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Dungeon Wrong: Complete solution (Part
2)
We let the woman out.
For helping her we gain... 0 karma. What the fuck is
this? Helping people isn't its own reward!
Back in Bob's office is this painting of an ankh. Behind
it is a button. Pressing the button opens a gate to a
cell.
This cell is the one we'd be locked in if we sucked and
had gotten captured. We had to break into our own prison cell so we could
break out again.
The secret passage connects to another
cell.
Placing an object inside the cell on top of the pressure
plate inside the cell opens the doors inside the cell. THIS IS NOT AN
EFFECTIVE PRISON.
Now we go through the door on the left, murdering the
guard inside.
On the back wall is a switch inside a box. Flicking the
switch opens the cell gate.
Inside the cell is a chest with a key in it. If we sucked
and had gotten captured our equipment would be in this chest
too.
The hallway inside the pit leads to the torture room.
Pulling the lever on the side of the winch opens another grate, so we can
climb back out of the pits.
The first room we see is the guard barracks. We take the
key from the chest and push the red button on the shield.
Up ahead we run past a prison cell.
Raven's inside! Oh no!
That's not Raven!
We don't like being confused and we solve our problems
with murder.
Turns out it was a zombie.
On the floor is a corpse with a book. I don't know why,
but this information feels important!
Now we can go in the opposite
direction!
At the end of this hallway is a guard. We murder him with
burning. I hope he has children!
Now what's important to remember is that we keep going
straight down this hallway. No doors, no gates, no pits, no nothing. Every
branching path off of this hallway leads to fake keys and skeletons and
stuff that doesn't matter and won't drop any loot.
Eventually we'll reach another guard. We steal his wallet
and his driver's license. That way we can murder his family when we get
back to Britain.
Murder is only a crime when you know the person's
name.
The next room has this door thing in it. Clicking on the
skulls in the order from the book opens the gate.
Inside the room are two cranks. The left one turns off
the horrible fire so we don't burn to death, and the right one opens the
door ahead.
: Not while I'm around.
: Really? Don't tell me that the big strong Avatar has a weak
spot for little old me?
: Well, all I meant was...
: I know what you meant. I'm flattered, but we have a lot of work
to do. Now we're both fugitives.
: In order to clear our names, you're going to have to remind
those people in Yew what real justice is.
Genocide is only a crime
if you aren't murdering giant hideous monsters, and mass-murder is only a
crime if they aren't prison guards.
: The way that things are going around here, I think you need to
fix the Shrine of Justice.
: I agree; the Shrine of Justice needs to be next.
: Then you're going to have to get the mantra, the sigil and
glyph.
I'm glad we have Raven to tell us to do things we've already
done 3 times.
: I'm going to hide out until our names are cleared. I'll meet
you back at the docks in Britain.
: You be careful.
: I will. Goodbye.
Aww.
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