News, Updates & Events

All the latest news from Planet Arkadia & Entropia Universe

Planet Arkadia Update 2013.2.1 (26th June 2013)

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Planet Arkadia Update 2013.2.1 Patch Notes (26th June 2013)

A number of issues have been resolved in today’s patch, including the following:

  • Turrets Received Etiquette Upgrade
    Colonists at Celeste Outpost and the Command Post at 31462, 11043 (near the Carabok and Gallard event area) will now be free to go about their business without the turrets following them around.
  • Bill – Viceroy Armour Quest
    Bill has been relocated inside the Quarry Manager’s Office at Celeste Quarry, and is still happy to trade you a set of Viceroy – Skullcandy Edition armour.
  • Viceroy is Visible
    There is now more to Viceroy armour than eyeballs and teeth. All pieces of this armour set, available from Bill at Celeste Quarry Manager’s Office, should now be visible and functioning correctly. Viceroy owners may now take their armour to the contaminated PvP zone. Bill himself, who is wearing Viceroy, should also now be visible.
  • Viceroy Visible in Inventory
    Viceroy armour should now be showing correctly in your inventory, instead of a red X.
  • Purple Ankitus
    Ankitus armour is now red again.
  • Adjusted Musca as Discipleship Reward
    ACA systems have revealed that Adjusted Musca as a reward was not functioning as described with the recent update. After this patch, it should be functioning correctly, and should be given to anyone completing discipleship anywhere, provided that their account was created through the Arkadia start room. Colonists, mentors and disciples are encouraged to give feedback in this thread regarding functionality, specifically noting where the player’s account was created, and where they were when they graduated.
  • IFN Prototype Armour
    A new armour, “IFN Prototype (L)”, has been added to the Arkoin Broker in place of Perseus (L), which has been removed from the Arkoin Broker.
  • “Transport the Unidentified Ore” Quest
    The ACA Representative is now back from his unannounced holiday and is once again waiting in the Archaeological Headquarters at Celeste Harbour to meet people completing the new player missions.


  • Oil Rig
    Unfortunately the Oil Rig is not yet functioning correctly. A solution is expected with Planet Arkadia Update 2013.3, currently scheduled for September.

Planet Arkadia Update 2013.2 (18th June 2013)

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A number of natural and unnatural developments have taken place recently on Arkadia. The result is that there are some significant and exciting changes awaiting colonist discovery. The following surveillance audio was recently recovered from the Scientific Research Lab:

‘Morning Lucca, what you working on there?’

‘Oh, hi Alina! I was just analysing this… well… ‘Mutation Agent’ is the best thing I can call it.’

‘Mutation Agent? I don’t recall us developing anything remotely mutagenic.’


‘Okay, out with it. Where did you get it?’

‘When I arrived earlier, there was a delivery with a note attached. It was a container of this bright green substance along with a selection of animal specimens. The note didn’t say where it came from but clearly explained that they wanted us to find out what we could about it and send the results to the IFN.’

‘Sounds very suspicious and illegal. Maybe we should contact IFN HQ now and report it to Captain Chiharo?’

‘If we do that, we need to have something solid to tell them first. They’re going to ask.’

‘Fair enough. So, what have you found out?’

‘Well, it seems to have some interesting properties as a sort of catalyst.’

‘A catalytic mutagen?’

‘Well, yes. It seems to interact quite predictably with all of the cellular DNA that came with the package. I’m just experimenting with some others now, and getting the same results.’

‘Wait, are you telling me what I think you are telling me?’

“Yes, I am. This stuff could be dangerous in the right hands. And furthermore, from the spectral analysis, it’s definitely not a substance we have catalogued as forming naturally anywhere in the known universe.’

‘So, let me get this straight. Someone who would prefer to remain anonymous has created and delivered to us a Mutation Agent, urging us to warn the IFN.’

‘Exactly. Someone who no doubt knows what this stuff can do, and no doubt has kept at least one sample for themselves. Now imagine what could happen if somebody added this to the refiner when making a DNA Cartridge.’

‘Oh wow. How much more of this stuff is out there?’

‘I have no idea. But we’re going to report this right now.’

The following are changes that come with Planet Arkadia Update 2013.2. This information is provided to the extent that the ACA is at liberty to discuss at this time. Log in today and check things out for yourself, to discover how the changes affect you!


Mutation Agent has been discovered!

The Scientific Research Lab is still coming to terms with the new Mutation Agent being collected by colonists all over Sentosa.

Mutated creatures are being spotted all over Sentosa!
Based on Dr. Lucca’s tests, the most likely conclusion is that someone has used the Mutation Agent to alter native populations of many Arkadian creatures. The scientists are still unsure how this has happened so quickly, but are confident the creatures will be gone in the near future. Colonists are advised to approach with caution, and take this limited opportunity to scan and collect data on the poor creatures. Beyond this, the likely only further opportunity would be is if a colonist was to utilise the Mutation Agent in DNA creation.

Mutated DNA – additional option for land areas!

The IFN strongly urges against this behaviour, but Dr. Alina has shown it is now possible to include Mutation Agent in the creation of the DNA part for most creatures. Underground creatures, which appear non-responsive to the Mutation Agent, are an exception to this. Item descriptions of DNA animal parts have been updated where appropriate to reflect the change. Approach with research and caution. A technicality: the refiners do not allow the Mutation Agent to be the last ingredient added. If you must create a mutant, add the Mutation Agent first.

Oratan stats have changed. Why are they easier to fight?

Reports are flooding in that Oratan seem somewhat stupefied of late. Less agressive and with a lowered rate of attack, they seem to be able to take more damage before succumbing. Perhaps if there is a force guiding the Oratan’s activities, this force has had a change of heart. As usual when it comes to Oratan, very little is known or understood about their behaviour or developments, except for one constant: they want us dead, they are relentless, and there appears to be no end to their numbers.

Oratan changes indicate a confrontation may be imminent!

In the light of the reported fundamental changes to the Oratan, the IFN cannot rule out a change in strategy from whatever is guiding them. The IFN requests all colonists to prepare themselves for a confrontation that appears inevitable. We have held them back before, and we will do it again. Further information will be passed to colonists as and when the intelligence becomes available.

IFN Killpoint Challenge – Oratan has been added!

To take advantage of the more aimless state the Oratan seem to be in, a new type of mission has been created. Instead of simply tracking the number of kills, the mission tracks the type of kill, and allocates points based on the type and maturity of the Oratan that are killed. The bigger it is, the more points you get. The new mission can be found at the IFN Challenge Terminal. All colonists are asked to open the mission and eliminate every Oratan they find. The mission assigns killpoints to Oratan, Oratan Slasher, Oratan Lancer and Oratan Miner only.

IFN Killpoint Challenge – Ostelok has been added!

Programmers took the opportunity, while creating the IFN Killpoint Challenge, to add similar missions for the Ostelok. Points in the mission will be assigned based on the maturity of Ostelok killed. The new mission can be found at the IFN Challenge Terminal.

IFN Challenge introduced for Carabok and Gallard!

As single-maturity creatures, Carabok and Gallard have been given a standard IFN Challenge. The new missions can be found at the IFN Challenge Terminal.

Mining activity from Oratan has affected colonist mining!
PTech has reported disturbances in recent yield allocations, which engineers believe may be linked to a series of Oratan-infested mines that have only just been discovered. They are all within short distances of Oratan camps, for which colonists have map markers.

PvP – Contaminated Arctic Mining Zone!

With PTech’s reported disturbances, rare resources are being discovered in the Arctic region, but they seem to be located in an area that poses a health risk to colonists who enter. The IFN has marked out the contaminated zone, which is a circular area centred around the coordinates 12318, 27839, and are recommending all colonists entering the area first use an Anti-Toxic Shot, available from the Trade Terminal for 5.10 PED. Miners beware! In this area it is possible to both kill and loot other colonists, so be on the look out for hunters wanting a share of your valuable resources!

PvP – Desert Oil Rig!

A new Oil rig has been placed in the desert area for public use. All colonists are free to collect Oil as it flows periodically from the rig. But it won’t be easy. The rig is located inside a PvP zone, where colonists can kill, but cannot loot, each other. The PvP zone is a circular area centred around the coordinates 10185, 11861. This area does not require an Anti-Toxic Shot to enter.

Oratan mines located! Clean them out, loot real life Skullcandy headsets!
The purpose of the Oratan in collecting resources is unknown, but it is almost certainly evil. The IFN wants colonists to investigate the Oratan mines and clean out this scourge that has infested the landscape. As an additional incentive to do so, certificates for real life Skullcandy headsets have been temporarily placed in their loot. This is part of a joint promotion with Skullcandy, who will post the real life items directly to anyone holding a certificate who claims the prize by emailing

The following headsets are available:

  • SLYR – 5 sets available!
  • PLYR 2 – 4 sets available!
  • PLYR 1 – 3 sets available!

New Viceroy Armour – Skullcandy Edition built just for you by Bill at Celeste Quarry, in a new type of quest!

The second part of the new Skullcandy joint promotion is a custom armour set, made by a gentleman known only as “Bill”, who is currently stationed at Celeste Quarry. This new type of quest requires colonists to trade resources to Bill in exchange for Unlimited armour parts that are bound to the player’s account and cannot be traded.

The Viceroy – Skullcandy Edition armour parts will only be available from Bill until Planet Arkadia Update 2013.3, expected in September. After this, Bill will be producing standard Viceroy armour which will have identical statistics to the Skullcandy Edition.

Colonists are encouraged to approach Bill to discuss purchasing their own bespoke armour set.

Stats for the armour are as follows:

  • Viceroy Armour ArkadiaPlasma Prototypes – two new weapons in the Arkoin Broker!
    Eclipse, a new entrant in the Arkadian weaponry market, has introduced two new Prototype weapons to the Arkoin Broker – the Eclipse 2000 Plasma Carbine Prototype (L) and the Eclipse 4000 Plasma Carbine Prototype (L). Be one of the first to experience a new type of Arkadian weapon!
  • Adjusted Musca – graduates of mentorship now receive Adjusted Musca instead of Pixie armour!
    Arkadian Mentors have long been asking for a genuinely Arkadian reward to be given to their disciples upon graduation, and the ACA is proud to now introduce such a thing. The ACA also plans to introduce Arkadian mentor rewards in future.
  • Custom storefronts – check out some of the new shops that colonists have had customised!
    Arkadia Studios recently announced that if you purchase an upgrade of 50 item points to your shop, you can have your own customised store-front personally created by the development team. The first of these have now been created. Take a walk around Celeste Harbour (which has been optimised with dramatic frame rate increases) and check out the new looks!
  • New Account Creation – new players now arrive from orbit via Dropship!
    The team has been hard at work improving the experience of brand new arrivals to the Arkadian system. New colonists will now complete basic training and customise their avatar on board a mothership in orbit around Arkadia. Following this they are directed to a Dropship, which transports them to a brand new arrival area on the surface of Planet Arkadia, which replaces the previous building.


Turrets Misbehaving

Colonists at Celeste Outpost and the Command Post at 31462, 11043 (near the Carabok and Gallard event area) may notice turrets continuously firing and appearing to follow them around as long as they are in its range. Rest assured, they are still only causing damage to enemies. IFN engineers understand exactly what is causing the problem and will have it fixed within a week.

Oil Rig Not Pumping
The oil rig will start pumping oil in the next few days. Please stay tuned for further information on when it will be operational.

Planet Arkadia Update 2012.4.1 (5th June 2012)

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Since the launch of Treasure Hunting on Planet Arkadia last week, a number of changes and fixes have now been implemented, as follows:

  • The ambitious tree in the starting area of the racetrack northwest of Formidable Firebase Academy has been transplanted to a more suitable location.
  • The man-made tunnel entrance on the racetrack, that has been known to trip up even the more experienced of cameramen during late-night filming, has been enlarged.
  • Rookie TerraMaster has been added to the Trade Terminal. With a TT value of 1.00 PED, it drops 1 probe for Energy Matter, 2 probes for Ore and 3 probes for Treasure. Its average search depth is 109.5m and it has a maximum useage of 8 times per minute.
  • Rookie Rock Ripper has been added to the Trade Terminal. With a TT value of 1.00 PED, it has an Efficiency rating of 6, and can be used 17 times per minute.
  • Level 1 Arkadian Key Blueprint has been added to the Technician
  • Artistic Representations have had their contact points adjusted so they can be displayed properly
  • Zig Zag Curtain Open now looks like an open Zig Zag Curtain
  • Mah’Ketta and Liakon armour part item descriptions now correctly show them as “Looted” not “Manufactured”
  • Modern Curtain Open Blueprint and Modern Curtain Closed Blueprint now function correctly, producing the appropriate curtains

Other Notes:

  • Just as you would expect in real life, IFN caps and ACA/AS caps have been designed for the more military style haircuts and should not be expected to function correctly with hairstyles that take up a lot more room.

Finally, Arkadia Studios would like to thank all the enthusiastic Treasure Hunters and keen observers who so diligently and politely reported bugs and missing items in the days following the release of Treasure Hunting. Your assistance has ensured that within a week we have been able to make many improvements to the experience.

Planet Arkadia Update 2012.4 (29th May 2012)

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Arkadia Studios is excited to bring you TREASURE HUNTING!

‘Toán. Thanks for coming to meet me.’ Sundari smiled as Harvir arrived at the Archaeological Research Lab nestled among the hills north of Celeste Harbour.

‘Good afternoon Sundari. How are you?’ He asked as they walked together through the entrance and made their way into the facility.

‘Excited to say the least. The Science Division got back to us about the strange door that Chambers and the team found under the desert ruins last week.’

‘Good. What do they have to say?’

‘Tero found a damaged device lying next to one of the armour suits, and it appears to somehow fit the lock in the door, but won’t open it. However, when they reverse engineered the technology in the device they were able to develop ten separate keys.’

‘Interesting. Why ten?’

‘Well, the technology seems to be the same as what was used in The Signal. We can read it the same way. They’ve used a modified version of the tool the late Professor Lee developed to translate The Signal and it’s giving them ten different energy signatures. I’m convinced the lock is Arkadian, Toán, and it looks like there are at least ten different ways to open it.’

‘Ten different ways to open one lock?’ Harvir stopped walking and looked at Zhen quizzically.

‘Yes. But that’s just the start of it. They’re saying that by reprogramming the PTech mining gear, we can use existing equipment to help us locate the new resources they’re calling “Treasure”, which we need to make the keys.’

‘I see. Remind me, what did Chambers and the team find down in the entrance room again?’

‘From what was catalogued, there were some armours, a variety of blades and some other ancient artefacts. It seems like it may have been some sort of supply cache. Who knows what’s on the other side of the door though. Whatever it is, if it’s even still there, it must have been important to them.’ Sundari said as they arrived at the workstation of Dr. Leigh Terpecaya.

‘Hello, Commodore’ said Terpecaya.

As his eyes met those of the archaeologist, Harvir realised the importance of the path he was about to lead the colony down. Now that the opportunity for underground exploration was right before him, he could not ignore his gut instinct.

‘Good afternoon, Leigh. I’m thinking we want to start off by building up a stock of these keys so that whatever lies inside, we can send as many people in as we need to.’

He was momentarily taken aback as both the archaeologists reacted with delight. They had clearly been waiting for this moment.

‘Doctors,’ Harvir said, ‘Give me the keys to the kingdom!

New Content

Treasure Hunting

  • PTech has reconfigured mining devices such that they are now able to target a third resource: Treasure! Treasure Hunting costs 30 probes, and can be selected on its own or in combination with Enmatter and/or Ore.
  • It is possible for Treasure Hunters using the new mining system to loot complete items of Treasure.
  • A range of ten manufactured Arkadian Keys has been introduced. Stay alert for future updates concerning their use. Appropriate slots have been added to the Arkadian Tool Blueprints Book.

IFN – Imperial Federal Navy

  • A shipment of prototype longer ranged BLP and laser rifles has gone missing after a supply shuttle crashed. The first rescue teams to the crash site found the area picked clean of all valuables. Colonists are advised to keep an eye on their loot for these items.
  • Introduction of unlimited Standard Issue Rifle (SIR), a longer ranged BLP rifle series, looted only.
  • Introduction of unlimited Range Adjusted Weapon (RAW), a longer ranged laser rifle series, looted only.
  • Release of full range of unlimited manufactured IFN clothing, so that colonists can show their affiliation with the IFN.


  • A colourful carnivorous biped has been seen roaming around Sentosa – the Riptor
  • The Teladon has been completely reconstructed
  • The Kamaldon has been completely reconstructed
  • Many animal parts are now being picked up by hunters, and have been incorporated into the manufacture of some items

ACA – Arkadian Colonial Administration

  • Release of a full range of manufactured, unlimited civilian clothing, allowing colonists to show their affiliation with the ACA and/or Archaeological Society. Additionally, a range of customisable items are available for the fashion conscious to colour and texture.
  • Due to popular demand, a cute and comforting selection of unlimited, lootable plush toy decorations has been unleashed into the loot pool.
  • Release of a range of modern manufactured furniture, utilising Arkadian Treasure resources, for decorating your estates.
  • Due to popular demand, a racetrack has been constructed on the mainland of Sentosa, northwest of Formidable Firebase Academy. Colonists should consider wearing their Carapace Helmet when operating vehicles in the area.
  • Due to popular demand, a fashion catwalk has been constructed near the IFN Military Headquarters in Celeste Harbour.


  • Approximately one hundred new Blueprints have been introduced for manufacturers, for a variety of items including:
    • Textures
    • Components
    • Armour
    • IFN Clothing
    • Civilian Clothing
    • Furniture
    • Tools – Arkadian Keys
  • A Clothing Blueprint Book has been added to the Technician Terminal, and all relevant Blueprint slots have been added to the appropriate Blueprint Books.


  • The items acquired during the New Player Experience can now be handed in to the Trade Terminal if and when they are no longer required.
  • A particularly ambitious tree has managed to grow right through one section of the racetrack. Officials quickly dismissed any notions of keeping this “natural obstacle”, reminding daredevils that there are plenty of waterfalls around Sentosa. The ACA is already working to remove the tree. Additionally, a cave entrance on the track may be too small for some vehicles to enter. Please approach with caution.


4.2 Desert Discovery (Reworked)

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Date 26 MAY 3009 Time 11:49hrs
Location Sentosa, Desert

The hot sun burned down on Chambers’ unprotected head as he once again thought of the hat he had left back at his quarters. He stepped into the shade provided by the jaws of the giant stone Riptor head he had been painstakingly excavating for the last couple of weeks, and sat down with his back against its throat. ‘What the hell were we thinking last night?’ He asked Kai Tero, who was working next to him. ‘I know it’s been twelve months since we got here and everything, but I haven’t stayed out that late in ages.’

‘We volunteered for this, remember?’ Tero said, ‘And we both know why we did. Sundari said this was one of the most promising sites she’s seen. A structure like this hasn’t been discovered anywhere else on Arkadia.’

Chambers couldn’t deny it but grumbled under his breath anyway, his head pounding incessantly from his hangover. He went to stand up, pushing against the wall when it suddenly collapsed. He fell backwards in a shower of rock and his curses quickly turned into cries of pain as he rolled down a series of steps.

He came to a stop at the bottom of the stairs, bruised and winded. For a long moment he lay struggling to suck down a breath.

‘Chambers! Chambers, are you alright?’ Tero yelled from the entrance.

‘I’m alright.’ Chambers called up once he got his breath back. He sat up slowly and tried to work out where he had landed. He was at the bottom of a flight of stairs, at a bend in a passage that was lit somehow by devices in the walls.

‘Hold on, we have to move some of this rubble to fit through.’ Tero said. ‘Just stay there.’

Chambers examined his surroundings. The floor where he sat was dusty but obviously artificial. The stone paving was too uniform and smooth to be anything else. Was it possible that he had fallen into one of the Oratan’s underground lairs? Their briefing had said the closest camp was some distance to the north, but who knew how many more encampments were lying just under the colony’s feet?

Chambers hardly dared to breathe, expecting the sounds of approaching Oratan at any moment. He listened carefully but could hear nothing from deeper down the passage despite the noise of his fall. After a moment of consideration, the craftsmanship of his surroundings was enough to convince him he was safe. He could not imagine the Oratan creating such a structure. He got to his feet, smiling despite his aches, realising he may have stumbled onto the colony’s biggest discovery yet. Deciding he couldn’t wait for the others, he started to slowly make his way further down the passage. At the bottom of the next flight of stairs he was greeted by the sight of several Riptors. Momentarily freezing at the sight of the aggressive creatures, he chuckled to himself when he realised they were just statues lining the walls. As he got closer he noted they were so detailed, that they seemed almost life-like.

He continued onwards, passing through an ornately decorated antechamber and more Riptor statues before he came finally to a large, well-lit room. The entrance was guarded by two imposing warrior sculptures. They bore no resemblance to the Oratan, and he would have bet his last PED that they were Arkadians. He gazed around the room in wonder before turning and running back towards the entrance. He soon met Tero, accompanied by the rest of the dig team and half the troops sent to guard the expedition, already making their way through the passage.

‘Kai, follow me. You won’t believe what I’ve found.’

He led them back to the massive chamber and laughed with joy at their expressions when they saw the treasure trove he had discovered. In the centre of the room was a collection of pots similar to those that had been found at the surface, but that wasn’t what drew their attention. All around the room there were hundreds of items in stacks and piles as though they had been hurriedly stored.

Within half an hour they had catalogued some of the most interesting objects in the room and sent them back to the teleporter. No one doubted that these artefacts were Arkadian. The collection was made up of all kinds of equipment ranging from a number of weapons and armours to the simplest of pots. To top it off, everything was in extremely good condition. There was even a device with a display that unbelievably had the faintest power charge remaining. Chambers wished that he could be the one to discover its secrets, but decoding devices was a foreign skill to him.

The greatest find so far had been what appeared to be the last stand of a squad of Arkadian soldiers. The team had found nearly a dozen complete sets of scorched and scarred battle gear strewn around the room, arranged in what the troops recognised as defensive positions. The Arkadian formation appeared to have been set in order to protect a series of intricately designed doors embedded in the walls of the chamber, which were sealed with a technology unlike anything the dig team had encountered before. The armour sets had been immediately tagged and shipped back to Celeste Harbour for detailed analysis, but the doors themselves were an enigma. Chambers didn’t have a clue how to unravel their secrets as the team’s basic tools couldn’t work the complex locking mechanisms. No doubt when the scientists arrived they would be able to work out how the doors opened.

Chambers and Tero soon had the next collection of items topside and almost loaded for transport. These would be the last to go over land to the teleporters as the IFN were organising aerial transport for the rest. Chambers was trying to decide if the last spot should be filled with another suit of armour or a container of shortbladed weapons that emanated with cold, when he was interrupted by one of the troops stationed as a lookout on the hill above the tunnel entrance.


‘What is it?’ the Sergeant called back.

‘We’ve got Oratan incoming from the north! They’re still some distance away but moving directly towards us. We’ve been spotted.’

‘How many?’

‘Looks like nearly a hundred, Sarge, spreading out to surround us. Way more than we can handle.’

The Sergeant ran a short way up the hill and took one look at the enemy before hastily interrupting the excited chatter on the communicators that everyone in the expedition carried. ‘Alright, everyone back to the surface immediately, we’re heading back to the teleporter.’

‘No!’ Tero yelled, wishing they’d installed a teleporter at the digsite. ‘We can’t just abandon what we’ve found here.’

‘We’re taking this load back to the teleporter and I’ll seal up the chamber as best I can. Gather your gear, we’re leaving.’ The Sergeant barked.

Chambers quickly tied the shortblades to the rest of the items as the last of the group came running out of the Riptor’s mouth. Chambers looked around and saw the Sergeant finish burying something in the loose sand a short way up the hill before sprinting back down to the group.

‘Alright, civilians around the transport.’ The Sergeant said. ‘Troops, form up around them. On my command, we’re going to skirt this hill to the west and hit the Oratan flank while it’s still weak enough. We punch through these bastards, then we make for the teleporter as fast as we can.’

‘But, what about the passage? We can’t leave it for the Oratan to find.’ Chambers said.

‘I said I’d deal with it. They’re nearly on us. Everyone ready? Go!’ The troops rounded the hill and opened fire on the Oratan rabble, creating a hole in the thin line that the group passed through in seconds.

‘Run, but stay in formation.’ The Sergeant yelled, and everyone obeyed, quickly opening a small lead on the Oratan. Chambers ran like he had never run before, too afraid to look back as he listened in terror to the gunfire and the cries of the fallen Oratan behind him. Suddenly, everything was drowned out by an explosion and he risked a quick glance over his shoulder. His eyes widened in shock at the sight of sand filling the air as a small landslide raced down the hill. I hope it’s enough to cover the Riptor head, he thought to himself as he strained to keep up with the others.

They had only gone a few hundred metres before Chambers’ breaths began to rasp raggedly from his throat.

‘They’re gaining on us.’ He heard one of the troops cry.

‘Faster!’ The Sergeant yelled, but Chambers’ legs were already burning as he struggled over the soft sand. Desperately fighting for more speed, he could hear the other archaeologists labouring just as hard. He could tell they weren’t going to make it. But even as that thought formed he noticed a new sound and looked up with relief to see a pair of IFN gunships appearing overhead.

The gunships fired as they came, buying the retreating group precious seconds, before circling to land in front of them. Before they could touch down, a rocket leapt out of the horde of Oratan and struck a gunship square in its side. With a deafening roar, the wounded craft rolled over and exploded into flames. Cursing, the Sergeant steered the group towards the remaining craft.

‘Civilians inside, quick.’ The Sergeant shouted. ‘Grab what you can carry and leave the rest; we’ll try to draw the Oratan away.’

Chambers scrambled in with the others and as soon as they were inside, the gunship took off towards Celeste Harbour as the troops continued on towards the teleporter. It hurt him to have to leave most of their newly discovered items behind, but there was no choice. As he watched, groups of Oratan chased the gunship and the remaining troops as they sprinted away, but some remained to swarm over the abandoned relics. He could only hope that they would not discover the cache in the hillside.

Planet Arkadia Update 2012.2 (21st Feb 2012)

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Important Note on the Underground Area

The underground area is not yet available, we strongly recommend not downloading it as there is no advantage doing so prior to its release – you will still need to download the final content when it is released at a later date.

Issues Fixed

  • Hoverpod texture issue resolved.
  • Fixed missing text in Trade and Technician terminals.
  • Fixed descriptions for Carapace Armour, Carapace Helmet, and Pulsar Training Plate.
  • Fixed male Carapace Vest in “ACA – Armoury” being delivered at 40 PEC. It is now delivered at 48 PEC as originally intended.
  • Weapon sounds no longer vary from shot to shot.


General Changes

  • 8 Coins visual updates.

Known Issues

  • The 8 Coins area map looks different to the rest of the planet and the maps of the areas around Resolute Firebase and Celeste Harbour have not been updated.
  • Stage 5 of various IFN Challenge missions are currently unavailable.
  • The Hoverpod does not have its armour values set correctly.
  • Estate Terminals show the wrong colour when set to private.
  • Limited Blueprint Book cannot be coloured or textured.
  • Some types of eyewear can appear outside or on top of the Armour Helmet.
  • Skin from some face/head shapes can be seen when wearing Armour Helmet.
  • Televators in buildings may link to the building next door in rare cases.
  • Feran are afraid of getting too close to the ground.

Planet Arkadia Update 2012.1 (31st Jan 2012)

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The Arkadia Colonial Administration (ACA) has been acting for some time on the need for clear guidance to be given to new colonists on Planet Arkadia.After creating the Arkadia Adviser program, Celeste Quarry and the surrounding area was landscaped as a place for new

arrivals to learn in a safe environment.The ACA has now cooperated with a number of organisations to extend the new colonist experience much further.

Existing colonists are invited to visit the exquisite new location northwest of Resolute Firebase where new

arrivals will begin in future, at the coordinates 30180, 18040. Speaking to the Barman in the Arrival Lounge there will begin the ACA missions.The journey that follows will reveal an array of new items including the first Arkadian vehicle, and involves groups such as the Imperial Federal Navy (IFN), the Archaeological Society, Herman Industries, Lorika Tek and IFN Medical.

Important Note on the Underground Area

The underground area is not yet available, we strongly recommend not downloading it as there is no advantage doing so prior to its release – you will still need to download the final content when it is released at a later date.



Alienware ™ Pied Piper Event

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All items are kindly sponsored by Alienware™
For more information on Alienware™ products, please visit: or

Starting 25th October (after the Planet Arkadia 2011.7 Update)

30 Alienware TactX™ mouse will be let loose on Planet Arkadia.


Participate in hunting and mining activities and you’re in the running to loot these mice!
Unleash the Pied Piper in you and catch them fast!
Alienware™ Certificateif you’ve got one in your loot window, it means you’ve won yourself an Alienware TactX™ mouse!

Procedure to claim your prizes:
Step 1
Please send a private message to me, Cyrus, if you have looted an Alienware™ Certificate with these details:
(a) Avatar name:
(b) Real life name:
(c) Address:
(d) Telephone number:

Step 2
Meet me in-game and pass me the Alienware™ Certificate. Details given in Step 1 will be verified.

Step 3
Once details have been verified, the items will be sent as soon as we can.

Pls note:
– Participants can choose to sell the
Alienware™ certificates in-game
– Certificates must be passed and verified by Cyrus before 31st March 2012.

Blueprint Bonanza!

By | Events | No Comments

Chiharo held the ASI-50 in her hand. Good weight and well balanced. Excellent sighting. Zeroed at a range superior to most other pistols available. She took aim and squeezed the trigger five times in quick succession. Five targets exploded in a hail of fragments, completely ceasing to exist. The representative’s mouth hung open in stunned surprise.

“Excellent,” Chiharo said softly. “This is the best BLP pistol I’ve used so far. Service and supply on this line of weapons?”

“Full initial kit out of the task force to Arkadia, plus blueprints and exclusive replication rights for the IFN or its delegates.”

This time, there was no doubting the smile on Chiharo’s face.

“The Admiral’s office will have my report by this evening.”

- Originally published in Entropia Times magazine, March 2011 edition, p 50


Commodore Toán Harvir played again the security footage from the IFN Weapons Range. It had been recorded on the 2nd October 3007, the day Captain Chiharo had settled for the Herman ASI-50 (L).

Blueprints and exclusive replication rights for the IFN or its delegates.

That’s how it was meant to work.

It was the same as what had been arranged with all the other suppliers at Lorika Tek, PTech, Herman Industries, MAKO and the IFN’s own Gyro FAP team.

What hadn’t been addressed was the rate at which the blueprints would become available in normal manufacturing to the colonists. Harvir knew the blueprints of this specific equipment needed to come up a much higher percentage of the time, at least for the short term.

He didn’t know how long it would take for things to start running smoothly, but the situation could do with a boost.

It was time to make a few calls.

Click here for full event details!

The New Player Experience

By | Version Update | No Comments

Planet Arkadia has implemented a number of initiatives to lessen the steep learning curve for new players. If you have just joined us, you should check them out!

Beginner’s Guide

Backstory of Arkadia

Arkadia Advisers

Celeste Quarry

Event: Scavenger Hunt

Attention Arkadian Colonists:


The IFN has received reports of the sudden appearance of several Oratan camps in remote areas of the continent of Sentosa. According to Commodore Toan Harvir, “This sudden desire by the enemy to occupy territory marks the first change in strategy that we have seen”. More insight into the situation can be found in story instalment 4.1.


At the request of the IFN, PTech has made major overhauls to its resource detection software. Miners can now expect a completely different distribution and availability of resources across the entire continent of Sentosa.

The PTech upgrades, made with the knowledge gained from the first months of Arkadian mining, are part of the IFN’s aim to ensure Arkadia is able to sustain itself without the need of Imperial Federal aid. In accordance with this policy, the IFN has directed Arkadia’s technology suppliers to reconfigure their product blueprints to more effectively utilise locally available resources.


Under direction from the IFN, the Arkadian Colonial Administration (ACA) has been active in recruiting Arkadia Advisers, as part of its drive to welcome new colonists and help them through the early stages of life on their new home planet. To make these personnel easier to find, at places such as the new Celeste Quarry area, the ACA will be presenting the Arkadia Advisers with a special high-visibility vest.

The ACA has recently completed construction of a new roadway from Celeste Harbour to Celeste Quarry as well as some additional infrastructure upgrades to the Quarry itself. During the final stages of construction, the ACA reported the sudden appearance of a previously unknown flightless bird, which has been named “Ostelok”, near the Quarry.

Scientists are currently puzzling over the reason for this, and the fact that it seems to have coincided with reported sightings of another bird species spreading further up the east coast. Classified as “Feran”, this flight capable creature has been sighted to the north near Ocean Lookout and Taipan Digsite.

The two species don’t seem to be related but several in the scientific groups are querying whether it is a coincidence that they have appeared at the same time as the Oratan Camps were discovered…


An arriving equipment supply ship carrying Trade Terminal supplies was recently attacked over the Celeste Harbour area, and its cargo has been scattered across the landscape. For more information, please read the Scavenger Hunt event thread at Planet Arkadia Forum, as well as instalment 4.1 of the story!


Arkadia Studios advises some further updates to colonist software:

  • Refined Ore, Energy Matter and Animal Leathers now weigh less.
  • Several pieces of vegetation have updated textures
  • All terrain types have had a texture overhaul



  • New creature: Feran, along east coast, Ocean Lookout and Taipan Digsite
  • New creature: Ostelok, near Celeste Quarry
  • Several Oratan Camps sighted. IFN investigating
  • Blueprints revised to use only resources that can be found on Arkadia
  • Planet-wide changes to resource distribution and availability
  • Arkadia Advisers now have high-visibility vests
  • Road has been constructed from Celeste Harbour to Celeste Quarry
  • Celeste Quarry has been upgraded
  • Refined Ore, Energy Matter and Animal Leathers now weigh less
  • Several pieces of vegetation have updated textures
  • All terrain types have had a texture overhaul
  • Improved run animations for Kiana, Kadra and Korwil

Issues Fixed

Minor improvements to sounds.
Bridge Support Pillars now show their complete length on lower graphics settingS

Known Issues

  • Weapon sounds can vary from shot to shot on some weapons.
  • Archaeological society does not like people sitting on some of their chairs and sofas.
  • Limited Blueprint Book cannot be coloured or textured.
  • Some types of eyewear can appear outside or on top of the Armour Helmet.
  • Skin from some face/head shapes can be seen when wearing Armour Helmet.
  • Televators in buildings may link to the building next door in rare cases.
  • Feran are afraid of getting too close to the ground.
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