BLISTER
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Community documentation for Blister Online, build 1327.

Dungeon 5 of 17 — added v249 · level 340 to enter

The Parted Hold

A boss with no telegraph and no clock, whose one instruction is the opposite of every fight before it: deal less

Four axes were already claimed by the time this dungeon shipped: where you stand, when you strike, what you're willing to spend, and what you can lose. The Parted Hold claims a fifth: how much damage you actually deal — not where, not when, not what it costs in goods, not what breaks. Raw volume of output, which up to this point had never once been the wrong answer to any fight in the game.

The Tally: one number, two meanings

The Parted Hold has exactly one number in it, called the Tally. The Arbiter of Halves' health is pinned to that exact number, in both directions, on every single frame — and the same number is also the entire remaining worth of the Hold's three pans of treasure. A point of damage dealt is therefore never free: it is a point of treasure struck permanently off the board and destroyed. Whatever wasn't drawn out safely through a pan was burnt fighting the boss instead — struck plus drawn always equals the tally spent, because the two of them are competing for exactly the same fixed pool.

The Guard: why holding the fire button stops working

Every point of damage landed also raises the Arbiter's Guard by the same amount. The Guard sheds at 2,600 a second — but only while the player isn't actively striking; any attempted hit freezes that shedding for a further 0.45 seconds. Once the Guard reaches its cap of 9,000, the Arbiter becomes Overweighed and its health simply cannot move at all, however hard it's hit. Holding the fire button therefore buys exactly 9,000 damage, once, and then buys nothing further, ever, because the Guard's shedding never even starts while the trigger stays down. A 4,000-damage weapon and a 400-damage weapon clear this fight in the same amount of time — raw output isn't the answer here. Restraint is.

This is deliberately not the same demand as The Tolling Vault's boss. The Tollbearer's window is opened and closed by the boss itself, on a telegraph, and the ask is to read a tell and time a single swing into it. The Arbiter has no telegraph and no clock at all — its window is opened and closed entirely by the player's own accumulated output, and the ask is to deal less, the exact opposite instruction, which no amount of better timing alone can satisfy.

The three pans: drawing treasure out instead of burning it

Three pans stand around the Hold. Opening one lifts its shutter for 6 seconds, during which a draw can pull a 7,000-point chunk of the Tally out as safe, kept loot instead of letting it be destroyed by combat — each pan then goes dead for 9 seconds before it can be used again. Every pan pays out real rewards on its first lift regardless of what happens afterward: a Gold Bar, cash, and experience, banked immediately whether or not the Arbiter is ever actually beaten.

Playing well improves the exchange rate rather than raw power: a draw pays its base amount multiplied by (1 + remaining tally ÷ maximum tally), so the exact same 7,000-point chunk is worth roughly twice as much drawn from a nearly full board as it is from a nearly empty one. Restraint doesn't make the player hit harder — it makes the same treasure worth considerably more on the way out.

Balance

The Arbiter is one of the game's existing "cope knight" family enemies, its stats overwritten on that one spawned instance so no save's bestiary completion count ever moves. Its damage was set to 95 — identical to the three bosses before it, adding no new incoming threat to the game. The Tally's maximum, which doubles as the Arbiter's total health pool, was substantially reduced during later balance passes — from 111,400 originally down to 19,935 at the Boss Pass (v363) — see the axis dungeons overview for the full shared balance history behind all seventeen doors.

How it's found

A colossal stone balance stands with its beam snapped clean through the middle — one pan resting on the ground, the other still hanging. Found by the same three signposts every keyless dungeon in the series relies on: the structure itself (deliberately unlike any of the four dungeon markers before it, so a player can tell which one they've found from fog range alone), a one-time toast within 500 metres, and a bearing-and-range line on the idle prompt within 900 metres.

Version history

  • v249 — added. Ships as the fifth dungeon and fifth boss, claiming the one axis that had genuinely never been claimed by anything in the game before: how much damage the player deals, with a fight built specifically around the instruction to deal less rather than more. The very next dungeon, The Answering Gallery (v250), was explicitly designed to punish the exact behaviour this fight rewards.
  • v362 — level requirement lowered from 1,900 to 340, part of the game-wide compression of all seventeen axis dungeon doors into the early game.
  • v363 — the Tally's maximum rebalanced from 111,400 down to 19,935, as part of the Boss Pass that made every dungeon's boss survivable at the level its own door actually admits.

Trivia

  • The game's own source comments record an explicit edge case worth knowing: a killing blow is checked for before the Guard's health-freezing pin is applied, so a hit that lands on the Tally's very last few points while the Arbiter is technically Overweighed can still finish the fight — but only once the Tally itself has already shrunk smaller than a single hit, which only happens at the tail end of a fight the Guard has already been governing the whole way through.
  • Is one of seventeen axis dungeons on Earth. Alone among the first five, its central mechanic asks the player to actively do less of the thing every other fight in the game rewards.