Key’s are removed from inventory upon leaving an area

Fixed in SE 1.9.


It has been noticed that key’s from player’s inventory after leaving an area, making areas inaccessible after returning. This was observed in Jodisec Mines, leaving the dungeon after obtaining both Cave Key and Castle Key, moving to nearby town, and returning back.

One of possible solutions for the issue is to have keys spawn back in upon returning, either in the locations they appear originally or at the entrance to the dungeon.

Doorways in Thystes Fortress are too small to fit through

Fixed in 1.4.


In the Thystes Fortress, a couple of the doorways leading from the ramparts are too low to fit through without crouching. The first is the doorway from the southeastern ramparts into the latrine room. The second is the doorway from the central tower structure into the ramparts that run west-east through the center of the map.

This was tested with the fighter. I don’t know if the other classes have different heights like in some mods.

Keys disappear from inventory if not immediately used

Fully fixed in 1.4 (no key is used more than once).


Partly fixed in 1.3 (the Chuxen hub has been removed so this specific instance is not an issue any more).


If the player collects certain keys but does not immediately use them in that particular map, leaves and visits other areas, picks up keys with the same name, and uses them in other maps, the first keys collected will no longer exist. This seems to be caused by different game maps using the same keys, i.e. the Castle Key.

This happened to me in The Canyon map, which is a major intersection that leads to four different quests. I had collected the Cave Key but did not use it to unlock that particular door in The Canyon map. I decided I didn’t have to open the path to Chuxen yet because I would save that for towards the endgame, due to it being a lengthy quest. I left the area to do some other quests, at least one of which also used a Cave Key. When I came back to The Canyon, I no longer had the Cave Key, and could not unlock the door on that map. This effectively prevented me from doing the Chuxen quest.

I’m wondering if this issue could be avoided by using uniquely named keys for each map, and keeping them in the player’s inventory for the entirety of the game. After all, a feature of this mod is that every dungeon allows the player to back out and leave if things prove too difficult.

Crouching breaks Hedyntin Cave map

This map has been replaced in 1.3.


If the player crouches to enter the underground lake area on the east side of the map, directly north of the map entry point, it is possible to get stuck down there permanently (unless the player owns at least one Chaos Device). The map does not seem to have been designed with crouching in mind, as the intended way to enter the underground lake area is by opening the secret wall indicated by the watery arrow on the ground. This secret wall will not open from the inside if the player crouched to enter this area.

Player gets stuck inside other actors when entering city maps

Fixed in 1.3.


On rare occasions when entering a populated area, the player can get stuck in place if an NPC is already occupying that location. By default other actors start in locations other than the player spawn point, but if they’ve been moving around for a while due to previous visits, their positions get saved for when the player re-enters the map. If an actor just happens to be standing on or next to the player spawn point, the player will get stuck.

This happened in Ocadia, where one of the clerics had wandered onto the player spawn point. It was impossible to move from the spot at that point, as the NPC’s sprite was overlapping. (This was also the highest difficulty setting, so using NOCLIP to escape would not work.)