Skyrim doesn't even vary the weather based on the time of year, which ought to be trivially easy.
   
In Rihad, the first NPC I spoke with told me that "some of the stuff recently uncovered in a keep outside the city showed the location of Fang Lair." He recommended that I check at the Palace. I visited Queen Blubamka there, and she agreed to tell me about Fang Lair if I did her a favor. The palace was recently plundered by a band of goblins led by Golthog the Dark. Among the loot that they stole was a parchment with "clues to decipher the part of the Elder Scrolls which spoke of the location of the legendary Fang Lair." This is the first appearance of the Elder Scrolls as a tangible artifact. Anyway, Golthog fled to an ancient fortress called Stonekeep, which she marked on my map.
    
And here's the first reference to the Underking. If Ultima's developers had planted so many seeds in the first game, they wouldn't have had to do so much retconning later.
        
Now I have to ask: Is this the way every quest goes in Arena? They're all two dungeons, the first necessary to find the way to the second? I really hope that's not the case. I've written before about the best ways to handle such "Disassembulet of Yendor" quests. I always prefer that the difficulty and effort associated with finding the pieces is varied. Some should be easy, some hard; none should ever be predictable. Amberstar and Ultima VI did it well.
         
A goblin attacks in Stonekeep's throne room.
       
I traveled to Stonekeep. It was a single-level dungeon, but very large, at least in comparison to the imperial dungeon. It had lakes within the indoor keep. I mentioned during the last entry that I didn't think the player had to explore every inch of the dungeon, but owing to my exploration pattern (follow the right wall, then fill in the middle), I ended up doing so anyway. The parchment was in one of the last places that I looked.
     
The first enemies I faced were rats, which barely do any damage and die in one hit. Goblins came next, but they're hardly any more difficult. Just as I started thinking the game was too easy, I met skeletons and wolves, who were deadly at first but easier as I leveled up. So were orcs. They were followed by ghouls, which never got easy at all. Neither did the giant spiders. Minotaurs and lizard men looked tough but died fast.
        
My first encounter with skeletons.
      
I have long argued that RPGs with action-based combat (and without a separate combat interface) often offer more tactics than the casual user appreciates. For instance, anyone who thinks of Skyrim as just a bunch of swinging and blocking isn't considering the use of sneaking, spells, NPC allies, summoned allies, shouts, potions, poisons, leading enemies into traps, knocking them off high areas, and making effective use of terrain (I have also often argued that you need to play on the hardest difficulty to really appreciate these things). Arena doesn't have all those options, but it's definitely a start.
        
The dead bodies are a bit gory.
        
I would particularly highlight the "terrain" issue, which is really half-tactic, half-exploit. I got through a lot of the battles in Stonekeep (principally with ghouls and spiders, also skeletons and orcs at the beginning) by doing things that start off fine and end ethically squidgy. Examples:
   
  • Shooting at enemies from across a body of water, which they cannot enter. I used my "Fire Dart" spell when I had it, my Sword of Lightning until it broke, and two short bows until they broke. 
  • Putting a piece of furniture or low wall between me and the enemy, and attacking them over it. Enemy pathfinding isn't great in the game. They get hung up on lots of stuff. Sometimes, if the furniture is small enough, you don't even need missile weapons to attack "over" it. The distance at which they'll start swinging is shorter than the distance at which the player can swing and hit.
      
Attacking a ghoul across a wall.
       
  • Attacking from around a corner. The same issue with pathfinding applies to regular corners, too. If you approach from just the right angle, they'll get hung up at the corner and never quite round it, allowing the player free attacks until they die.
     
Trapping an orc at a corner.
      
I think you could make a case for the first and second options mirroring real-life tactics, but the third one is 100% exploiting the limited technology of the era. I'm not proud of it, but I don't think I would have beaten the ghouls any other way that didn't involve me leaving to go grind somewhere else.
     
The dungeon was about as atmospheric as Ultima Underworld. We're still a long way from RPGs offering completely immersive environments in which you'd gladly explore a dungeon just for its visuals, but we've definitely progressed beyond the "textures" era. Stonekeep has a logical layout with recognizable jail cells, bedchambers, storage rooms, kitchens, and a throne room. There are fun environmental touches like statues, benches, barrels, tapestries, carpets, coffins, fountains, iron maidens, altars, and remains of the former inhabitants. Alas, none of this stuff is in any way interactive.
     
The people of Stonekeep worshipped a freaky god.
           
Some other notes:
   
  • I think I noted last time that although the music has a volume slider, you cannot turn it off. Even at the lowest setting, it plays faintly in the background—and I don't mind it. It provides a little atmosphere to dungeon exploration. So maybe the solution all along was not to turn the music off, but rather just to turn it way down.
  • A couple of tapestries had Ultima-style Futhark runes, but they don't seem to mean anything. I don't think the one in the lower left is even a valid rune.
      
UNG? TSF.
       
  • The game's use of sound effects—doors opening, monsters growling, swords clanging against armor, the character's echoing footsteps—is effective. Among other things, it helps determine if your attack hits the enemy. However, the game cannot play more than one sound effect at the same time, and it seems to favor monster sounds over other effects. That means that monsters are always moaning and growling in combat and thus obscuring feedback on whether your attacks are connecting.
  • Many of the doors were locked, but they gave way to bashing. I didn't find any correlation between whether a door was locked and the value of what lay behind it.
         
It did not.
       
  • There was an island in the middle of some water and a key on the island. I could not pick up the key for the life of me. 
         
Fortunately, I didn't need it.
       
  • The game clearly doesn't spawn some enemies until you've crossed an invisible tripwire. I had them spawn behind me in completely empty rooms. 
  • I went from Level 3 to Level 9 in Stonekeep. Experience is roughly doubling between levels. I have no idea if the game has level caps.
     
I forgot what this was about.
     
  • Back when I was in town with a mage's guild, my attitude was that if I couldn't afford all the spells I wanted, I just wouldn't buy any of them until I could. That was a bad choice. I probably wouldn't have needed to use quite so many combat exploits if I'd expanded beyond "Light Heal" and "Fire Dart."
  • I would pay real money for keyboard shortcuts for slashing and stabbing. The targeting in this game is not precise enough that it should have required the mouse, and the rest of the environment isn't as interactive as, say, Ultima Underworld.  
  • I picked up everything. I did run out of inventory space at some point and had to start dropping less-valuable items.
  • Every once in a while, while exploring, you suddenly hear a sequence of about a dozen drumbeats or chimes, as if a clock is striking 12 somewhere—except that it can happen at any time of day. Does anyone know what this effect is signaling?
        
About as much of Stonekeep as I explored. 
      
The dungeon had atmospheric messages left by the previous inhabitants of the castle describing the goblin invasion and their response. I thought at first that they were just atmospheric, but I realized later that they lead the player to the quest item: south through a bunch of tunnels, then north to a lake. On an island in the middle of the lake, now swarming with ghouls, the inhabitants made their "last stand."
       
One of several messages leading me to the right place.
      
It took me a while to clear the ghouls, but once I did, I was able to loot the central treasure chamber for some gold, items, and the parchment. I don't know whether it's possible to meet Golthog in the dungeon. I didn't, unless he was one of the many unnamed goblins I killed.
       
Seven hours into the first game, and I'm already dealing with an Elder Scroll.
       
I got the heck out of there as fast as I could, fast-traveled back to Rihad, arrived at night, and was immediately killed by a minotaur roaming the street.
    
On a reload, I made it to an inn, rested the night, and visited Queen Blubamka the next day. She studied the parchment and marked the location of Fang Lair on my map. It was in Hammerfell, near the border with Skyrim.
   
I spent a lot of time between the Mage's Guild and one of the equipment shops sorting through my accumulated gear. You have to pay at the Mage's Guild to identify equipment. (If there's any other way, please give me a hint, because it's annoying as hell.) You can tell by how much he wants to charge. If he only quotes a few gold pieces, you know it's not magical. Similarly, the shop will offer a sale price based on that item's real value, if identified, so if the armorer offers a large price, it's a hint to go have it identified. Unfortunately, the fee to identify some of my items (primarily crystals) was so high that I just sold them instead, as I wanted enough money for spells.
      
This one is probably magical.
          
The last time I visited a Mage's Guild, I only had about 1,500 gold pieces. This time, I had 7,285. I bought "Light," "Heal," "Invisibility," "Levitate," "Fireball," "Open," "Passwall," and "Lifesteal." I also experimented with the "Create Spell" option and ended up creating a custom "Shrug Off Spell" spell for 1,100 gold. To make a custom spell, you specify the effects, the target, the chance of success, the power, and the duration. All effects are available at the outset of the game, not just ones attached to spells you already own.
     
That casting cost is high now, but I figure it will be fine in a few levels.
       
Better equipped, I warped out of the city and straight to Fang Lair, apparently an old dwarven fortress. I prepared for steam pipes and automatons, but I guess those elements of dwarven culture hadn't yet been invented, nor did the term "dwemer" ever appear. The game portrayed the dwarves as typical miners, and their abandoned fortress had tracks, mining carts, and mine shafts.
      
Despite appearances, I found no upper levels to this fortress.
        
Some of the rooms in Fang Lair were connected by regular hallways, but to reach others, I had to drop down into a network of mine shafts that ran just under the surface. At first, I was worried how I would get out of these shafts, but apparently all you have to do to get out of a pit is face one of its walls and press forward, and the character slowly inches out. I'd already been doing it while swimming.
     
Skeletons, minotaurs, and giant spiders made up most of the enemies, the latter difficult enough that I continued to have to use tricks. The ones outlined previously were joined by another, common enough in games like Dungeon Master and Eye of the Beholder: Attacking while backing away down a long corridor. That wasn't really possible in the tight rooms of the first two dungeons, but this one had a lot of long, wide spaces. What it did not have (at least on the first level) was a lot of "raised" squares, so there weren't as many places to try the "over the table" trick or even to safely rest.
      
A couple of minotaurs attack me on a cart track.
       
My exploration pattern brought me swiftly to the southwest part of the first level, where I encountered a series of six locked cell doors, impervious to my bashing. There were giant spiders behind most of them. At the base of the room were another three doors, these labeled "Cell 1," "Cell 2," and "Cell 3." To their east was a locked steel door with a message that I would have to "prove [my] worthiness" to open the cell containing the gold key, which would unlock the steel door. 
      
How do you tell that a spider is hungry?
       
The door then gave me a riddle with the following clauses, noting that not all of them could not be true:
   
  1. If Cell 3 holds worthless brass, Cell 2 holds the gold key.
  2. If Cell 1 holds the gold key, Cell 3 holds worthless brass.
  3. If Cell 2 holds worthless brass, Cell 1 holds the gold key.
      
The phrase "all that is said cannot be true" tripped me up. I spent a long time trying to logically work out which statements are lying. #1 and #3 are in conflict, as are #1 and #2. The problem is that if you decide that any one, two, or three statements are false, you're still left with conditional outcomes that seem obvious on the surface. If there is only one gold key and it is in one cell, it cannot be in any other cells.
        
I hope someone's writing this down.
     
The issue isn't that any statement is untrue so much as that if they're all true, then the key being in certain cells makes a paradox. To wit, if it's in Cell 1, then Cell 3 has worthless brass, but if Cell 3 has worthless brass, the key is supposed to be in Cell 2. Thus, it cannot be Cell 1. Similarly, if the key is in Cell 3, Cell 2 has worthless brass, but if Cell 2 has worthless brass, Cell 1 is supposed to have the key. Only by assuming that the key is in Cell 2 do we not reach any paradoxes. If Cell 2 has the gold key, both Cell 1 and Cell 3 have worthless brass. Statement 1 says that if Cell 3 has worthless brass, the key is in Cell 2. No statement says anything about what happens if Cell 1 has worthless brass. No paradox.
    
The riddle is made a bit easier by the fact that only the door to Cell 2 specifies that it is "magically locked"; the other two don't.
      
Since I got it right the first time, I didn't have to fight the spiders (a previous message warned that if I got it wrong, their doors would open). I wanted to fight them anyway for the experience, and also to explore their cells (which turned out to be smart, as two of the cells had a lot of treasure). Since I couldn't open the doors, I got past them with my new "Passwall" spell. This might be the best spell I've ever encountered in any game. When I bought it, I thought it would turn the character incorporeal and allow him to literally walk through walls. Instead, it allows you to permanently remove three wall "chunks" every time you cast it. I suppose it's inevitable that the spell would stop being available when designers stopped designing their environments in square blocks, but man would it be nice to have this spell in later Elder Scrolls games.
     
The "gate" squares even have gates on the sides.
    
It took a good bit of time to pick up the key in Cell 2. If anyone has any tips for that, I would appreciate it. I think maybe the trick is to click and hold the mouse button down for a couple of seconds. That seemed to finally work with this key, but perhaps it was just a fluke. I haven't run into any more keys since then.
      
Anyway, the key opened the way down to a second level, which was much more open than the first. A wide hallway led to a huge room with a big center island surrounded by lava. (I had to take a dip to see what happened and, of course, I rapidly died.) Skeletons popped up all over the island as I explored. There was a central chamber with a door and another riddle: "What is neither fish nor flesh, feathers nor bone, but still has fingers, and thumbs of its own." I've heard this one before (GLOVE), but I like to think I would have gotten it anyway.
     
The moment the door opened, two hellhounds on the other side roasted me. Fortunately, I had taken a recent save. When I reloaded, I cast my new "Shrug Off Spell" spell, hoping that the game would treat their breath as magic. It worked. Oddly, they died immediately after breathing. The first piece of the Staff of Chaos was floating in the air beyond. I went up and grabbed it.
     
Is it really a "staff" if it has a spearhead?
       
The first time I rested after gaining the piece, Ria Silmane again appeared in my dreams to congratulate me and give me the location of the second piece: Labyrinthian, built by Archmagus Shalidor in the frozen north. Again, I'm surprised by how much lore was right here in the first game.
     
Despite knowing exactly where it is, I suspect I won't be able to go directly there.
      
The second time I rested after gaining the piece, Jagar Tharn appeared in my dreams. "I don't know who you are, but you have made a fatal mistake," he threatened. "Ria Silmane and her feeble powers are no protection for you." He sent a couple of minions to attack me, but I made short work of them, mostly because I was able to attack them over elevated terrain. Enemies in this game have a real problem with stairs.
       
I  didn't even notice what they were called.
       
As I was preparing to leave, I noticed a river of lava disappearing beneath the wall. If it had been water, I would have been able to follow its path by swimming. I tried "Levitate," but the wall was low enough that I needed to be beneath it, in the lava, not walking on top of it. I wonder if the "Resist Fire" spell, which I didn't buy, would have helped.
     
Only an RPG player would say, "I have to see where that goes."
       
Instead, I used "Passwall" to carve out a path parallel to the lava river. It took me three or four castings, and I had to rest in between each one (which is why I got those messages from Silmane and Tharn so quickly), but the lava tunnel eventually led me to a treasure chamber with about half a dozen piles and at least one chest. It still didn't amount to much. Looted weapons and armor sell for more than you get from a typical pile.
      
The end of the lava tunnels.
       
It's worth noting that I didn't level up once in Fang Lair despite having leveled up six times in the previous dungeon. I found an Elven Sword but nothing else in the way of equipment upgrades.
       
I made some half-hearted efforts to explore the rest of the first level, but I eventually abandoned it before finishing everything. My last screenshot shows me arriving at the village of Markwasten Moor High Rock, so I imagine I planned to go for the Necromancer's Amulet or Robes before continuing with the main quest.
      
A pit stop to sell and identify equipment before taking on the next dungeon.
                 
I find myself enjoying the game quite a lot so far. As a game with a lot of procedural generation, it's hard not to compare it to Dungeon Hack (1993), where despite the lack of role-playing opportunities or tactical satisfaction in combat, I still had fun (for a while) charging through corridors, laying enemies low, and looting their corpses. While mechanically the games are very different, it still feels like Arena delivers what I was asking for at the end of that game: an action-oriented title that keeps the benefits of procedural generation but within the context of an evolving story with at least some handcrafted spaces. In the end, I suspect I'll conclude that Arena has too little handcrafted content (it would have been nice if some of the cities and NPCs were deliberately designed), but for now I like the relative briskness of the gameplay.
     
Time so far: 9 hours 
 

74 comments:

  1. How did it feel to hold a throbbing ebony staff in your hand?

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    1. Kenny's back!

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    2. It would be delightful if true, but I suspect this is just someone impersonating Kenny. Kenny always commented under a Google account.

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    3. If it really is you, though, Kenny: Epic return. Where have you been for 7 years?

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    4. Wherefore art thou Kenny?

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    5. AlphabeticalAnonymousApril 1, 2026 at 4:41 PM

      I hope it's him.

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    6. My first two reactions were the same:

      - Kenny's back!

      - But wait, he used to post from a google account. So is this supposed to be an April Fool's joke by someone else?

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    7. I hope Kenny is back for real !

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  2. Key is in Cell 2.

    If Cell 3 holds worthless brass (true), then Cell 2 holds key (true).

    If Cell 1 holds key (false), then Cell 3 holds worthless brass (true, but it doesn't matter, since anything can follow from false).

    If Cell 2 holds worthless brass (false), then Cell 1 holds key (false, but it doesn't matter).

    Key in Cell 1 would invalidate first statement (key not in Cell 2), key in Cell 3 would invalidate third statement (key not in cell 1).

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  3. Seeing as how you asked about the main quest... you've seen exactly how it works, and you get to do it again for every piece.

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    1. Yeah it's 16 dungeons total. They're not badly designed but IMO it gets tiring after awhile.
      Also I confess I got tired pretty fast of the "It is I, Ria Silmane" screen every dungeon or so

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    2. 18, counting the beginning and ending dungeons. Every artifact is two procedural dungeons as well. I do like the variance in size and difficulty between main quest dungeons, thougg.

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    3. In a sense I was glad to know exactly how much game was left, but yeah around the 6th piece it started to get a bit tiring. I started to skip and cheese dungeons a bit which ended up with me being fairly underlevelled and undeprepared for the final one, which then forced me to cheese some of the parts as I didn't skip dungeons just to go back and grind anyway. Also I wasn't using passwall at all, by cheesing I mean running away and spamming potions. It made for an... interesting endgame.

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    4. And also Jagar Tharn doing his “cease and desist” skit every single time, joining a long line of boasting but highly ineffective bad guys.

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  4. For picking up keys best strategy I found (after getting stuck and looking online) was to click the ring on the right side of the key. Still isn't easy and usually takes multiple clicks

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    1. Seriously, what? This game's interface makes it hard to pick up items?

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    2. Keys are small and there's no way to tilt vision down. Thankfully they're mostly on plinths.

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    3. Just keys, as far as I can tell. Every other item you find is in a "treasure pile" or chest, so you just click on it, get a list, and choose what you want to take from the list. Keys are the only thing that must be clicked/manipulated from within the exploration window. But yeah, I don't know why it's so hard.

      My other reading about keys is that you have to use them pretty much immediately because they don't go into your inventory. They just hover in the upper--left corner of the screen until you click on the right door.

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    4. I think keys last until you sleep at an inn? So at least through the dungeon they're intended for unless you return to town to stock up.

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    5. ...speaking of parallels with Star Trail.......

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    6. If you were having trouble picking up that key, did you try swapping from discrete tile movement to continuous movement /jk

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    7. The manual states that the pickup command works “when the cursor is an X”, but if you are too close to the item or sideways, the cursor will change to a movement arrow. What usually worked for me was keeping the item in the center and backing up until the cursor became an X when placed over the item. Even if intuitively it will look too far to pick up, it should work as long as the cursor is an X.

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  5. It helps to know that "if A, then B" means the exact same thing as "not A, or B". So we can rephrase the statements to be clearer:
    1. The key is in either cell 2 or 3.
    2. Either cell 1 or 3 holds worthless brass.
    3. The key is in either cell 1 or 2.
    Clearly, statement 2 must be true (unless there is more than one key).
    We know that at least one of these statements is false, so the key cannot be in cell 2. There is not enough information to determine if the key is in cell 1 or 3.

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    1. Yes, but the key IS in Cell 2, so something is amiss with this line of reasoning.

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    2. The error is including the word "either" in those rephrased statements. The correct way to express them is:
      1. At least one of cells 2 and 3 has a gold key.
      2. At least one of cells 1 and 3 has worthless brass.
      3. At least one of cells 1 and 2 has a gold key.
      If we then assume that there's just one gold key, it must be in cell 2.

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    3. I believe you missed the part where it was given that "all that is said cannot be true". If the key is in cell 2 then all of the statements would be true. Unless maybe "all that is said cannot be true" was, in fact, false.

      I don't know. I don't think this was a very good puzzle.

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    4. Well, "all that is said cannot be true" looks like Chet's misunderstanding. Just before that he writes "not all of them could not be true" (meaning all of them *are* true) which sounds more like an actual quote from the game.

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  6. So, what's your 'Detail' slider setting? I have it cranked almost all the way up, because monsters and npcs's simply move too fast on lower settings.

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    1. Yes, I have it all the way up, too. I mean, why wouldn't I want maximum detail? From there, I've just been adjusting the game speed by increasing or decreasing the cycles in DOSBox.

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  7. I was half expecting an April Fool's entry in the vein of: let me tell you why 'Shin Megami Tensei' is the pinnacle of game design ;)

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    1. I couldn't think of a good April Fool's joke this year. I need to put it on my calendar to start thinking a month or so ahead of time.

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    2. If you got to where you should have gotten in Star Trail, an April Fool's post about it would make a lot of sense.

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    3. Yeah, I also half expected one, but it's indeed extra work that has to be prepared in advance.

      So, in honor of the date I'll link to this 2024 blog entry as well as this post by our host from 2017 which came in July, but could have been made in April, too.

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    4. AlphabeticalAnonymousApril 2, 2026 at 11:31 AM

      I somehow missed the 2017 "Downfall" post -- that's a good one!

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    5. An April's fool joke? Chester, did you write the first comment and pretended to be Kenny McCormick?

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    6. No, but I suspect someone else did.

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    7. VK, could you clarify "where [I] should have gotten"?

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    8. "Should have gotten" in the sense of where you were headed at the end of your last entry. If you didn't get the joke, you haven't gotten there yet. To say more would be a spoiler.

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    9. I must have missed something. I recovered Star Trail, used it to slaughter the orcs guarding the Blood Peaks, and won the game. No problems.

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  8. How did you get an Artifact Quest already? I make an effort to ask my fair share of rumors in every city and town I've stopped, but so far, I've not triggered any.

    And my personal madness is that I don't immediately travel to main quest destinations directly, but always stop in a select few locations that are on the way. It's silly and tedious, but it helps me to immerse. I'm the sort of person that never uses instant travel in Skyrim either.

    I'm playing a rogue, so I can't cast spells directly, but I can use certain items that have spells in them.

    I used something called the Wizard's Fire on the ghouls, which usually took them out with one hit. And I've found Sanctuary to be also quite useful, that's what I used on the Hell Hounds.

    Had no idea about the Passwall thing. Didn't even suspect there might have been a secret room hidden in the lava room.

    In general, I really enjoy the dungeons. This game scratches that Ultima Underworld itch quite well. But the treasure isn't usually quite worth the effort of discovering it, is it? The levels are not that rewarding as Ultima Underworld levels were.

    Still cool though.

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    1. The Necromancer's Amulet sounds generic enough until you mention Mannimarco. I would have blanked on this had I not long picked it up in Skyrim so this comes forward as well.

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    2. I don't know what to tell you. I just kept asking NPCs and I got leads on I think THREE artifact quests within about 15 minutes. Maybe it matters what type of town you're in?

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    3. I got one finally now. It's on the other side of the world: Skeleton Key in Valenwood.

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  9. The hell dogs died after breathing because their breath is realized as a fireball spell - they got caught in the explosion

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  10. The color of inventory items' text descriptions should already tell you if they're magical or not. Some item types seem to be magical far more often than others. No need to lug a bunch of nonmagical tantos etc around.

    As for level caps, they exist, but you're unlikely to hit them before the end of the main quest.

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    1. Yeah magical stuff is in blue, regular stuff is in yellow. It doesn't show up when you're searching a pile of items, but will do when you check your inventory.

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  11. "Dude, we worked together for years. You've been to my house. I introduced you to your wife!"

    I mean, that's just perfect.

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  12. I wonder what sound card hardware Arena supports.

    The Sound Blaster series gives the developer one continuous stream of sound, so they have to write a mixer themselves to allow for multiple simultaneous sound effects. Games like Doom and Duke 3D ask you to specify how many simultaneous sounds are allowed; the more sounds, the more CPU required. Some games just didn't bother with the effort.

    Some games support the Gravis Ultrasound card which can hold a bunch of sound effects (or instruments) in its memory and play several at once with no CPU assistance.

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  13. "...that bracelet's not for you."
    I refuse to take fashion advice from RFK, jr.

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  14. "Every once in a while, while exploring, you suddenly hear a sequence of about a dozen drumbeats or chimes..."
    Do you mean the "you have gained a level of experience" fanfare? Scared the hell out of me back in the day as it was alwayd accompanoed by a short game freeze as if the game had just crahed - an hour away from the last safegame deep down a multilevel dungeon entered via the basement of some random town house - or was this in daggerfall?

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    1. No, it's a sound that reminded me of heavy machinery operating. I had it somewhere in the starters dungeon and in the entry of Fang Lair, though I don't think it is location specific.
      I don't know when it plays, maybe it's just a random dungeon sound. In the archive here it can be found as drums.wav: https://sounds.spriters-resource.com/ms_dos/theelderscrollsiarena/asset/400495/?source=genre

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    2. Buck is right. It's at least nice to to know that, canonically, they are drums. I just wish there was some logic as to when the game decided to play them.

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    3. I kept hearing what I assumed was the sound of a clock ticking, but either way, it meant no other sound and let monsters sneak up on me multiple times.

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  15. I may be decades late for this question, but what are you using for midi? Because if you want you should be able to control the volume from the windows mixer, or coolmidisoft mixer, or similar (not on my desktop right now, need to confirm)

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  16. Statement 2 actually seems unnecessary to solve the puzzle. If we assume a cell either has worthless brass or a gold key, and that there is one key, we can use the contrapositive to reword statement 1 as "If cell 2 contains worthless brass, cell 3 contains the gold key" - so cell 2 having brass leads to an obvious contradiction between statements 1 and 3, so it must have the key.

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  17. "the third one is 100% exploiting the limited technology of the era" -- I don't know, it reminds me of the "defending a tower from the top of a spiral staircase" right-handedness hack

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    1. "The distance at which they'll start swinging is shorter than the distance at which the player can swing and hit."

      This part of the second option sounds like an exploit to me. If some opponents had a shorter reach than the player, some about the same and some a longer one, that would be mirroring real life. But if -all- of them can be hit over an obstacle before they (can) even swing at you, that's one-sided in the player's favour and not realistic.

      If they put that mechanic in on purpose to help he player, I think there should have been other, better means to balance difficulty.

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  18. Every time you ask for rumors there is a 1% chance per level that someone will put you on to an artifact quest (i.e. 4% at level 4). Each artifact can be only be found in a specific province. Each quest can only be received by getting the rumor in any province but the one it's located in. I will always suggest getting the Oghma Infinium first. To do this ask outside of Skyrim until you get the lead. Once you find an artifact you can't find another until you dispose of the first. The Oghma Infinium disappears after use, so that solves the issue of going after more than one

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  19. I will say having played this a bit for the first time in many years, the biggest fault I can find with it is how big everything is. Really should be no need for every town and village to be so sprawling, and even the interiors of shops and taverns can be vastly larger than is ever necessary. It's such an odd choice.

    Difficulty wise, I managed to find myself a bunch of enchanted items with healing so that's how I'm getting through.

    I can definitely see myself running out of patience, but I've already made it further along than I ever did in the 90s, so that's not too bad.

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  20. > The people of Stonekeep worshipped a freaky god.

    That's Ius himself! Well, it's just a generic deity statue of course, but Ted Peterson decided to give it a backstory in Daggerfall just for fun.

    > I suppose it's inevitable that the spell would stop being available when designers stopped designing their environments in square blocks, but man would it be nice to have this spell in later Elder Scrolls games.

    There's a reference to it in Morrowind: you can find a note in Dwemer ruins that says something like "such a shame that the secrets of Passwall have been lost". Same vibe as Oblivion "Levitation Act".

    Unfortunately, after completing an artifact quest you've pretty much seen all the game can offer. Story dungeons are interesting to explore, but the combat and exploration get too repetitive eventually. Still, the simplicity of the game is attractive on its own, I hope you'll continue enjoying it!

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    1. 100FloorsOfFrightsApril 5, 2026 at 10:38 AM

      Is 'Ius' a reference to the old D&D Temple of Elemental Evil module?

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    2. Almost. Iuz is an evil deity in the Greyhawk setting, where TOEE takes place. So slightly older than TOEE.

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  21. Now here's a serious TES challenge for the 'git gud' crowd with time on their hands... .

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  22. Not entirely sure about Arena but my recollection from Daggerfall is that travel time becomes relevant during timed side quests. Daggerfall also had a ’camp out or at inns’ option which, among other things, made sure you arrived during daytime. Again, Im not sure if this was present in Arena.
    (Feel free to correct and elaborate, everyone)

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    1. Side quests in Area and Daggerfall are timed so that you have enough time to reach your destination, so the travel time is not really relevant, it just means you can't delay side quests for long. From this entry I gather that side quests to dungeons (artifact quests) are not timed. Daggerfall has timed dungeon quests, which only means the time you can spend in the dungeon is limited by time limit minus travel time. Daggerfall also has another very minor effect of time - your guild standing decreases slightly each month.

      The camp out/inn option would have been more helpful in Area, where arriving at a city at night is extremely annoying because inns aren't marked and there's hardly anyone on the streets to ask. Daggerfall thankfully color-coded stores, inns, guilds and temples on the map.

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  23. Very nice contrast between Star Trail and Arena. I was a bit busy lately and missed the initial Star Trail entries, but it confirms the stereotype that, just as much as French games of that time excelled in weirdness, german games excelled in random excessive attention to detail. Us Germans, we are having fun when something is cumbersome and complicated. It's a quality of its own.
    And yet, history will show that the Arena approach will eventually win. A reduced complexity in mechanics, but more focus on immersion, sounds graphics, world-building and lore.
    It also means turning away from making games more complicated just because technology allows you to.
    The true breakthrough doesn't happen until Morrowind though - which was released almost exactly when the Infinity engine era ended.

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    Replies
    1. I would disagree with that. I think neither Arena nor Star Trail are particularly complex mechanically, and modern games can have very complex mechanics, when you take all the systems into account - crafting, reputation, etc..
      And at least for modern AAA games, you'd be comparing apples and oranges. 1993 games were still a relatively niche hobby. modern AAA games are produced for a much wider audience. When you look at more niche modern games, you'll still find all kinds of complexity.

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    2. I don't think calling Star Trail "not particularly complex mechanically" is fair. I can't think of another RPG with nearly as many interlocking systems bar Daggerfall. Many of them are entirely optional (religion, alchemy, calendar etc.) but they are there.

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