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Nightmare Fuel / Wynncraft

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Notice: As a moments subpage, all spoilers are left unmarked. You Have Been Warned.

Don't let the Minecraft aesthetics fool you, Wynncraft can and will show its hand in how dark it can make its setting.


    Quests 

  • Every Wynn recruit from Fruma has all of their memories removed. Recover the Past has a magician has discover a way to recover their memories by use of a magic orb, which provides some insight as to what Fruma, the player's home, looked like. It does not pretty.
    • When viewing Tasim's memories, you get to see that he ended up getting arrested by the Fruma guard by helping Aledar, who was being chased by six guards, by healing him with magic when he fell through the roof of the former's house. Not only do the guard quickly find and arrest Aledar, but they arrest Tasim on account of him (unwittingly) being Tasim's accomplice.
      • The fact that Aledar outright calls Tasim "cursed" for using magic. This says a lot about how normal people knowing magic is viewed in the province.
    • The prison, where you get to see the process of how and why everyone that comes from Fruma has their memories removed, being demonstrated on Tasim. It's pretty disturbing to watch.
      • The Inquisitor's comment and the fact that you can spot a broken-down wagon before leaving the prison makes that one little quip about one of the wagon's wheels breaking at the beginning of your adventure take a dark turn.
    • What the Inquisitor says after wiping Tasim's mind leaves a lot of questions to be asked, mainly because you know who he's asking the question to and how the Inquisitor asks the question.
      Imperial Inquisitor: Now what might you be...?
    • Your turn. You walk towards the magic orb, wait a few moments... and the orb explodes. The magician is shocked, saying it's as if nonexistent memories were being accessed, as if you never existed before Wynn. With this in mind, it can only lead to several questions of what the player did to end up in Wynn, or what they were doing in Fruma in the first place.
  • The entirety of A Grave Mistake, which manages to be superbly spine-chilling despite having no combat whatsoever. It is definitely telling what the quest will be like when you look at the description to begin the quest.
    ., STAY ;. 'AWAY:, .FROM;, ,.; [157,78,-377] ':,
    • The only other entry in the quest book for it isn't much better:
      .;I. ,told;. .,you; :to, .,stay; .away';
    • To progress the player needs to enter three buildings, each with their own scares.
      • The church may seem like a safe place, considering it is a holy place in the middle of a graveyard. Well, you will think that until you enter the basement and see a group of cultists worshipping a monster composed entirely of eyes. This gets even creepier when one realizes that this area, on the Fantasy World Map, is directly adjacent to the Silent Expanse, which has Faceless Eye monsters aplenty.
      • One house has you grab keys that allow you to ascend to the attic. The first key is found in a room with a dead body hanging from the ceiling, which drops on you. The key to the attic is found in a room with boarded-up windows and various flesh strewn around. Upon entering the attic, you hit a dead end. If you turn to leave the attic at this point, a phantom will appear the moment you turn around and lunge right at you.
      • Another house has books and papers flying out of shelves moments before the floor under you breaks away, sending you into a tunnel beneath the house. If you keep progressing, you will come across a skeleton that slowly walks towards you. Luckily it disassembles before reaching you. This does not happen with the eight skeletons at the end of the tunnel.
      • Upon entering the last house, you are greeted with three blocks spelling out “DIE” and have to solve a puzzle where you reattach the arm of a corpse who is still alive.
      • Once you have done all this, you can enter a large door at the back of the graveyard. It leads to a long tunnel with a locked door at the other end. What makes this segment worse is that music disc “11” is playing during this segment.
    • Every area in the overworld, quest locations and dungeons have music playing throughout. Here? Nothing but the sound of thunder underneath the night sky.
  • You know those Iron Golems that you see guarding most of the cities in Wynn and Gavel? The An Iron Heart quest chain delves into how these things are made, and it is not pretty.
    • The first quest has you search for one that a villager bought as a personal bodyguard only for it to suddenly run off. Reaching the cave it entered, you being to hear it speak as you continue. When you defeat it, it says its name is Madeleine before exploding into scraps of metal and blood.
    • The second part begins in Olux, a backwater town riddled with missing posters. A detective who is investigating this case refers you to someone with a criminal history since the person in question will not inform the authorities. When you visit him, a device that you had since the previous quest causes his personal golem to briefly go into the same shock as the previous one before shorting out. This is enough to convince the villager to direct you to the factory that makes the golems, which is hidden underneath a cabin. The owner of both of these explains that the golems are created with both metal and live villagers. The ending presents the player with a Sadistic Choice of reporting everything to the detective and stop the production of the constructs that protect towns or being bribed into silence and letting the factory continue to run.
  • Memory Paranoia features the Caritat Mansion, a long-abandoned manor that was once home to the Caritat family, who were wealthy individuals who were selfless and helpful and were found to have murdered each other one day. You are told this by Atisun, the last remaining member of the Caritat family and Sole Survivor of the incident, but remembers none of it due to being an infant at the time. Wanting the truth, he requests the player to enter the mansion and find out what happened. At various points in the quest, you are warped between several points in time between the past and present.
    Atisun: I'm sure the past won't haunt us both.
    • The first time happens moments after entering the mansion. The player is teleported into the past where they encounter the youngest family member at the time, Timmy, who accidently dropped his key to the library into a drain, which is needed to progress. Upon entering the library, they are warped back to the present and find various pages ripped out from a journal written by the butler, it starts off fine talking about how the Caritats are the kindest people the Butler has met before it starts discussing Timmy.
      Page 3: That Timmy boy has been acting rather unusual lately... Uncharacteristically hostile. I wonder what's come over him.
      Page 4: I've been hearing strange noises at night. Scratching, and sometimes yelling...I do hope nothing bad is going on.
      Page 5: I don't even know how this happened, but Timmy performed dark magic. He shot a fireball! The north wall of the library was wrecked!
    • Going into the hole in the aforementioned wall lets you view the event. In which Timmy, before and after that act, refers to his father as mortal.
    • When heading to the Kitchen you make your way through a dining hall, where you are pulled into the past again. You witness Mr. Caritat is announcing Timmy’s 18th birthday. During this announcement, there are sounds coming from the kitchen. Entering reveals an unkillable eldritch monster attacking the chefs and bakers inside. This causes everyone but the Caritats and their servants to flee the building in a panic.
    • When a servant reveals that a black spoon, the same object Timmy used to blow a hole in the library wall, was found in the kitchen, Timmy slips that he snuck into Mr. Caritat’s study to retrieve it. At this point, Mr. Caritat says something that contradicts the family’s reputation.
      Mr. Caritat: Wait, you got it from my STUDY?! You...you idiot! Do you have any idea what you stupidly, yet inadvertently have done?! You must NEVER go in my study!!
    • When entering the aforementioned study, you find Mr. Caritat’s journal and read the first three pages.
      Page 1: DEATH DEATH DEATH DEATH DEATH DEATH DEATH DEATH DEATH DEATH DEATH.
      Page 2: There is a dark power beyond our control within this mansion. There is no use trying to fight it.
      Page 3: I felt like all of the skulls were watching me. I had to turn them all towards the fireplace.
    • Opening the hidden room in the study, you conclude that there isn’t anything of note in the room. As you turn to leave, you see that the entire room behind you has completely changed with a possessed Mr. Caritat standing at the exit.
    • After being teleported to the present, you have to enter Timmy’s bedroom. When you do, you see Timmy as a child staring away from you. This is so you can get a glimpse of his face which has pitch-black eyes with tears of blood. While he looks at you, he walks to the other side of the room and begins scratching a hole in the wall with his bare hands.
    • Then you enter the master bedroom. Mr. Caritat, after murdering his own wife right in front of you, gazes at you as the entire mansion combusts.
      • Keep in mind that you are not actually present during these events, yet the possessed Timmy and Mr. Caritat are able to see you.
    • As you escape the mansion, you see a door that may be your only way out. Just before you reach it, the floor breaks under you, sending you into the basement, which leads into a room full of hands emerging from the water before entering a large room with a hole in the ground.
      • In a previous version of this quest, Mr. Caritat’s burned corpse was here and it served as the boss of the quest.
    • When you leap into the hole, you find out how all of this came to be: Mr. Caritat bought and built his house on the same area where the decay first appeared in Gavel as a means of proving that there is nothing to worry about.
    • While you never see it for yourself, according to Atisun you stood in the hall of the mansion and began speaking out the moments and thoughts of everyone in the mansion.
  • The entire premise behind Forbidden Prison: You are a traveler currently in Gelibord, a town that is right between the Dark and Kander Forests where the decay is prevalent. Near one of the exits to town, there is a merchant selling cool items that you may want to take a look at to see if they are useful. As you are doing so, the merchant asks if you know who the person behind you is and you are promptly knocked out. When you come to your senses, you are locked in a cell and one of the guards say that you are in for the murder of the merchant.
    • The prison itself is no good place to be in either. You learn that nearly everyone in the prison is innocent from a prisoner moments before some guards enter his cell and mercilessly beat him. You can find rusted blades and flesh in a supply closet. Moving an inch during roll call is a death sentence. And the entire point of the prison is to harvest souls. Thank god the prison isn't inescapable.
    • The government of Gavel? They are okay with everything the prison does despite the prison lying about what its purpose is and the rumors surrounding it. The player's thoughts remark that the government must not care about anyone living in Gavel's forests to condemn the prison.
  • Hollow Serenity has the player explore an abandoned manor. Somehow, its only when the player leaves the mansion the first time that bad things start happening.
    • Like A Grave Mistake, there is no music playing in the mansion, but the player does hear sounds like creaking floorboards and other sounds in the manor.
    • The reason for the player not reading a book titled "The Littlest Villager".
      It's a touching story... but you don't read it. It's not nice to ignore someone who's looking at you.
    • When the player enters the Master Bedroom, they find a note on the bed. It is stained with a strange, dark liquid and details a man named Garvan being hired by the family who lived in the manor among the growing concern for the Decay, being tasked to find a cure. The writer then brings up that they forsook her marriage and fell in love with Garvan without her husband or daughter knowing, which the game has an ominous sound play when the line is displayed. As time passed, Garvan has changed physically and mentally and has made little progress on a cure. The writer contemplates leaving before mentioning going to a house east of the manor in case she can be there for him.
      • Right after reading the note, the player goes to leave the room... and is stopped in place. A ghost of a women slowly walks towards the entrance of the bedroom, looks at you, and walks towards you, stopping a foot away from you.
        Do not trust that man.
    • As you leave the manor, you see a hooded figure at the entrance who quickly flees. A villager says that people call this man The Wanderer, mainly because he talks with nobody and the monsters don't acknowledge his presence. He doesn't hurt people, but its still unnerving to the villager stalk your every movement. Then you find out this guy is Garvan.
    • You get redirected to an abandoned lab on top of the hill of the forest village you visit when searching for clues. As you reach the front door, a parasite-infested Twitchbeetle appears right in front of you. The lack of any build up makes it completely unexpected.
      • When you enter the lab, you find some notes, one of which talks about Garvan's thoughts on the villagers. The line that reads about Garvan wanting to stay away from them because they were freaks is crossed out, followed by a complete 180 of Garvan's perception towards them, saying they'll help him. Right after finishing this, you might check something else in the room... but the game doesn't let you, instead it plays an almost inhuman scream. The game tells you that whatever made that sound is getting close to the laboratory and gives you 10 seconds to hide.
      • The player's hiding spot for this section is in the small garden of the building, or if they don't feel that safe, behind the pillar of the garden. The player can observe Garvan entering the lab and taking note of the journal you just looked at. As he goes to leave, he stops walking right in front of your hiding spot, slowly looks at it, starts walking towards your hiding spot... and turns to leave the building.
    • As the player leaves the study of the mansion, the ghost appears again and looks at the player, who is given four prompts which all have the player ask "Did you open this door?" and the ghost will shake her head before vanishing.
      • The player doesn't manage to get very far before being knocked out.
    • Following this, the player is shown a flashback to Katarin and Yorman arguing about Garvan's progress. Following his departure, Katarin meets with Garvan in the basement where she asks about his work. The fifth textbox of this scene intentionally glitches out on the screen before displaying scrambled text for a split second before Garvan says he's fine. This is enough proof to know that he definitely isn't.
    • When the flashback ends, its revealed that Garvan got too close to the forest villagers and was broken into subservience, which made him stop working on a cure to the Decay and instead work towards their own goal, something far more sinister.
      • It doesn't help that you come back to your senses inside a house of the village. Sure, the people living in the village now aren't the cultists that manipulated Garvan, but it doesn't make the player feel any more comfortable as the don't know this.
    • The place you go to next is Garvan's old research outpost, near some old ruins. What follows is a section where you need to gather evidence all while Garvan constantly enters the building to look for you while you hide in closets. And no, once you hide in one closet, you can't hide in it again.
    • The three flashbacks that you see after this show, in succession, Garvan inserting a parasite into Eileen, Garvan confessing to Katarin that he is responsible for that and Katarina telling him to stay away from her family... and Garvan talking to the village cult, who only refer to Eileen as the rightful heir to the throne.
    • When you go back to the manor, Garvan comes clean and shows you a recounting of how the mysterious clan entered the manor and killed Katarin in front of Eileen as they abducted her. When the flashback ends, Garvan says he'll make things right, begins repeating that phrase while walking towards you, then dashes upstairs yelling his late lover's name.
    • The scene that plays out in the bedroom. Garvan asks the ghost of his dead lover to forgive him, despite the ghost making it apparent she will not do that. When she gets for the location of the gemstone from Garvan, she promptly kills him by decapitating him.
    • Entering the catacombs, you direct the ghost of Katarin to the gemstone. But then Garvan comes back as a ghost, beats Katarin, and then teleports in front of you. He threatens to wipe you from history if you do not forgive him. It's only with this does it become apparent that you walked into the boss arena.
    • After fighting the boss, Katarin asks the player if her daughter is okay. If the player responds that Eileen is suffering, Katarin will flee from the catacombs. Seems like nothing at first... until you visit the village again, and see the corpses of everyone you spoke to, who were likely innocent compared to the people from the past.
  • Even with the miniscule damage they deal regardless of difficulty, some people wouldn't even want to be touched by a Silverfish in vanilla Minecraft. Why is this being brought up here? Well, in The Bigger Picture, the player will encounter several Weevils in the mushroom cave that use the Silverfish's model. When the player gets shrunk, they encounter more weevils... that use an enlarged version of the Silverfish's model. Entomophobics will want to stay far away from this quest.
  • Aldorei's Secret Part II. The grand secret of the town? The original Elders tried to touch the light and enter the Realm of Light. What did this do? Cause a chain reaction that opened the Dern and War portals.
    • Think about it: this is a large part of the reason why Wynncraft takes place in a Crapsack World. The Elders couldn't let the secret out as that would spell trouble in a different way. Telling the world you were responsible for not only Orphion's infection, but the Corruption in Wynn, would make a lot of people, both in and outside of Gavel, want your head.
    • It doesn't help that after the Elders told the town that they were going to access the Realm of Light, they were stopped by a young Lari protesting against the act. Years later, Lari would become one of the key players of the conflict.
  • It can be a bit unnerving to hear the sounds of the Vex, Warden, and sculk as you traverse the underground caves in Purple and Blue.
  • The Canary Calls is a quest that has proven itself to be very effective in invoking the fear of isolation on the player.
    • It starts out tame with a minecart segment, along with having a canary follow you. Your 'reward' for finishing the minecart segment has the tracks break underneath you and drops you into the deep, dark mines. The player's health bar drops extremely low as they fall into a cavern, and they get to watch the canary die right in front of them. The player is alone. In a pitch-black cavern. Filled with eerie noises. And can only progress by digging further into it.
    • The player needs to follow a minecart track and activate 6 levers to open a gate. The levers can only be reached by digging into the stone using a drill. There is also a box full of torches that, when placed, will last a minute before going out. Even if there is nothing in the room with you, digging 2x1 tunnels while using torches that don't last a long time will keep you on edge. And once that is done and you do find the gate, it leads the player deeper into the mines and is the only way to continue.
    • The player must then make their way through a mineshaft with 11 playing. This is where the quest pulls its last trick on you. When 11 gets to the part where a person is heard sprinting, the mentally scarring image of the dead canary flies towards you as a Jump Scare.
      • How quick the Jump Scare happens should also be taken into account. Even though the canary moves towards the player, it almost looks as if it warps right in front of the player, as if to give the player as little time to react to the scare.
      • Take a look at the canary in thirdperson. It's slightly larger than the player on equal footing.
    • Some of the text that appears on the player's screen during this sequence can also be a bit unnerving.
      You are overwhelmed with pain...
      Otherworldly voices linger around you...
    • The quest has secrets that reward the player with diary pages, which gives you a completed diary if you find all of them. You find its pages scattered throughout the mines in hidden areas, but it gets a little disturbing when its never explained how these pages managed to end up in the completely sealed off areas of the mine, with digging being the only way to get into them.
      • Then you have its contents. Its writer suffered the loss of his home and family, which caused him to discover Thesead and meet Clight, who he quickly befriends upon getting a job offer from him. Even though they had arguments with each other at times and had competed against each other, they remained on good terms... until Clight shoved the writer into the depths of the mines with no means of escape. This started the writer's slow descent into insanity as he began to experience some of the same hallucinations the player underwent, and this was all it took for the writer to understand that they're not going to escape the mines. As one final message, he erases his identity and warns any miner who found the journal to not follow his path.
  • Beyond the Grave, while not as scary as some of the other examples in this section, does have a moment of this. You are told by a monk to hunt down Krolton, a viscous monster that attacked people in the Canyon of the Lost. When the player first encounters Krolton, it is standing in a clearing inside of a cave and rotates its head to stare at you. It vanishes from sight and immediately reappears to lunge at you, which instantly kills you.
  • Mixed Feelings. You, a soldier from Wynn, are in Corkus. You enter the tavern on the docks only for a citizen to enter after you and pay for drinks for both of you. You take a drink and black out. When you awaken, the docks of Corkus have been completely wrecked and the friendly bartender is accusing you for doing all of that in the same vain as someone treating you like a criminal.
  • Fantastic Voyage may not look like it at first glance. But the moment you and Relend get shipwrecked on an island, you begin to make some... discoveries.
    • Despite being an island, the player will find an abandoned tent along with a single piece of paper while looking for shelter. Only the words "Dear Nilrem..." can be read on it. What also begins with this are the letters Bob, hero of Wynn, wrote to the person in question. If that wasn't enough, Relend's dialogue implies he also ferried Bob to the island.
    • After blowing up a boulder, still seeking shelter, the player descends down a long cave that leads to a large portal. And once you enter it, you can't go back. You are stuck in another dimension until you can find another way out. At least Relend follows you into the portal so you're not completely alone.
    • After traversing through the realm for a while, you and Relend get warped to a pitch-black void. Relend, while in the void with you, starts speaking normally without rhyming, promising to find his friend... right before the Eye appears out of thin air and pulls Relend into the darkness. Then you get ejected from the realm into a cave filled with corpses holding pickaxes.
      • What happens when you exit the cave? You walk into the Abandoned Mines. This location is, as seen in A Journey Beyond, the only entrance into the Silent Expanse, a place that houses the Eldritch Outlook where the player goes to fight The Eye.
  • The Silent Expanse questline. Starting with A Journey Beyond, it follows you teaming up with Aledar (who you haven't seen in a while) and a few other strong soldiers to go on an expedition to the Silent Expanse. Despite brushing off a horde of corrupted like dust, the moment the team encounters an actual monster from the sealed off area of the Abandoned Mines, nobody is able to damage it and instead have to seal it up to find another solution.
    • Even after doing that, when you enter the larger Abandoned Mines, the team will end up in various encounters. Within seconds, the player gets to watch each party member get kidnapped, run off after a mob or flat out Eaten Alive, leaving them as the last member of the party standing.
      • To iterate, one member chases after a mob that emerged from inside her, believing it to have taken her liver. You find her dismembered corpse later on inside their nest.
      • Then there is the kidnapped member, Lucio. The party sees a girl in the middle of nowhere, and Lucio walks up to her and gets caught in a trap that nobody is able to break him out of. Again, you get to watch this happen.
      • When you encounter the monster that kidnapped Lucio, you will find two of them. Following them leads to Lucio, who says this to you:
      • The final member, Aledar, after telling you to quickly follow him after seeing the abduction of Lucio, sees a Miner standing out in the open and is promptly eaten by a giant worm. He is still alive when you find him.
    • Entering A Journey Further, you and Aledar, as the last members alive, get put into various situations that leave both of you no worse for wear or near death. But you succeed and reach your destination: Eldritch Outlook. In front of it is a clearing with a green and black sword planted in the ground, and then Aledar reveals that there won't be a happy ending and what your purpose was for the expedition.
      Aledar: That blade there...it's made for sacrifice. See how that gate is shut? In order to open the doors to the Outlook, we need to sacrifice a powerful soul. If you haven't gotten it already, the plan was to sacrifice our fourth. It's why I was hesitant about having you come along, though it was perfect. Think about it. A soldier with no relations, no loved ones, and no way to deny their fate. But...I've been mulling it over since we got to the town... You'll sacrifice me instead. I won't take no for an answer.
  • A Hunter's Calling shows that in a world where the forces of light and dark are consistently waging war, people lose their lives on a daily basis, and an entire region is plagued with multiple issues that threaten its very survival, the player is cemented as the most terrifying thing to ever exist within the world of Wynncraft by showing them several Alternate Timelines where they fought for the other side.
    • The quest giver is a dark, floating figure with no arms or legs and has a skull for a head. And it just floats ominously in front of the portal to Dern, speaking in riddles to you.
    • The moment that establishes the duration of the quest comes when you are given a riddle by the quest giver. This leads to Ragni. As you enter the town, your vision distorts and you are warped into an alternate timeline where you served under Bak'al and he gives you an order to kill the civilians in the city, eventually leading to Ragni being destroyed in this alternate timeline.
    • The Nesaak segment has the player kill Theorick again. But unlike before, he isn't corrupted and Nesaak hasn't been frozen over yet. This gives this alternate version of Nesaak a bleak future with no protection from the corruption.
    • The Corkus segment not only shows that the Antikythera Supercomputer is still active even after finishing Fallen Factory, but it proceeds to have you instigate a war between the Corkians and Avos. Maxie, the one person who has helped the player in solving the issue of the rogue mechs in reality, is trying his best to ease the tensions between the two sides. He eventually discovers your interference which becomes his downfall as you murder him in a fight.
    • The finale of the quest is the kicker. As you must go to Detlas and fight the people who have taken your place in this alternate timeline: Aledar and Tasim, the very people you entered the province with.
    • Let's also consider the player in this situation after completing the quest. It's an existential crisis at worst. The player has done nothing but follow orders from other people up until this point, and now they are being released into their world with nobody to point them in any direction. Not even gaining access to Hunted mode will let them find an ending in this world.

Other

  • The lore of Grandmother, a mythic archer weapon. It is the first crossbow in existence and was claimed to be indestructible. This is half-true, as the weapon cannot break as any damage it takes is reflected onto the user. Because of how old the weapon is, it can cause Rapid Aging and withering to anyone who holds or even touches it. How is this reflected in gameplay? The player loses their health at an alarming rate.
  • The story of General Skien. What was once a renowned leader of Troms' army, was betrayed by one of his own men during a crucial battle and was forced to take the blame for the destruction of the city. He was exiled to an island which he used to create his stronghold, and while there, began to lose his sanity, believing he was still in the very battle that caused this. He treated his soldiers horribly, like taking their armor and preventing them from leaving the island. He even tortured them for no reason whatsoever. Skien's soldiers, now fed up with everything the man has done, attempted to sneak off the island via boat and kill him, which ended in the soldiers' deaths. This causes Skien to realize that not only had he failed to defend his people, but had a direct role in their deaths, which completely shatters him. Topping this off was the spirit of the traitor bringing the corruption to the island, raising the soldiers Skien had killed as undead. The fortress he resided in has now become his prison. The passing ships could not hear his pleas for help and he eventually starved to death which led to him being revived by the corruption.
    • His will carried on, and can be fought by the player as an Optional Boss at the Altar of Sanctification. When Skien's Revenant notices the player has magic potency, Skien completely loses it. You get to listen to his reaction in complete darkness with sounds being heard behind you before he spawns into the arena.
      Skien: ... I... Who... Where am... Who are...you? You are... You are... I can feel magic from you... Their magic... But you are human... Traitor... TRAITOR!!! TRAITOR NO NO NO WE HAVE LOST WE ARE FALLEN I HAVE FAILED TRAITOR WHY YOU VILLAGERS DAMNED MAGIC USERS NO NO NO I MUST KILL THE TRAITOR MUST KILL THE TRAITOR THE TRAITOR MUST DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE note 
  • The Ultimate Discoveries have their own fair share of this.
    • Nesaak Tundra, The Twains' Downfall. These are the only people who will try and murder each other over a petty reason not even related to the deceased. Sure its a cool fight but the fact that three of four people are attempting to kill one another at their father's funeral over a single punch may as well be unnerving to watch.
    • Dark Forest, Heart of the Decay. It's a time lapse of the the place in question being constructed over the years. When you enter the Heart again after watching the time lapse, you descend to the bottom of a pit...and get attacked by hatchlings. This can throw players for a loop as every other ultimate discovery does not have the player fight anything.
    • Canyon of the Lost, The Broken Protector. The discovery shows a Dogun using its magic to easily calm the Colossus down from going on a rampage. Its only with the realization that the Dwarves managed to indirectly put the region in danger by hunting the Doguns to near-extinction.
    • In stark contrast, the discovery for the Sky Islands, The Fallen Protector, shows a Colossus beginning the destruction of the Ahms region.
  • The Silent Expanse. The fact that the entire place may as well be natural doesn't make it any better. It's also home to fun places like the Toxic Wastes, the Eyeball Forest and the Eldritch Outlook. Lutho, the only town and safe haven in the place, has its own horror to it.
    • There's also the location's discovery, which was by complete accident. The Abandoned Mine exists for a reason.
    • Then there are the mobs. They are all somewhere on the Eldritch Abomination spectrum and a majority of which are Faceless Eye monsters.
    • There is also what exists at the very end of the Silent Expanse: a portal to Dern above a Bottomless Pit being guarded by a dark, floating figure comprised of a skull and a torso with no arms, which speaks to you in riddles.
    • There's also what exists below the Portal: the final and hardest Boss Altar the player can use. The boss? The Panic Zealot.
    • The Nameless Anomaly. Just... what is this thing? It's a dark, skeletal floating torso with long appendages and a blue crystal inside of its chest. The way it enters the area is through a hole to the void and every time it jumps around the arena, it creates even more of them. Calling it an Eldritch Abomination somehow doesn't feel like enough to describe whatever the hell this thing is accurately enough.


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