Difference between revisions of "Category:Bo'Vul's Vault"

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(Added some info on mermen and menagerie)
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=== Gearbox ===
 
=== Gearbox ===
In the GEARBOX you have to find out the passphrase and go through various gates. The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for random amounts of xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand, like making the room nospell for a few rounds. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. Group size: 15+, with a fair amount of tanks.
+
In the GEARBOX you have to find out the passphrase and go through various gates. The passphrase should be said by a different class at each gate (can be deduced by the name of the gate). The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):
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 +
* He can also cast [[Deaths Door|death's door]], which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)
 +
* Cast detonate on the tank (color: yellow)
 +
* Making the room nospell for a few rounds (forgot the color)
 +
 
 +
The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, scrolls giving orbit, intervention, triple mass comfort, ablution and spiritlink.
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Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.
  
 
===Repository===
 
===Repository===

Revision as of 10:27, 2 July 2012

Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Hell (Gear)
Horavacui (Gear)
Areas in Airscape
Airscape Proper (Gear)
Bo'Vul's Vault (Gear)


Hidden away from prying eyes, the devil Bo'Vul keeps his money and toys under lock and key. Those willing to pay the price and crafty enough to get through the entrance have a chance to reap the rewards that lay within.

Builder: Ctibor

Directions

There are various ways to get to the entrance of the vault. The simplest is e2d from Airscape shift. You'll see Tormak there (scan desc: A wraithlike devil looks bored). You can set anchor in this room. The room is full safe. Up from here leads to Airscape Proper.

Note that the area spans multiple planes.

Connections

Navigation

To get into the vault, you have to figure out the timelock code hidden in the sigils in the area north of the bank. The bottom row represents the current time (EST). The layout of the sigils apparently is a Kakuro puzzle (I haven't been able to figure out how they align yet).

You also need the key from Bo'Vul to get into here. If guessing the timelock code, you get it wrong, Tormak will kill you. You don't lose any xp, but there's a very slight chance (maybe 5%) of losing a stat. Note that you don't need to give the key to Tormak again, until someone gets the code right.

Giving the key and the code (give the appropriate number of coins to Tormak) will lead Tormak to ask you where in the Vault you want to go. The possibilities are MERMEN (Only open late at night), IMAGERY, MENAGERIE (has to be unlocked via a quest), GEARBOX (has to be unlocked via a quest), and REPOSITORY (has to be unlocked via a quest). Tormak will eat the key and open the vault for 60 secs. Go east and enter pentagram.

<spoiler text="Sigil Rooms Spoiler"> START ROOM

   North     Northwest     West     South
     7          -           16        -
     xx         xx          xx        xx
     4          15          0         5
    
    
    
   EAST OF START ROOM
    
   North     Northwest     East
     17         -           -
     xx         xx          xx
     9          17          20
    
    
   EAST, SOUTH OF START ROOM
    
    
   West     South
   12        -
   xx        xx
   2         10
    
    
   EAST SOUTH EAST OF START ROOM
    
   North     East
     12       -
     xx       xx
     11       21
    
   EAST SOUTH EAST SOUTH OF START ROOM
    
   West
    6
    xx
    3
    
   EAST SOUTH EAST SOUTH EAST OF START ROOM
    
   North     Northeast     East
     11          -          -
     xx         xx          xx
     8          14          22
    
   EAST SOUTH EAST SOUTH SOUTH OF START ROOM
    
   Southwest     West     South
      -           16        -
      xx          xx        xx
      16          1         12
    
   EAST SOUTH EAST SOUTH SOUTH EAST OF START ROOM
    
   Southeast     South
      -           -
      xx          xx
      19          13
    
   EAST SOUTH EAST SOUTH SOUTH EAST EAST OF START ROOM
    
   North     Southeast     East     South
     3          -           -         -
     xx         xx          xx        xx
     6          18          23        7

Haha. You still have to buy the key. So say the Time Lords, Setus and Are, time lords </spoiler>

<spoiler text="Kakuro puzzle"> Kakuro.gif </spoiler>

<spoiler text="Puzzle Solution">

  • Left to Right, Top to Bottom
  • 7, 9, 8, 4, 1, 5, 7, 6, 3

</spoiler>

<spoiler text="Timelock Codes (incomplete)">

Time Code
23 367
22 51 (unconfirmed)
21 48 (unconfirmed)
20 97 (unconfirmed)
19 6187 (unconfirmed)
18 3549 (unconfirmed)
17 9453 (unconfirmed)
16 75 (unconfirmed)
15 7816 (unconfirmed)
14 57 (unconfirmed)
13 65
12 714 (unconfirmed)
11 417 (unconfirmed)
10 89 (unconfirmed)
9 98 (unconfirmed)
8 56
7 3
6 3
5 7
4 7
3 15
2 84
1 763 (unconfirmed)
0 79 (unconfirmed)

The code is just the kakuro puzzle answers read off in the direction opposite to the corresponding sigil. </spoiler>

Adventuring

Imagery

The IMAGERY area is the only one available initially. You have to find and kill Eremis (trackable). There are a lot of drifting mobs (Creatures of Imagery) here, which also area spell. Group size: 12-15, with at least 3-4 tanks and a good healer or two.

Mermen

The MERMEN area is the only available late at night (from 2-9 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t2 ac chestplace, and various other gear). The area is mostly linear. There are a couple of Lloydable rooms here (including the first room). Group size: 8+.

Menagerie

The MENAGERIE area has various mobs from many different planes. Each plane change is through an up/down exit. It's useful to drop coins at up/down exits so that you don't backtrack by accident. You can type where periodically to see in which plane you are. The final plane you'll reach is Arcadia. Some of the mobs eat corpses (including some who wander into the first room). At the end there is an animator deathwish in the Arcadian plane. Killing the deathwishes increases menagerie xp and opens the next area (GEARBOX). There's a fair bit of area spells, and some mobs hit quite hard. Group size: 12+

Gearbox

In the GEARBOX you have to find out the passphrase and go through various gates. The passphrase should be said by a different class at each gate (can be deduced by the name of the gate). The mechanical automatons drop bits which can be given to the gnome ws from Thorngate Center for 100 xp. At the end, you'll see a gnome on scan, which is a very unusual room. It contains a gnome with two automata. All hit quite hard and the gnome can do various nifty things with his wand. Kill the automata first and then deal with the gnome. Requires a fairly long tank chain. Notable things he can do are (there is advance notice of what it's going to do by the color):

  • He can also cast death's door, which can reduce your tank's max hp to 1. Death's door can be cured with clarify. (color: black)
  • Cast detonate on the tank (color: yellow)
  • Making the room nospell for a few rounds (forgot the color)

The gnome eventually runs out of mana. There is unusual loot on the gnome, including a book worth 1k xp, scrolls giving orbit, intervention, triple mass comfort, ablution and spiritlink.

Group size: 15+, with a fair amount of tanks. It's good to have a prs for clarify and a one or two det tanks.

Repository

The REPOSITORY area has various gemstone themed mobs, gem tenders and jewel counters. WARNING: Closing piles of gems causes mprogs to mess up. Which otherwise contain Pgems --This was done intentionally so players have the choice of closing piles to keep track of where they have looked at the expense of possibly giving up future profits. Beware: some mobs in repository scavenge. This can be bad for psi weapons. Group size: 10+.

There are also some special mobs:

  • Zlatan (trackable, fae who flees around, corpse can be skinned), who carries a demonic lapis lazuli (a special type of gem to craft special items). His corpse can also be skinned. See the demonic crafter in the area north of the bank and type LOOK MENU.
  • Golem (who spawns when you walk into a room with a Heart). The golem will be of different colors based on different gemstones. Killing the golem will either spawn a few money gems of appropriate type or spawn a perfect gemstone.
  • Dragons who skin for treasure items.
  • Mounds of topaz can be immolated/astral prisoned.

Note: Most areas have a fair bit of area spells and/or wandering/drifting aggies, so taking a good healer or two with you is useful.

Subcategories

This category has the following 2 subcategories, out of 2 total.