Difference between revisions of "Wrong"
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Wrong is | = Wrong = | ||
'''Wrong''' is unlike most of Britannia's dungeons. | |||
While much of the dungeon can be explored in the usual fashion, '''Wrong is also a puzzle'''. Not every area can be reached simply by finding the right corridor or staircase. Players who explore carefully may discover evidence that there is more to Wrong than its immediately accessible levels. | |||
== The Third Level == | |||
Somewhere beyond the ordinary passages of Wrong lies a '''third level'''. | |||
Reaching Level 3 is part of the dungeon's challenge. Those who find their way there will discover a unique encounter culminating in a powerful boss. | |||
There is no ordinary staircase leading the way. Access must be discovered. | |||
== Prisoner Camps == | |||
Throughout Wrong, adventurers may encounter a variety of unusual prisoner camps. | |||
Some contain prisoners held behind barred doors and guarded by hostile captors. Others depict executions, last meals, or rather less sympathetic "prisoners." | |||
'''These camps are not merely scenery.''' | |||
A careful adventurer should pay attention to: | |||
* the guards and anything they may be carrying; | |||
* locked cells and the prisoners within; | |||
* locked and trapped treasure chests; | |||
* unusual objects recovered from those chests. | |||
A key carried by a guard may solve a very immediate problem, but it will not necessarily solve every lock you encounter. Some obstacles require more traditional adventuring skills. | |||
== The PortKey == | |||
On rare occasions, an adventurer searching the prisoner camps may discover an unusual object: | |||
'''a port key''' | |||
A PortKey is not an ordinary key. | |||
It does not fit a conventional lock, nor does its purpose become immediately obvious. Its presence is a clue that something elsewhere in Wrong may respond to it. | |||
PortKeys also do not remain useful forever. Once disturbed, an adventurer would be wise not to spend too long wondering what to do with one. | |||
== Follow the Evidence == | |||
Somewhere in Wrong are signs that another adventurer may once have possessed a PortKey — and that things did not end particularly well for them. | |||
Finding that evidence may be more useful than trying to use the PortKey on every locked object in the dungeon. | |||
'''Look carefully at your surroundings.''' | |||
Wrong sometimes tells its story through what has been left behind. | |||
== Hints == | |||
For players who would prefer a little assistance without having the puzzle completely revealed: | |||
'''Hint 1:''' The prisoner camps are part of the puzzle. | |||
'''Hint 2:''' Guards, cells, and treasure chests each present different problems. Do not assume that one key solves all three. | |||
'''Hint 3:''' Finding a PortKey means you have found one of the important pieces of the larger puzzle. | |||
'''Hint 4:''' A PortKey is not used like a normal key. You do not need to target a lock with it. | |||
'''Hint 5:''' Somewhere in Wrong is evidence that somebody else once had a PortKey. If you find that place, investigate the area carefully. | |||
Those who put the pieces together will find the way to '''Wrong Level 3''' — and discover what is waiting there. | |||
Latest revision as of 10:12, 12 October 2026
Wrong
Wrong is unlike most of Britannia's dungeons.
While much of the dungeon can be explored in the usual fashion, Wrong is also a puzzle. Not every area can be reached simply by finding the right corridor or staircase. Players who explore carefully may discover evidence that there is more to Wrong than its immediately accessible levels.
The Third Level
Somewhere beyond the ordinary passages of Wrong lies a third level.
Reaching Level 3 is part of the dungeon's challenge. Those who find their way there will discover a unique encounter culminating in a powerful boss.
There is no ordinary staircase leading the way. Access must be discovered.
Prisoner Camps
Throughout Wrong, adventurers may encounter a variety of unusual prisoner camps.
Some contain prisoners held behind barred doors and guarded by hostile captors. Others depict executions, last meals, or rather less sympathetic "prisoners."
These camps are not merely scenery.
A careful adventurer should pay attention to:
- the guards and anything they may be carrying;
- locked cells and the prisoners within;
- locked and trapped treasure chests;
- unusual objects recovered from those chests.
A key carried by a guard may solve a very immediate problem, but it will not necessarily solve every lock you encounter. Some obstacles require more traditional adventuring skills.
The PortKey
On rare occasions, an adventurer searching the prisoner camps may discover an unusual object:
a port key
A PortKey is not an ordinary key.
It does not fit a conventional lock, nor does its purpose become immediately obvious. Its presence is a clue that something elsewhere in Wrong may respond to it.
PortKeys also do not remain useful forever. Once disturbed, an adventurer would be wise not to spend too long wondering what to do with one.
Follow the Evidence
Somewhere in Wrong are signs that another adventurer may once have possessed a PortKey — and that things did not end particularly well for them.
Finding that evidence may be more useful than trying to use the PortKey on every locked object in the dungeon.
Look carefully at your surroundings.
Wrong sometimes tells its story through what has been left behind.
Hints
For players who would prefer a little assistance without having the puzzle completely revealed:
Hint 1: The prisoner camps are part of the puzzle.
Hint 2: Guards, cells, and treasure chests each present different problems. Do not assume that one key solves all three.
Hint 3: Finding a PortKey means you have found one of the important pieces of the larger puzzle.
Hint 4: A PortKey is not used like a normal key. You do not need to target a lock with it.
Hint 5: Somewhere in Wrong is evidence that somebody else once had a PortKey. If you find that place, investigate the area carefully.
Those who put the pieces together will find the way to Wrong Level 3 — and discover what is waiting there.