I initially posted this in another thread, then realized that thread is 3 years old and on an experimental branch. DOH. So here I am doing a re-post into the Feedback forum. I just finished Chapter 8 and found it somewhat frustrating. Not because of the instant spawn and one shot kills that the AI does (that is NOT a feature winning your game any supporters), but how the level progresses. Spoiler alert (sort of) for those who haven't played this chapter. (If you're stuck as I was this might be of help.) Near the end of the level there is a set of shutter doors with a key code on it. If you come up to it it will prompt for the key code and unless you are 1/1000 lucky it won't open. "So now what?" I wandered around the level re-reading all of the LCD "message app" pads on the ground. No code. I checked the walls to see if there were any dots/markings/letters. No code. On the override LCD panel that unlocks the outer door there was a mention that the archive was only open from 8:00 to 22:00 daily and that the clock had been reset to 00:00. Ok, I have to wait 8 in game hours. I wandered off to the planet to find a POI to salvage and came back after 8 in game hours. Nope. Off to Google! Found this post: https://empyriononline.com/threads/story-part-ii-chapter-8-unexpected-allies.96375/ Someone had mentioned in it that the seal that you receive to activate the archive must be in your active task bar. Ok, tried it and when I walked *into* the door, it opened! YAY. After finishing up this part of the quest I then tried with the seal just in my inventory and well, that worked, I just didn't move close enough to the door to trigger it. Ugh. I wasted a lot of effort and time wandering around searching for something I already had. Why? That's a good question... Why does the key code prompt come up if the pass token is in the inventory? (Bug? Motion sensor activation field needs to be widened? Priority of tokens over key code prompt?) There should be an indication that shows that this token is what opens the outer door. Maybe in the Ambassador's dialog? Maybe in the LCDs in the outer chamber? The whole time thing in #3 above is just nonsense that should be removed. Why is there even a key code on this door? Yes, it might have stopped the looters as far as the "story", but seriously why does this matter? Maybe something for MP/co-op, but that's an edge case that I struggle to understand. Just remove the key code totally. You can't progress in the quest unless you have the staff and the token in your inventory anyway, having *2* gate checks is just, well, silly. I'm sorry to end this on a bad tone, I generally enjoy playing the game, but the number one issue in almost every review is that this game is "a bit janky". This is the kind of "janky" that makes me want to go play something else.