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This video demonstrates the discovery of a hidden, alternative level exit leading to the next mission area – The Royal Prison. In Dishonored 2, secret exits reward exploration and encourage players to engage more deeply with the environment. I designed this alternative exit as part of a short side quest to reinforce that philosophy. At a locked sewer gate, the player can find a note explaining that the guards confiscated the sewer key from the local gang, the Howlers – despite their captain secretly being bribed and aligned with them. The note reveals that the key is now stored in the Guards’ Quarters. Beyond the gate lies the sewers, where the Howlers have hidden contraband loot, along with the alternative level exit. This quest introduces the classic lock-and-key design pattern (always show the door before the key). However, immersive sims allow for high player freedom. There’s always a possibility the player may encounter the key first, which can weaken the intended tension of discovering a locked path. To preserve engagement regardless of discovery order, I redesigned the pattern so that both the door and the key are supported by contextual notes. No matter which element the player finds first, each note hints at the other – maintaining curiosity and reinforcing the sense that the level holds layered secrets. As a result, there are two equally compelling scenarios: If the player finds the door first: They are motivated to infiltrate a high-risk area (the Guards’ Quarters) to retrieve the key and access the hidden loot and exit. If the player finds the key first: They are encouraged to search the map for what it unlocks, driven by the promise of loot and an alternate escape route. This structure maintains player agency which is crucial in immersive sims.