Wrong

Wrong
First Seen: September 1997
Coordinates: 122º N, 50º E
Facet: Trammel & Felucca

Wrong is one of Sosaria's older dungeons and is located in a small valley north of the Compassion shrine on the Trammel and Felucca facets. This ex-prison is one of the 7 Anti-Virtue Dungeons. Its values are the opposite of the Justice virtue.

Wrong is the second dungeon revamped with Publish 74 and currently uses the Random Magic Item Generation System. The dungeon has two levels and houses the Prison of Nightmares.

Level 1

Map Wrong Level1 Labeled.png

The lower level is divided into West, North, and East Wings, all inhabited by fairly strong creatures. In the West and East Wings are prison cells with bedrolls covering the floor. The cell doors can be unlocked with the Lockpicking skill or the Magic Unlock spell. Double clicking on a bedroll will cause it to disappear. Bedrolls are frequently trapped, dealing significant amounts of damage to those attempting to pilfer another's belongings. On rare occasions, a curious adventurer might find Soap while rifling through a bedroll, although bedrolls are more frequently used to hide Mysterious Tunnels, which connect to other locations in the dungeon.

A number of Blankets of Darkness can also be found on the first level.

Teleporters up to Level 2 are found directly north of the entrance at the T-junction to the West and East Wings, and north of the East Wing walls.


Level 2

Map Wrong Level2 Labeled.png

The upper level is again divided into West, North, and East Wings. The East Wing is relatively quiet. In the North Wing, Fezzik The Ogre Cook presides over a cauldron of oddly familiar meats. Imprisoned in the West Wing cells are inmates desperate for help escaping. The floors of these cells are also covered with bedrolls, more Mysterious Tunnels potentially hidden underneath.

In the eastern room of the North Wing, Torture Racks can be found.

The teleporter down to Level 1 is against the south wall, at the junction of the three wings.


Prison of Nightmares

Players who explore enough Mysterious Tunnels will eventually find themselves on Level 2, outside the walls of the prison! Prisoners may have stashed some goods outside the walls, but these areas are patrolled by Demonic Jailers. When a Demonic Jailer catches (hits) you, you will be transported to the Prison of Nightmares (PoN).

Prison of Nightmares

The PoN is a large room with a center cell and two small rooms to the south. The south-eastern room contains seven chests, the south-western room a teleporter to Level 1 of Wrong. The PoN is inhabited by four demonic jailers and 4-7 prison rats. Outside the center cell, 1 of 4 mazes will be present, the walls of the maze immaterial unless a player or prison rat is nearby. If one of the Demonic Jailers sees you negotiating the maze, they will rush over to you, hindered by only the material walls, and place you back in the center cell. Each time you are returned to the center cell by a Demonic Jailer, the maze may change. Two of the mazes will allow you to escape the Prison of Nightmares, two will not! Against the North wall of the PoN is a sparkle teleporter that will return you to the center cell without changing the maze.

In the chests in the southeast room, miscellaneous items, magic equipment, and a single Assassin Edged weapon might be found. All of the equipment, including the Assassin Edged weapon, is enchanted and will damage you if picked up. The damage will reveal you, even if you have 100 Hiding and 120 Stealth. Once you've taken an enchanted item, make haste to the south-western room's exit. If a Demonic Jailer catches you with an enchanted item, you will be returned to the center cell and the item returned to the chest from which you took it. If you escape the Prison of Nightmares with an enchanted item, upon returning to Level 1 of Wrong, the enchantment will be broken and the item yours to keep.

All enchanted items are hue id: 1258 (R:240 G:160 B:8). Most items will return to their normal hue once the enchantment is broken.

All Assassin Edged items will become hue id: 2652 (R:239 G:191 B:143) when the enchantment is broken.

Maze 1: Can Escape
Maze 2: Can Escape
Maze 3: Cannot Escape
Maze 4: Cannot Escape

Monsters - Trammel

Level 1

Level 2

See Also