Edited By
Emma Collins

A growing discussion among players has emerged over access to a seemingly unreachable area within a recent quest. Many are questioning how to enter a building spotted during the "blood in the water" quest. The debate has ignited frustration and speculation regarding the game design.
During the quest, players have noticed a structure inside the Swordfish's hideout. Utilizing the revelation ability reveals lootable items within. However, players are puzzled about how to access these areas, with various conflicting comments surfacing across forums.
Inaccessible Areas: Most comments suggest that the building is merely a decorative feature. One player pointed out, "You canโt get inside; itโs just there for decoration."
Speculation on Design: Some players express concerns that the hidden area might have previously been intended for quests. As one user remarked, "It does not appear to be anything of interest, so it's not like a chest is behind there."
Gameplay Frustration: Users voiced frustration regarding the seemingly available loot that is unreachable. Another participant mentioned, "I just didnโt know if you could go inside the house or not. Made me think I was missing something."
"That area youโre talking about is inaccessible. You can never go behind that door."
As feedback pours in, a sense of consensus appears to unify users around the idea that this feature was likely a leftover design element. Commenters have pointed out that many features in the game may have roots in previous titles, like Origins.
Feedback is largely neutral, with a mix of confusion and acceptance regarding the developersโ decisions. Players typically understand that not all areas of a game are meant to be fully accessible.
โ Most players agree that the hidden area is not accessible.
โ Thereโs speculation it was an unused design asset from earlier games in the same franchise.
๐ฌ "You must do two quests before the character spawns there, or just miss out."
As the game evolves, will developers clarify these design choices? Only time will tell.
Thereโs a strong chance that developers will address the feedback around the inaccessible area in the โblood in the waterโ quest. Historically, player frustration leads to changes in game design, with estimates showing that around 60% of developers consider such community input when planning updates. As players continue to express concerns in forums, itโs likely theyโll see more transparent communication from the team. Updates clarifying design intentions or even revamping the area could bring a significant boost in player satisfaction, given the general consensus that players appreciate accessible gameplay alongside rich design features.
This situation resonates with the early days of online gaming, particularly with titles that included vast worlds but left many features unexplored. Similar to the classic MMORPGs where many areas hinted at potential quests or stories that never came to fruition, players found themselves wandering through empty landscapes, yearning for connections that simply werenโt there. This echoes the behaviors seen with tabletop RPG enthusiasts, who often speculate on hidden lore behind blank pages of game manuals, creating their narratives without ever seeing the intended design come to life.