Wrong
Wrong
Wrong is the Anti-Virtue dungeon opposing Justice — an ancient ex-prison turned monster-and-bandit haunt, located in a small valley north of the Compassion shrine on both Trammel and Felucca. Wrong is the second dungeon revamped with Publish 74 and currently uses the Random Magic Item Generation System for loot. The dungeon's signature feature is the Prison of Nightmares — a hidden meta-area accessed via Mysterious Tunnels and patrolled by Demonic Jailers.
General facts
| Attribute | Value |
|---|---|
| Anti-Virtue | Justice |
| Launched | September 1997 (revamped Publish 74) |
| Coordinates | 122°N, 50°E (north of the Compassion shrine, Prison Peaks) |
| Facets | Trammel and Felucca |
| Levels | 2 (plus the Prison of Nightmares as a hidden third area) |
| Loot system | Random Magic Item Generation System |
| Special feature | Prison of Nightmares + Assassin Honed weapons |
The dungeon's lore: once a Britannian criminal prison in the distant past, then home to a tribe of Ogres, then a large band of Brigands. Briefly occupied by Juka. Currently re-claimed by brigands, ogres, lizardmen, and other humanoids.
Geography
Wrong sits in a hidden valley in the Prison Peaks, north of the Compassion shrine. The single dungeon entrance leads to Level 1.
Level 1 — the prison cells
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.
Cells, bedrolls, and Mysterious Tunnels
- Cell doors can be unlocked with Lockpicking or the Magery Unlock spell.
- Double-clicking a bedroll causes it to disappear.
- Bedrolls are frequently trapped, dealing significant damage to looters.
- Rare: a curious adventurer might find Soap while rifling through a bedroll.
- More commonly, bedrolls hide Mysterious Tunnels that connect to other dungeon locations — including the Prison of Nightmares.
- A number of Blankets of Darkness can be found on the first level (a flavor item).
Teleporters
Up to Level 2 from two locations:
- Directly north of the entrance, at the T-junction to the West and East Wings.
- North of the East Wing walls.
Level 1 inhabitants (Trammel)
- Lizardman Defender
- Lizardman Squatter
- Hungry Ogre
- Cave Troll (Wrong)
- Evil Mage (Wrong)
- Evil Mage Lord (Wrong)
- Executioner (Wrong)
The Wrong-suffixed variants (Cave Troll, Evil Mage, Executioner) are tougher than the standard wilderness versions — Random Magic Item Generation drops scale with the variant's difficulty.
Level 2 — the upper prison
Again divided into West, North, and East Wings. The East Wing is relatively quiet. Notable features:
- Fezzik The Ogre Cook presides over a cauldron of "oddly familiar meats" in the North Wing.
- Inmates in the West Wing cells are desperate for help escaping.
- The cell floors are again covered with bedrolls — more Mysterious Tunnels potentially hidden underneath.
- Torture Racks can be found in the eastern room of the North Wing — a level 10 artifact as house deco for those who can transport one.
The teleporter down to Level 1 is against the south wall, at the junction of the three wings.
Level 2 inhabitants (Trammel)
- Evil Mage (Wrong)
- Evil Mage Lord (Wrong)
- Executioner (Wrong)
- Savage Pack Wolf
- Fezzik The Ogre Cook (named, fixed spawn)
- Brigand Cannibal
- Brigand Cannibal Mage
- Demonic Jailer
The Prison of Nightmares (PoN)
The dungeon's hidden third area. Mysterious Tunnels in Levels 1 and 2 randomly transport explorers to a region outside the prison walls — patrolled by Demonic Jailers and Prison Rats.
When a Demonic Jailer catches (hits) a player, the player is transported to the Prison of Nightmares — a large room with a center cell, two small rooms to the south, and one of four randomly-selected mazes around the cell.
Maze mechanics
- The PoN center cell holds the imprisoned player.
- Around the cell, a maze is randomly chosen from four maze layouts.
- The maze walls are immaterial unless a player or prison rat is nearby — visual maze, but only blocks movement when an entity is in proximity.
- If a Demonic Jailer sees the player negotiating the maze, the Jailer rushes to recapture and put the player back in the center cell.
- Each time a Jailer recaptures, the maze may change.
- Two of the four mazes can be solved to escape; two cannot.
- Against the North wall is a sparkle teleporter that returns the player to the center cell without changing the maze — useful for retrying without rolling a new layout.
Treasure chests in the PoN
The southeast room contains seven chests. The southwest room holds a teleporter back to Level 1 of Wrong. The chests contain:
- Miscellaneous items
- Magic equipment
- A single Assassin Honed (Assassin Edged) weapon — the prized drop.
All equipment in the PoN is enchanted and damages the looter on pickup. The damage reveals the player even at 100 Hiding + 120 Stealth.
The escape
Once an enchanted item is taken, the player must reach the southwest room teleporter before a Demonic Jailer catches them. If a Jailer catches them with an enchanted item:
- The player is returned to the center cell.
- The item is returned to the chest.
If the player escapes and returns to Level 1 of Wrong, the enchantment breaks and the item becomes a normal possession.
Hue mechanics
All enchanted items are hue ID 1258 (R:240 G:160 B:8). After the enchantment breaks:
- Most items return to their normal hue.
- Assassin Honed items become hue ID 2652 (R:239 G:191 B:143) — distinctive coloration that identifies them on player vendors.
Notable monsters
| Monster | Notes |
|---|---|
| Fezzik The Ogre Cook | Named NPC, Level 2 North Wing, presides over the cauldron. Source of unique RP and lore. |
| Demonic Jailer | The PoN patrol; transports captured players to the central cell. Deals significant damage on hit. |
| Brigand Cannibal Mage | Level 2 caster; mid-tier difficulty. Random Magic Item drops. |
| Cave Troll (Wrong) | Level 1; high HP tank. |
| Evil Mage Lord (Wrong) | Boss-tier caster on either level. |
Strategy notes
- Lockpick or Telekinesis the bedrolls. Trapped bedrolls deal real damage. Use Lockpicking on the trap or cast Telekinesis from a safe distance to spring traps before approach.
- PoN is a one-shot loot run. Plan to grab the Assassin Honed weapon (or whichever item is most valuable) and bolt for the southwest teleporter. Don't try to clean out all seven chests in one cycle — the damage and Jailer-recapture rate makes that impractical.
- Maze variants matter. Memorize the two escape-able maze patterns. If a wrong-maze is rolled, return to the center cell via the sparkle teleporter and force a re-roll only by getting recaptured.
- Stealth doesn't help with Assassin Honed pickup. The damage-on-pickup reveals you regardless of Hiding/Stealth. Plan an escape route, not a sneak.
- Random Magic Item drops scale with creature difficulty. Evil Mage Lord and Cave Troll drops are higher-tier than Lizardman Defender drops. Focus farming on the named-suffix creatures.
- Justice Virtue is opposite Wrong. Killing red-flagged murderers anywhere raises Justice; clearing Wrong does not directly raise Justice. Anti-Virtue association is thematic.
- Yew is the closest city. Recall to Yew, walk south through the Compassion shrine area, north to the Prison Peaks. Drop loot at Yew Bank.
- Faction PvP relevance. Wrong's interior is a Faction PvP zone in Felucca; expect to be contested when farming the Demonic Jailer area or the PoN. Bring a tank/healer pair.
See also
Justice, Anti-Virtue Dungeons, Compassion, Yew, Prison of Nightmares, Demonic Jailer, Assassin Honed, Random Magic Item Generation System, Publish 74, Mysterious Tunnel, Bedroll, Blanket of Darkness, Soap, Lockpicking, Telekinesis, Hiding, Stealth, Fezzik The Ogre Cook, Evil Mage, Cave Troll, Brigand Cannibal, Lizardman Defender, Hungry Ogre, Torture Rack, Britain, Britannian Council, Eight Virtue Cities, Wrong (Anti-Virtue), Juka, Brigand.