...
Now Kuro - can we please have a list of all the little events that happened, or could happen? Like for example, when I used a Fight stance on a wall and a key popped out. And just what exactly would happen if we'd managed to activate all the levers?
There are so many things that happened but only one or two players know about! So many stories to tell!
Ask and you shall receive.
(WARNING - This might be hella long - explanations for each of the relics will also come along later.
I'll also reveal some other things about the dungeon (specifically, what it takes to open the 'middle chests).
Spoiler for Sonder Safe + Key (not gotten):
The locked chest you encountered has an
symbol on it, as well as a sign with two arrows: one short arrow pointing east, and one long, thinly drawn arrow pointed to the north.
The sound of electricity cackles to your right...
The glass key you picked up has an
symbol on it; you can't help but notice several arrows carved on the floor though:
-One arrow points directly to the south, with no other modifications, besides a simple check mark apparently carved by it.
-Two arrows point towards the Northeast: a long one with glass filling the carved space has been scratched out repeatedly, while a smaller one appears to have no other modifications.
-One final set of arrows pointing AWAY from the box, with the head of the arrow marked in a brightly colored
cyan ink...
For Sonder, there were two chests involved; one on Tile V11, and the other W5. After pressing the switch, the safe to the north opens, allowing you access to the Sonder Key to open the actual chest containing the weapon. The clues located on the floor or where the key was located indicate:
-The arrow pointing south with no modifications indicates that the Sonder weapon is a guaranteed relic.
-The two arrows pointing towards the northeast have different meanings. The one that was scratched out repeatedly with glass filling the space was essentially a warning sign to players that the tile (located on Y3) was BAD, and thus dangerous to step on, and thus a previous traveler from before tried to give warning to future explorers about that trap. The other arrow is marked normally, showing that it has a normal relic.
-The final set of arrows tells about how the 4 sets of outer walls of the dungeon need to be pointed outward in order to unlock in the inner chests
. (Map shown here [SCROLL DOWN]:
https://docs.google.com/spreadsheets/d/1M2XzkavwHyCmSOBjuXTLroooJUwZr3zxDaVME11Rnlk/edit#gid=0)
Spoiler for Precision Safe + Key:
The slightly levitating locked chest you encountered appears to have a note attached to it, alongside the mark of an
symbol...
'You'll find me on the other side, if your eyes are set correctly~'
The key you picked up appears to have a note attached to it, alongside the mark of an
symbol...
'You'll find me on the other side, if your eyes are set correctly~'
The slightly levitating locked chest you encountered earlier begins to float higher and closer towards you as you approach it. Out of excitement, your grasp of the key is lost and the key begins to float towards its socket, twisting and finally opening the chest. The chest begins to descend, and upon gracefully landing on the ground, you peek inside...
...it's a curved stick?
You take it out and inspect it. What is this? A message was wrapped on the tip.
'Just use your imagination, and let your dreams soar. You'll find your goals faster that way.~'-----------------------
After swinging it around like a bat, and twirling it like a baton, there appeared to be no effects. Only upon strumming it like a guitar (and later, plucking an invisible string between the two ends) do you realize how powerful it is.
The dust clears around you as the sound of an ethereal arrow crashing into the stone floor echoes throughout the grid. Impressive.
This was the first chest I designed. A weapon that can deal damage at any range to a single target should thus have a key that has the longest range to travel towards. Pretty simple solution. Just travel onto the other side of the map to obtain the key/chest.
Spoiler for Treachery Safe + Key:
You nearly stumble over something; upon closer inspection, the locked chest that you encountered has a
symbol on it, as well as a message...
"
If you are reading this, it means that you don't need me.
I can give you comfort. I can grant you life. For a price.
Come back to me when you are in pain, aching; for the blood that you spill from yourself, I will replenish it from others."
As you approach the chest, it bursts right open!
You quickly stumble back as a black python launches itself towards you, but then it stops; you realize that the snake was actually a set of black rings, a endless chain of them... with a set of two blades on one end. The chain itself seems to hover in the air carelessly, and as you cautiously approach it, it begins to slowly curl up around your arm and ball up into your palm, with the blade pointing itself away from you.
A message was found inside the chest:
"Take what is rightfully yours now.
The comfort that others exploit, the life that others squander...
TAKE it, and show what it means to be in pain."As the small whip-like weapon dangles and swirls around you like some sort of spirit, you can't help but feel... thirsty, for some reason.
This chest is one of the few that doesn't have conventional switch/key mechanics; rather, the player must have lost 33% or more of their health (i.e. - 67 HP or less if your total/max HP is 100) in order for it to open. Otherwise, it just remains closed under the premise that 'if you don't need to heal your HP, you don't need Treachery to leech off of others'.
Spoiler for Bubonic Safe + Key:
The locked chest you encountered has a
symbol on it. Around it lie various piles of bones, as well as a message partially buried underneath a stack...
"4:8 Horror is the beast we choose to let consume us-
14:9 For when those who have truly left-
25:3 The unspeakable arises from the bottom-
6:22 Curses to those who forsake our warning-
23:24 And blessings to those who appreciate endings-"You have a feeling this message is trying to tell you
multiple things...
As you pick up the (literal) skeleton key, you see a message placed on its bony edge with the mark of a
symbol on it...
"I'm surrounded by death
Or at least, its potential.
I'll open if you find me
in a field of barbs.
...or if someone else
finds the 'potential' I spoke of."
7:17 7:18 7:19 8:17 8:18 8:19
The locked chest you previously encountered has opened; the various pile of bones around it scatter, and a floating flask attached to a thick and incredibly frayed yarn begins to unveil itself from the chest. Aromas of which you'd rather not describe make it difficult to approach the object, but the odors fade, and you touch the relic without incident, and read another tiny message wrapped around the bottle's head:
"Use with caution."The odor doesn't seem to affect you at all now, but you notice the fume clouds surrounding it seem to also surround you... like a shield. Hopefully this thing won't kill you.
As you wander the dungeon halls, you sudden hear a hissing sound, and turn around!
...but nothing's there?
You quickly check everywhere, and realize the sound is coming from your inventory; your key has apparently dissolved, and you can hear nothing aside from a faint whisper:
"You can unleash the power of death with this... or you could have proven the worth of my essence by being Death yourself."Someone must have already gotten the treasure.
A key with multiple stories to tell. From the top:
- The 4:8, 14:9... etc. poem is both fluff and symbolism. The numbers themselves correspond to coordinates on the map of the original 5 X tiles (4:8, for example, leads directly to Tile 'D8' respectively). The lyrics that are crossed out have two directional words (left, and bottom), which guide the player towards the location of the original Bubonic Key (Tile B26). Finally, 'endings' is crossed out because it represents the alternate way the chest will open (and be publicly unveiled, had it not been discovered prior); if a player dies, the chest open automatically.
- The Skeleton Key, with numbers at the end of the poem, indicate the chest's location; the 5 numbers represent the spike tiles surrounding the chest (also referenced by the phrase 'surrounded by death'), and also indicate the 2nd key to opening the chest by the bolded words (I'll open, death, etc.). The colored number represents Bubonic's actual location, and the other numbers were the Spike tiles.
- True to death itself, the key 'dies' and is removed from play should the key not be used before Bubonic was picked up. Originally, I would have it so that if the player didn't open Bubonic's chest with the key, they'd die instead, but that's too much of a penalty, so I just dropped that aspect.
Spoiler for Excavation Safe + Key (not gotten):
During your exploration, you encounter a locked chest with six separate keyholes, an
symbol on it, as well as a message...
"Come home guys
we need you all back
together just
for one more time.
Let's give our host
one rockin' party."
Your {insert number of keys all player on the tile have} only fits {1-5} of the locks; prying it open fails. You must have the other {number of key remaining to have on the tile} keys with you for this to unlock.
The key you picked up appears to be somewhat rusty and has a note attached to it, alongside the mark of an
symbol...
"I am {INSERT NUMBER, FIRST, SECOND, THIRD, ETC.} of six.
Find my other brethren, and we'll help you."Simply put, 6 keys were required to open Excavation. Since ya'll didn't agree to trade relics for keys or whatever, no one could have opened the chest. Lame.
Spoiler for Dissension Safe + Key:
The key you picked up literally disintegrates in front of you; an illusion! However, on the ground, you note a message has been carved out alongside a familiar
symbol...
"Oops.
Your Princess is in another castle
...or maybe it's just to your left?
Don't get angry at me! Well, maybe it's best if you do.
After the party, let's go south to the AFTERPARTY. "You look to your left and only see a Wall. What type of trick is this?
After smacking the wall in an eccentric fashion, the pink wall vibrates; a key-shaped object plops out mysteriously from the solid surface, covering in a gooey carnation-colored substance. You pick it up, slightly grossed out, but notice both a message with an
symbol stamped onto it...
"PARRRRRTTTTTTTAAAAAAAYYYYYYYY~"
The locked pink chest you encountered has an
symbol on it, as well as a tiny message. You note that there are small pink rocks all around the chest, nearly identical in nature to the pink walls in the dungeon...
"Up."
After taking your key and unlocking the safe, you open it, and find... what appears to be some sort of odd cube-shap- wait, what is this?
The device you hold feels completely foreign to you; perhaps someone from another dimension crafted it? You note that the cube has different colors on all six sides, with no color completely matching another. Each face has 9 separate colors, for a total 54 unique hues; a small message appears to be on the inside of the chest:
"FACE THE BEIGE CENTER AWAY FOR PARTY TIMES."
[Glitter not included. Recommended for ages 30 and over. Do not take with alcoholic-beverages, pecans, calcium-nitrates, bananas, charcoal, amphetamines, water, or phones. Please play responsibly. Assembly not required, but talk to your doctor regarding DISSENSION. If you or a hated one...]The message appears to be faded after a certain point. Whatever, it's a relic... right?
The key location is correct, but there was no key awarded if you stepped on the tile; rather, you had to use 'Fight' on the wall directly west of it (Fight West Tile R14) in order for the key to dislodge and be given to you. The safe is ambiguous for obvious reasons to ensure that people wouldn't open it so easily. The rest of the description after the major opening quotes was me writing stuff in a tired stupor. ^^;
Spoiler for Cauterizer Safe + Key:
The top part of a key you picked up appears to have the mark of a
symbol-
Oh wow, it feels hot-
It's burning your hand!IT'S STUCK TO YOUR HAND! WHYWON'TITCOMEOFFOHGOD-You quickly read the message underneath the key where you found it.
"YOU DESERVE THIS
YOU BURNED US
YOU BROKE US IN HALF
WE'LL BURN YOU
WE'LL BREAK YOU IN HALF
UNTIL YOU EARN MY RESPECT
UNTIL YOU EARN OUR RESPECT
FIND MY SISTER NOW
PUT US BACK NOW"
You immediately spot a red locked chest with a message on it as well as the symbol of
:
"
Tread quickly if you've read this; chances are if someone else is nearby, you won't get me alive."
----------------
Your attempt to try to get the key off your hand fails, and it's still burning you!
The bottom part of a key you picked up appears to have the mark of a
symbol-
Suddenly, both of the keys you have seem to lose all heat. Upon putting the two together via their cracked-section, the key automatically melds itself together, making itself useful...
You are no longer burning. Hooray!
As you open the red chest with the symbol of
, you are immediately greeted with a small burst of heat and steam. You pull back away fearful that this might be a trap... but as the smoke clears away, you spot the glistening double-sided, bronze axe being barely held by small clamps. The inside of the box feels warm as you carefully take the axe out, and spot a small rolled up piece of parchment sticking out from the leather-bounded handle. Your read it:
"Let your embers burn bright warrior."The axe's heat cools when its edge is closer to your skin, but appears to heat instantly back up when pointed elsewhere...
Although partially making up the 'angry text' on the spot, the idea was that the keys would be separated and the player would need to find both keys in order to open Cauterizer. If two players had a half each, they would basically half a permanent burn effect until they both decided to open Cauterizer together.
Spoiler for Orbit Safe + Key:
The locked (and apparently digital) chest you encountered has a
symbol on it, as well as a message...
PROCESSING...
ERROR: CACHE STORAGE FAILURE.
UNAUTHORIZED PROTOCOL RECOGNIZED. SEE ERROR DETAILS BELOW.
0X000000FJDSF0A0F0SAFDAS0F00100101
0X000F000032005042B0F0DAS0F0000001
0X011JFD43242523500010310031010312
0X0X32131535JABACEPF00F0AF0DSI9283
0X993818195153752XAFD0SA004432421C
AUTHORIZATION REQUIRED. PLEASE ACTIVATE ALL EIGHT CONGRUITY LOCKS LOCATED AROUND ORBIT SITE.
ORBIT SECURITY MEASURES STILL ONLINE.
ALL SWITCHES DIRECTLY AFFECT ALL ADJACENT SWITCHES.
ONCE ALL BUTTONS ARE ON, STORAGE WILL OPEN TO USER.
ANY CODE DEACTIVATION WILL RESULT IN IMMEDIATE CLOSURE OF CACHE.
EMPTYING CACHE WILL CANCEL ALL FUTURE LOCK CHANGES.
THANK YOU.
The now unlocked (and apparently digital) chest you encountered has a
symbol on it, as well as a message...
PROCESSING...
CODE ACCEPTED.
ORBIT SECURITY MEASURES NOW OFFLINE.
STORAGE CACHE NOW OPEN FOR VIEWING AND RETRIEVAL.
ALL CONGRUITY LOCKS ARE NOW PERMANENTLY DISCONNECTED FROM SITE SYSTEM.
PLEASE USE TOOL WITH CAUTION.
WEAPON REQUIRES FOUR [4] DAYS TO RELOAD FROM COMZANZNET AFTER INITIATION.
THANK YOU.
You take the weapon and smile - who knew a simple headset could be so deadly?
The switch puzzle was the 2nd chest I immediately designed, and also had to be balanced -multiple- times because it was easy to create a stalemate solution where the chest couldn't be opened. Ignoring the CAPSLOCK code spam/jibberish that one could imagine on a crappy CRT monitor, the idea was that all 8 switches affected the adjacent ones.
##B
#X#
B##
The above was the original configuration for the switches, with 'B' being 'on', and '#' being 'off'. By 'affecting adjacent switches', I mean that any switch that can be reached through 1 movement action would be affected by any switch of that same distance. So in other words, the north switch would affect: NorthWest, West, NorthEast, and East. The Northwest switch would only affect the north and west switches, etc. Given multiple players in the area, it could be frustrating for any one person to open the chest as the buttons would turn things on and off based on movements and stances, but then again, TiankPL stealing ftw.
Once the weapon was obtained, players couldn't affect the switches anymore to avoid needless updating, based on the CAPSLOCK orbit coding.
Spoiler for Instinct Safe + Key:
The locked chest you encountered has a
symbol on it, as well as a message on both the chest as well as the floor. The chest message is scratched out with several scratch marks...
"
SWITCH
LIES
^ NORTH ^
| |"
The carved message on the floor reads as so:
"dO NOT FoLL0W THe c
HE5T's mEs5AGe DlRE(TLy
pLeA5E GO ToWARDs tHiS WHeN You fInD it
oR eLSE 50ME0NE else WlLL GET 1T
FIGHT YOUR INSTINCTS"
The locked chest you encountered earlier is now opened, with another
symbol on the inside. Among an assortment of flora covering the top, you carefully, but quickly remove the so called Relic from the chest.
As you look at the contraption, it appears to be some sort of primitive dart blower made out of bamboo, etched with several runes. One side of the dart blower has snakeskin partially covering it, while the other is wrapped with what appears to be ripe seaweed. You look at both ends cautiously and note that there's a message inside, but realize upon taking the paper out that there doesn't appear to be any ammunition...
"It may look empty, but its projection of its worth comes solely from you."Well... go figure.
The walls surrounding the switch are based off of "momentum" so to speak - if you enter Tile Q5 from the South, for example, going upward to it, the walls would instead look like this:
#=#
#~#
###
The idea came from a dream where two players were nearby the chest, and one of them stepped on the switch to open Instinct, but a set of walls prevent them from doubling back, and instead they had to follow through their original direction (i.e. -they were going northwest onto the switch, so they had to go northwest even moreso before traveling back south to obtain the weapon). This concept was originally supposed to trap a player within 8 tiles and only be freed when another player picked up Instinct, but I figure that would be pretty lame.
Spoiler for Judgement Safe + Key:
The well-illuminated locked chest you encountered appears to have a small pedestal with a poem on it, alongside the mark of an
symbol. You notice around the chest are six moderately sized statues.
On the left side of the chest, you note two muscular, nearly stripped men (to the
Southwest and
Northwest) attempting to grapple or restrain a heavily-armored, winged demon (
West) with a combination of rope and chains.
On the right side of the chest, you note two small demon imps (to the
Southeast and
Northeast) attempting to kidnap or assault a lone maiden and a child (
East) whose faces are covered. The maiden is protecting the child with a sheet.
The poem reads as follows:
I burn those who choose to pursue an unholy war,
And remain closed to those who are not fit to fight,
But those who are pure, righteous, and just;
Granted to them, the power of Light.
You hear the sound of tiles grinding against something, as if they were moving due to them being switches...
The well-illuminated chest you encountered before has now been completely open for the contents to be seen. As you get closer to it, you spot the relic inside; it appears to be a weapon in the form of a small hammer with a single rune of the
symbol carved onto its head. The stone is dull-colored, and the handle seems well-worn. A small note is found wrapping the hammer after handling the object with both your hands:
Blessed to those who know right from wrong.You note that the weapon begins to glow. The light becomes blinding when you point it at the demon-like statues, but softens to a quiet dim upon pointing it towards the more human-like statues. Interesting...
The three statues to the left and right of the chest correspond to the 2 sets of switches. Three bad, and three good switches essentially. The majority of the combinations put the safe in 'lockdown' mode, basically preventing anyone from touching it. Only lighting the good statues (specifically, the human statues found on Tiles I22, I24, and K23) will open the chest, as 'Granted to them... the power of light - ...[those[ who are pure, righteous, and just'. Lighting ALL of the statues invokes a war of both evil and good, and thus, will cause the Safe to transform into a bonus 'X' tile (causing pretty horrid damage).
Luckily, that didn't happen.
Spoiler for Amnesia Safe + Keys:
The key you picked up appears to be somewhat dusty and transparent and has a note attached to it, alongside the mark of an
symbol...
"Are you the one? To wield the past?
If you are truly, you'll note that I am far more impatient than the others, despite my heritage.
Don't keep me waiting. Your true goal is hidden away in the past, that shall lead to a present, that will grant you your final future desire.
If you take two long, I will return back to my spot and hope that someone else can fulfill my wishes.
Go south. That is all I can guide you by."
The locked chest you encountered has a
symbol on it, as well as a message...
"PAST.
GO IN ORDER."
The transparent dusty key that you're holding appears to fit the lock, and inside you find...
Another key! This one isn't as dusty, but is slightly more transparent and has a note attached to it, alongside the mark of an
symbol...
"An impressive feat.
You managed to follow my previous orders. Well done. Now the only task left before obtaining your desire lies... somewhere.
Close.
Your destiny awaits... or perhaps you two are just a squandering sage?"
The locked chest you encountered has a
symbol on it, as well as a message...
"PRESENT.
GO IN ORDER."
The nearly invisible key that you're holding appears to fit the lock, and inside you find...
Another key!? This one however is practically glowing a shimmering yellow, but is cool to the touch still. A note is attached to it, alongside the mark of an
symbol...
"Look up before you mortal. Are you sure you wish to wield me?
If you are, go forth, and claim your prize... if you dare."
The locked chest you encountered has a
symbol on it, as well as a message...
"FUTURE.
DID YOU GO IN ORDER?"
Upon unlocking the chest with your dazzling gold key, a large but lightweight tome floats upwards. You cautiously grab it, noting it doesn't harm you, but see one last page sticking out of the book. You notice right after tearing it out, it begins to fade, and another page with taboo symbols suddenly appears in place of the page you torn out. You quickly read the message before the page becomes practically invisible.
"Well done, young sage. Now claim victory over those who shun either past or future - after all, you control it."Also exhausting to obtain, Amnesia required 3 keys, to be obtained in a -specific- order given a deadline. Each key follows a pattern counterclockwise (starting from Tile T22, to Q22), where if you don't have the required key, the chest remains closed. Amnesia keys expire after two rounds, and upon doing so, will then be placed back to their original locations (chests containing the Present/Future Amnesia keys will lock those keys again inside them). Thus, you had to be quick and careful to find the chests to obtain Amensia, or else you'd have to go back and do that pattern all over again.
Spoiler for Frostbite Safe + Key:
You notice a broken chest on the ground, eroded by what appears to be used fountain water. Gross. Curiously, you try to look for a nearby treasure, only to see a small gap in the ground filled with the liquid. Looking inside the small pool, you notice the shadow of a weapon (specifically in the shape of a scepter) in the pool, and a message on wet parchment paper rises up. The message itself has somehow kept its integrity despite the water damage:
"I remain this way because there is simply too much.
Perhaps if there is too little I'll change to your way?"
You try your best to snatch the weapon in the pool of water, but all you seem to do is just blur the image of it. You notice though, that the sound of water flows all around you... the unused fountains nearby must be fueling such magic.
After venturing into a fountain, you notice that upon using it, something shiny glows brilliantly in the water. A sapphire upon first glance, removing the object from the leftover water reveals that it's a ice key, with a small piece of yarn looped through its handle. Touching the key itself is so cold, you're forced to hold it by the string. A small message attached to the string states:
"Now that there's nothing left to hide me, I guess there's no point in illusions."
The ambiance of rushing and flowing water from before has now left a simple trickle, echoing down to where you encountered the chest...
You approach the gap again with the key in hand, noted that as you get closer, the key begins to rapidly melt, while the water in the gap of the room begins to descend. As the key fully transforms into liquid, you note that the shadow of a scepter before has turned completely into a glowing blue material weapon, wrapped in several opulent fur straps on the base of the weapon. You pick it up carefully, but still bang it against the wall of the gap accidentally; the ice doesn't break, and if anything, its weight implies that it's a lot stronger than it looks. A small message was underneath the weapon's base, and you read it before absentmindedly pointing it towards a water source:
"Be careful where you aim, for winter never truly leaves the mind of those adventurous enough to forsake their callousness."
The water puddle instantly freezes; this is most definitely useful!
For Frostbite, the key would for it would not appear UNTIL all fountains around it were drained. In other words, a player would basically be forced into using all the fountains surrounding it in order to obtain the key (it would always appear on the last used fountain tile surrounding it), and then go to the center to obtain the weapon.