Category:Bo'Vul's Vault

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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 (unconfirmed)
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

  • 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. Not sure what else needs to be done to open MENAGERIE. Group size: 12-15, with at least 3-4 tanks and a good healer or two.
  • The MERMEN area is the only available late at night (from 2-6 am? EST). It's mostly underwater. It has various t2-3 ac items (a -22 ac wield, a t3 ac chestplace, and various other gear). The area is mostly linear. Group size: 10+.
  • The MENAGERIE area has various mobs from many different planes. Some of them eat corpses and there is also a animator deathwish from Arcadia. Killing the deathwishes increases menagerie xp and opens the next area. Group size: 10+
  • 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. Group size: Some parts are pretty swarmy and big, but other parts can be done with less. 12-20
  • The REPOSITORY part has various gemstone themed mobs, gem tenders and gem 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. Group size: 10+. There are also three 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). 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.

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.