- Build Base to Survive VERITY strategy: Assign one player to each origin shape before the encounter begins.
- First priority: Identify your shape, read the back wall, and confirm whether the team is doubled or varied.
- Doubled rule: Send shapes to other players without giving anyone their own shape.
- Varied rule: Send both held shapes to the player whose wall is missing them.
- Final objective: Clear shadows, collect the correct key, exit promptly, and avoid unnecessary extra passes.
Build Base to Survive VERITY strategy Overview
VERITY is easiest to manage when the team treats it as a controlled exchange puzzle rather than a reaction test. Three inside players each begin with an origin shape: square, circle, or triangle. The room then presents shape combinations, shadowed statues, knights, and a limited window for completing the exchange.
The encounter has two connected jobs:
- Inside players remove shadows and transfer shapes.
- The dissector manipulates shapes on the outside statues.
- The entire team confirms the solution before anyone takes an unnecessary action.
A successful run depends more on accurate communication than speed. Call out shapes from left to right, identify the current holder, and state whether the team has a doubled or varied arrangement. Short, consistent phrases prevent the most common errors.
| Role | Main responsibility | Success indicator |
|---|---|---|
| Square player | Track square-related transfers and identify the correct key | Clears two shadows and receives a usable key |
| Circle player | Track circle-related transfers and confirm wall information | Sends the correct shapes without self-targeting |
| Triangle player | Track triangle-related transfers and coordinate the final exchange | Leaves after collecting the correct key |
| Dissector | Remove and place shapes on outside statues | Completes three correct placements |
| Whole team | Confirm the puzzle state before each pass | No conflicting shape calls |
Inside Players
- Identify your starting shape
- Read the back wall
- Remove two shadows per rotation
- Transfer shapes using the agreed rule
Dissector
- Follow the inside callout order
- Track statue swaps
- Prepare for the third-placement enemy wave
- Complete the final correction
Communication Lead
- Repeat the left-to-right sequence
- Confirm doubled or varied
- Announce each transfer clearly
- Stop extra actions after resolution
Use the same callout order every round: player identity, wall contents, puzzle state, transfer target, and exit readiness. Consistency is more valuable than complicated terminology.
Shape Rules and Key Assignments
Before sending any shape, determine which of two states the room is using. The difference between doubled and varied changes the correct transfer pattern.
In a doubled state, at least one player has a repeated shape on the wall or in the current combination. The safe rule is to distribute one shape to each of the other players while avoiding self-shaped transfers. A player should not send their own shape to themselves, and each recipient should receive only the shape that helps complete their exit condition.
In a varied state, each player has a different pair and is holding the key shape needed by another player. The clean solution is to send both held shapes to the person whose wall is missing those shapes. This creates a circular exchange among the three players.
| Puzzle state | Transfer pattern | Avoid | Expected result |
|---|---|---|---|
| Doubled | Send one shape to each other player | Giving a player their own shape | Each player receives a usable combination |
| Varied | Send both held shapes to the player missing them | Splitting the pair between unrelated targets | The team completes a three-player cycle |
| Unclear | Pause and reread the wall | Guessing from memory | The team restores a known state |
| Resolved | Collect the key and leave | Passing again after someone exits | The encounter continues without an unnecessary wipe |
Doubled State
Suppose the back wall displays a sequence such as square, circle, triangle, and one player holds square and circle. That player should distribute the shapes to the other two players according to the wall information. The important restriction is that the player must not send a shape back to the person who already owns that origin shape.
A practical communication format is:
“I am square. I hold square and circle. I send square to circle and circle to triangle. I am done sending.”
The final sentence matters. Once the correct transfers are complete, additional movement can create confusion or undo a resolved setup.
Varied State
In the varied state, the missing-shape logic is more direct. If the square player is holding the triangle key, that player sends both held shapes to the triangle player. The triangle player then sends both of their held shapes to the circle player, while the circle player sends both to the square player.
| Player identity | Common key association | Transfer destination |
|---|---|---|
| Square player | Cone-style pair: triangle and circle | Triangle player in the varied cycle |
| Circle player | Trilateral-style pair: square and triangle | Square player in the varied cycle |
| Triangle player | Cylinder-style pair: circle and square | Circle player in the varied cycle |
These labels are useful only if the team agrees on them before starting. If your group uses different names, keep the logic but standardize the vocabulary. The goal is to communicate the shape pair, not to memorize a particular naming system.
Never begin a transfer because one shape “looks right.” First confirm whether anyone is doubled or whether all three players are varied. A correct action under the wrong state can create another puzzle to solve.
Step-by-Step Inside Room Walkthrough
The inside sequence should feel repeatable. Each player has a defined inspection phase, a transfer phase, and an exit phase. Follow the same order on every rotation to reduce crossed calls.
Identify Your Origin Shape
Find your assigned statue or starting identity and state it clearly. Use a direct call such as “I am square,” “I am circle,” or “I am triangle.” Do not begin interpreting the wall until every inside player has confirmed their identity.
Read the Back Wall
Read the wall from left to right and repeat the full sequence. Report the shapes you can see, then ask whether another player has a duplicate. This confirmation determines whether the team uses the doubled or varied rule.
Clear the Required Shadows
Remove the shadows in the order needed for the current exchange. The normal target is two shadow removals per inside player during the rotation. If the count does not match the planned action, stop and verify the previous transfer.
Send the Correct Shapes
In a doubled state, send one shape to each appropriate player without self-targeting. In a varied state, send both held shapes to the player whose wall is missing them. Announce the recipient before interacting.
Collect the Key and Exit
Once the exchange resolves, collect the key that belongs to your exit condition. Confirm that the other players are also ready, then leave. Avoid another pass after a player has already escaped.
Use short calls instead of explanations during the active timer. A useful format is:
- “Square player, holding square and circle.”
- “State is doubled.”
- “Square to circle, circle to triangle.”
- “Two shadows clear.”
- “Ready to collect.”
- “Leaving.”
| Callout stage | Required information | Example |
|---|---|---|
| Identity | Origin shape | “I am triangle.” |
| Wall | Left-to-right sequence | “Square, circle, triangle.” |
| State | Doubled or varied | “Everyone is varied.” |
| Transfer | Shape and recipient | “Circle to square.” |
| Exit | Key and readiness | “Key collected, leaving.” |
The safest rhythm is inspect, confirm, transfer, verify, and exit. If a player cannot state the current puzzle state, the team should pause rather than improvise.
Dissector Timing and Outside Statue Control
The outside player is not merely waiting for the inside team. The dissector must prepare the statue arrangement while preserving the shape order called by the inside group.
The core pattern is to remove shapes from the statues in the same order the inside players announce them. Every two statue interactions create an exchange or reset, so the dissector should track which shape is currently present rather than relying on the original visual layout.
A simple example uses the called sequence square, circle, triangle:
- Place square in the left statue.
- Place circle in the middle statue.
- Allow the exchange to resolve.
- Pick up the third shape, triangle, when the room is ready.
- Prepare for the enemy wave.
- Complete the final placement using the shape that must be removed.
| Dissector phase | Action | Team response |
|---|---|---|
| Initial setup | Match the first two announced shapes | Inside players continue shadow removal |
| First exchange | Confirm the statue swap or reset | Repeat the current statue state |
| Third pickup | Take the third shape | Prepare for the incoming Unstoppable enemies |
| Enemy wave | Defeat the spawned threats quickly | Avoid unnecessary shape movement |
| Final placement | Remove the shape that does not belong | Confirm the exit is unlocked |
The third shape is a key timing point. Enemy units can appear when it is picked up, so the combat team should be ready before the interaction. Do not treat the enemy wave as a surprise event; assign one or two players to watch for it while the dissector works.
After the inside players complete their exchange, the outside statues may need a final correction. Use the original callout to determine which two shapes belong in the statues. If the team has handled the doubled arrangement correctly, the remaining shapes often identify the final pass.
Track the current statue state after every pair of interactions. The room may swap or reset shapes, so the next action should be based on what is present now.
Error Recovery, Checklist, and FAQ
Most failed VERITY attempts come from communication drift rather than difficult combat. The team starts with one callout order, changes vocabulary halfway through, or performs an extra transfer after the solution is already complete.
Use the following checklist before launching the encounter:
VERITY Readiness Checklist:
- Assign square, circle, and triangle identities before entering
- Agree on left-to-right wall callouts and shape names
- Confirm who handles the outside statue sequence
- Prepare for enemies during the third-shape pickup
- Stop passing once the key exchange and exit condition are resolved
Common Mistakes
| Mistake | Why it causes trouble | Correction |
|---|---|---|
| Skipping the doubled or varied call | The team uses the wrong transfer rule | Ask every player to confirm the state |
| Giving yourself your own shape | The key combination may not resolve | Send the shape to another valid recipient |
| Ignoring the wall order | Players lose track of the intended exchange | Repeat the sequence from left to right |
| Moving too many shapes outside | Statue swaps become difficult to track | Follow the announced order and count interactions |
| Passing after someone exits | The remaining puzzle may no longer be solvable | Confirm the exit state before another action |
If an error occurs, do not assign blame during the timer. Identify the last confirmed state, report the shapes currently held, and rebuild the solution from that point. A calm reset is usually faster than several unconfirmed actions.
Q: What is the main Build Base to Survive VERITY strategy?
Assign one player to each origin shape, identify whether the room is doubled or varied, transfer shapes using the matching rule, and exit immediately after collecting the correct key.
Q: How does the doubled rule work?
Each player sends shapes to the other players without giving anyone their own shape. The goal is to provide one useful shape to each recipient and avoid unnecessary repeat transfers.
Q: How does the varied rule differ?
When everyone is varied, each player sends both held shapes to the player whose wall is missing those shapes. This forms a circular exchange among square, circle, and triangle players.
Q: What should the team do after one player exits?
Stop making extra passes unless the encounter explicitly requires another confirmed action. An unnecessary transfer after an exit can remove the remaining resolution path.
Call the state before the solution, the transfer during the solution, and the exit after the solution. This three-part structure keeps the whole team synchronized.