Arena, Part XIV: Exiting the Labyrinth

It may be hard–even nearly impossible–to believe, but I’ve at last returned to Arena. I never really intended to be away for that long. Days turned to weeks and then months. In the back of my mind, I always felt compelled to return, but I always found something else to do when I had enough free time to get back to it.

I returned to find myself completely lost in the middle of Labyrinthian. Before long, I’d adjusted settings back to how I liked them, and I was plowing through all sorts of monsters and getting more and more lost and genuinely having fun.

Arena can be a tedious experience. There are a lot of narrow streets in towns, and there are a lot of narrow halls in dungeons. Responsiveness to your player actions isn’t great. The visuals and sound effects and music quickly become repetitious–as do the random fetch quests and the general experiences to be found in any particular dungeon. The open world outside of cities and dungeons stretches on endlessly and pointlessly. Arena is tedious because it tried to offer a world of possibilities but then didn’t have all that much to do. It was ahead of its time, with ideas about first-person open-world gaming that couldn’t be matched in implementation yet. So you could do a lot but it all boils down to the same sort of experiences repeated over and over. This can be freeing or frustrating, and I keep swinging back and forth between the two mental states.

I always have a lot of fun after a break from the game, though, because I’m coming back to it fresher. The game can’t feel so tedious if taken in little chunks with distance in between.

My play session on return felt productive, even though I didn’t really do anything to advance the story. I guess I advanced my story, and I was able to check off my own personal objectives.

My last check-in with the game was over six months ago (wow), so as a reminder, I’d planned to escape the dungeon of Labyrinthian and return to town to rest, restock potions, repair/replace equipment, and learn a new spell. I accomplished those simple objectives. It felt like a bigger deal because Labyrinthian is so winding, and I’d been away so long that I had no idea of the general direction to even start heading in to get out.

The enemies on my escape were varied but not too challenging. I ran into a wraith over a lava pit, but because I was at an elevation, I could snipe it with fire spells until it was defeated.

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I slew several spiders, goblins, wolves, and hell hounds with my trusty saber. I took out ghouls from range with magic and bow.

And I discovered another new enemy! As I was walking down a hall, this message appeared:

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Troll is regenerating? I didn’t even know that there was a troll around at all! Then, as I turned down another hallway, I heard a bloodthirsty saurian roar. I tried to get away, but the roar repeated, again and again. I hoped I could just run away, but I took a wrong turn and failed to make a jump to a higher passage. I was hit from behind and turned to defend myself. And there stood the troll!

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Much to my joy and relief, I was able to subdue the beast fairly easily. I do appreciate the increasing variety of monsters in the game, and I still love how you can tell what type of monsters you might be facing soon based on their unique calls.

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Eventually, I found a way to a green mark on my map–which I vaguely remembered indicated not just a door but an exit, either to another floor or to the outside world. The first exit I came across took me to the main floor. And once on the main floor, I was able to easily find my way back to the main entrance.

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I headed to the town of Dunpar Wall. In town, I went to an inn (the Haunted Wolf, a somewhat perplexing name) and tried to get a room for the night, but I was approached with a small fetch quest.

Since it wasn’t due until the following day, I still rented a room and slept until morning. Once done, I tracked down the Order of the Knights of Hope with the holy item.

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Since that took me near the Mages Guild and an equipment store, I went ahead and identified magic items and purchased potions at the Guild, then sold off all my gear and purchased fresh armor and a couple new weapons at the equipment store. While at the Guild, I also bought a couple new spells, including Lightning, so I feel a little more prepared to deal with any iron golems I might come across next time.

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Finally, I returned to the inn to complete the quest.

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While exploring Dunpar Wall, I found a homeless beggar who initially greeted me by saying he was too busy to talk. When I pushed him for more details, he answered:

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Is he delusional or sarcastic? Hard to say.

I also got some juicy (though vague) gossip from the bartender at the Haunted Wolf:

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And that same barkeep sold me a beverage with a pretty ridiculous name:

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It’s obviously just a fantasy-themed version of the gin and tonic! Gin by itself is already a juniper-flavored drink (we’ll learn in game five, of course, that juniper berries are found in Skyrim and used to flavor mead), it’s been enjoyed since the Middle Ages, and it’s associated with the Europeans! It would’ve been pretty appropriate to just have gin present, right? And djinn are genies, associated with Arabian folklore, so what’s this doing in a Nordic-influenced country? So many questions! And no answers (I suspect the answer truly is that whoever named the drinks was trying to be cute).

I’ve returned to the village gates. The next session will find me back in Labyrinthian. We’ll see when that happens…but this time around was fun, and I was glad to return to the game after all.

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