Difference between revisions of "Ivan 0.58"

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=[[Aslona]]=
 
=[[Aslona]]=
In the Cathedral, multiple people linger about. Besides the numerous guards and frogs, a few unusual faces walk about. The orc representative [[Khor]], the elven ambassador [[Elianise]], the emissary of Aslona, Sir Lancelyn. Sir Lancelyn is the person you will want to talk to, and can be recognized by his large head, silvery armor (compared to the dark gray of the guards), green sword, and black shield. After talking with Petrus '''once''', go up to Lancelyn and chat. He will eye you caculatingly, and you have the option of accepting a quest. Remember that doing so will lock you out of other quests. If you choose yes, he will reveal the location of the castle of Aslona (a castle like structure on the world map) and giving you his ship, allowing you to traverse the ocean without need of levitation or swimming. Once you reach Aslona, enter the gate and go through the door on the left (the right one is lock), move forward past the guards and fountain with dolphins, then talk to the man in the center surrounded by the gold-clad guards, [[Efra Peredivall]]. He will tell you he has no need for you, but his servants might, and you should go to assist them. Once you have assisted all of them, the next (and final) step of the quest will be revealed.
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In the Cathedral, multiple people linger about. Besides the numerous guards and frogs, a few unusual faces walk about. The orc representative [[Khor]], the elven ambassador [[Elianise]], the emissary of Aslona, [[Sir Lancelyn]]. [[Sir Lancelyn]] is the person you will want to talk to, and can be recognized by his large head, silvery armor (compared to the dark gray of the guards), green sword, and black shield. After talking with Petrus '''once''', go up to Lancelyn and chat. He will eye you caculatingly, and you have the option of accepting a quest. Remember that doing so will lock you out of other quests. If you choose yes, he will reveal the location of the castle of Aslona (a castle like structure on the world map) and giving you his ship, allowing you to traverse the ocean without need of levitation or swimming. Once you reach Aslona, enter the gate and go through the door on the left (the right one is lock), move forward past the guards and fountain with dolphins, then talk to the man in the center surrounded by the gold-clad guards, [[Efra Peredivall]]. He will tell you he has no need for you, but his servants might, and you should go to assist them. Once you have assisted all of them, the next (and final) step of the quest will be revealed.
  
 
==The Pyramid==
 
==The Pyramid==
  
 
==The Goblin Fort==
 
==The Goblin Fort==
After entering [[Aslona]] from the door on the left, heading directly to the left will lead you into the blacksmith's and tailor's room. Continuing past there and heading downwards to the bottom left room will hold the Field Marshal of Aslona clad in blue, Lord Mittrars.  
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After entering [[Aslona]] from the door on the left, heading directly to the left will lead you into the [[Khalybs|blacksmith's]] and [[Palea|tailor's]] room. Continuing past there and heading downwards to the bottom left room will hold the Field Marshal of Aslona clad in blue, [[Lord Mittrars]]. He shall reveal the story of the crown prince, his Highness [[Artorius]], being kidnapped by a gang of goblins. Requesting that you retrieve the prince safely and that you hurry (take your time, how's he going to know?), he makes the player venture through 5 levels of the goblin fort, which is notated on the world map with small, black, and almost rectangle like tower.
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===Special Levels:===
 
===Special Levels:===
  
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'''The Hideout:'''
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Once you have braved several levels of goblins (or simply dropped down from the salt mines), you'll end up smack in the middle of the goblin hideout, where prince [[Artorius]] is locked in a cell, along with a unimportant goblin prisoner and goblin jailor. Chat with him to make him join your team, similar to [[Ivan]], but know that it will make every enemy hostile towards him. Have a plan to evacuate him safely, as if he dies, without a [[Wand of Resurrection]] '''you're screwed'''.
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'''The Salt Mines:''' as you continue exploring the fort, on one of the floors you might have noticed not 1, but 2 stairways down. One will lead you 1 level down as usual, but the other will drop you in the biggest dungeon in the game, the salt mines. The sheer size of the level leads to plenty of loot but also plenty of danger, with multiple types of goblins guaranteed to spawn. Most are harmless snacks, but careful around the goblin warlocks and their wands. The exit to the Salt Mines (which will helpfully drop you in the hideout) is always close to the the entrance, but if you dare brave to the ends of the mines, some good loot will be on the other side, almost reminiscent of [[Dudley]]'s level from [[IVANT]].
 
===Special Rooms:===
 
===Special Rooms:===
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'''The resource room:'''
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A room with plenty of good loot, and a guaranteed map to the black market. Kick down the locked doors, eat all the bread (yum), steal the [[wand|wands]], [[scroll|scrolls]], and [[book|books]], and waltz around the goblin warlocks... with acid rain wands. Try not to let things blow up in your face. Only spawns in the hideout
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'''The Invisible Room:'''
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Pretty self intuitive. One of the rooms may appear to have nothing, but if you acquire a source of ESP, you'll find it's a room full of [[Invisible Stalker|invisible stalkers]]. They provide little to no threat, but be careful of the invisible slayers a little more. Only spawns in the salt mines
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'''The Imp Room:'''
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An annoying room full of [[imp|imps]]. Kill them as soon as possible, as letting them roam around the level may lead to destruction of valuable equipment. Only spawns in the salt mines
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'''The Cat Room:'''
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Who doesn't love cats? You won't, if you're not prepared. With numerous [[Large Cat|undying cats]] and 4 [[lion|lions]], they'll annoy you to no end. On the positive side, 2 of the lions have a dead fish, and the others have a [[scroll]] of enchant armor and enchant weapon. Will always spawn on the 1st or 2nd level.
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'''The Explosives Room:'''
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A room full of unactivated traps. [[mine|Mines]], backpacks, various [[Dwarven Gas Grenade|grenades]], and at least one [[Scroll of Fireballs|scroll of fireballs]]. All will be very useful, but ensure that the [[kamikaze dwarf]] of [[Cleptia]] is taken care of before you enter the room. Will always spawn on the 3rd or 4th level.
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'''The Vault:'''
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A 5 by 5 room encased in old iron wall without outside access with an [[Ur-steel]] chest filled some goodies. It will be hard to find it can spawn in any level, and the [[trap|mines]] and [[trap|beartraps]] inside can be quite the nuisance, so good luck.
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===Other Notes:===
 
===Other Notes:===
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All levels will spawn some number of goblins, and always in increasing number. They provide a good source of food.
  
 
==The Fungal Caves==
 
==The Fungal Caves==
  
When you entered [[Aslona]], you entered through the room on your left. From there, heading directly to the right will lead you to an alter of [[Seges]], presided over by a priest, Senex. However, Senex is not a normal priest in curing your diseases and reattaching limbs. Instead, he will make you venture into the [[fungal cave]] to retrieve a weeping obsidian shard. On the world map, the entrance to the caves looks the same as the [[Underwater tunnels]] entrance and exit. Once inside, the player will go through 5 levels to retrieve the obsidian shard on the deepest level.
+
When you entered [[Aslona]], you entered through the room on your left. From there, heading directly to the right will lead you to an alter of [[Seges]], presided over by a priest with a wicked beard, [[Senex]]. However, Senex is not a normal priest in curing your diseases and reattaching limbs. Instead, he will make you venture into the [[fungal cave]] to retrieve a weeping obsidian shard. On the world map, the entrance to the caves looks the same as the [[Underwater tunnels]] entrance and exit. Once inside, the player will go through 5 levels to retrieve the obsidian shard on the deepest level.
  
 
===Special Levels:===
 
===Special Levels:===

Revision as of 13:26, 12 November 2021

Spoiler Warning: This page contains spoilers which may affect your IVAN experience negatively


Ivan 0.58 Introduces many new areas to traverse through in the game, along with multiple enemies and secrets. This guide aims to explain the region of Aslona. This guide will also not go over new materials, instead focusing on the dungeon generation. The guide will be split into each quest and ensuing side quests, starting with a description, and then mentioning special levels located within them. Enjoy ;p

The dialogue goes as follows: You've braved the Underwater tunnels, barely edging out a hard-earned victory against the monstrously large Genetrix Vesana. You entered the looming cathedral of Attnam, watching it with utmost respect. Trembling, you handed the encrypted scroll to Petrus, expecting-well, whatever you expected. Instead, he shoos you away, telling you to come back later if you want a quest. You could always acquiesce him by talking to him again with 'c'hat, receiving the order to journey into Gloomy Caves, but for some reason you feel like you've done this in a previous life, and want something else to do. What could that be? It certainly wouldn't be going to the dungeon... you hate those smiling faces of the guards.

Aslona

In the Cathedral, multiple people linger about. Besides the numerous guards and frogs, a few unusual faces walk about. The orc representative Khor, the elven ambassador Elianise, the emissary of Aslona, Sir Lancelyn. Sir Lancelyn is the person you will want to talk to, and can be recognized by his large head, silvery armor (compared to the dark gray of the guards), green sword, and black shield. After talking with Petrus once, go up to Lancelyn and chat. He will eye you caculatingly, and you have the option of accepting a quest. Remember that doing so will lock you out of other quests. If you choose yes, he will reveal the location of the castle of Aslona (a castle like structure on the world map) and giving you his ship, allowing you to traverse the ocean without need of levitation or swimming. Once you reach Aslona, enter the gate and go through the door on the left (the right one is lock), move forward past the guards and fountain with dolphins, then talk to the man in the center surrounded by the gold-clad guards, Efra Peredivall. He will tell you he has no need for you, but his servants might, and you should go to assist them. Once you have assisted all of them, the next (and final) step of the quest will be revealed.

The Pyramid

The Goblin Fort

After entering Aslona from the door on the left, heading directly to the left will lead you into the blacksmith's and tailor's room. Continuing past there and heading downwards to the bottom left room will hold the Field Marshal of Aslona clad in blue, Lord Mittrars. He shall reveal the story of the crown prince, his Highness Artorius, being kidnapped by a gang of goblins. Requesting that you retrieve the prince safely and that you hurry (take your time, how's he going to know?), he makes the player venture through 5 levels of the goblin fort, which is notated on the world map with small, black, and almost rectangle like tower.

Special Levels:

The Hideout: Once you have braved several levels of goblins (or simply dropped down from the salt mines), you'll end up smack in the middle of the goblin hideout, where prince Artorius is locked in a cell, along with a unimportant goblin prisoner and goblin jailor. Chat with him to make him join your team, similar to Ivan, but know that it will make every enemy hostile towards him. Have a plan to evacuate him safely, as if he dies, without a Wand of Resurrection you're screwed.

The Salt Mines: as you continue exploring the fort, on one of the floors you might have noticed not 1, but 2 stairways down. One will lead you 1 level down as usual, but the other will drop you in the biggest dungeon in the game, the salt mines. The sheer size of the level leads to plenty of loot but also plenty of danger, with multiple types of goblins guaranteed to spawn. Most are harmless snacks, but careful around the goblin warlocks and their wands. The exit to the Salt Mines (which will helpfully drop you in the hideout) is always close to the the entrance, but if you dare brave to the ends of the mines, some good loot will be on the other side, almost reminiscent of Dudley's level from IVANT.

Special Rooms:

The resource room:

A room with plenty of good loot, and a guaranteed map to the black market. Kick down the locked doors, eat all the bread (yum), steal the wands, scrolls, and books, and waltz around the goblin warlocks... with acid rain wands. Try not to let things blow up in your face. Only spawns in the hideout


The Invisible Room:

Pretty self intuitive. One of the rooms may appear to have nothing, but if you acquire a source of ESP, you'll find it's a room full of invisible stalkers. They provide little to no threat, but be careful of the invisible slayers a little more. Only spawns in the salt mines


The Imp Room:

An annoying room full of imps. Kill them as soon as possible, as letting them roam around the level may lead to destruction of valuable equipment. Only spawns in the salt mines


The Cat Room:

Who doesn't love cats? You won't, if you're not prepared. With numerous undying cats and 4 lions, they'll annoy you to no end. On the positive side, 2 of the lions have a dead fish, and the others have a scroll of enchant armor and enchant weapon. Will always spawn on the 1st or 2nd level.


The Explosives Room:

A room full of unactivated traps. Mines, backpacks, various grenades, and at least one scroll of fireballs. All will be very useful, but ensure that the kamikaze dwarf of Cleptia is taken care of before you enter the room. Will always spawn on the 3rd or 4th level.


The Vault:

A 5 by 5 room encased in old iron wall without outside access with an Ur-steel chest filled some goodies. It will be hard to find it can spawn in any level, and the mines and beartraps inside can be quite the nuisance, so good luck.


Other Notes:

All levels will spawn some number of goblins, and always in increasing number. They provide a good source of food.

The Fungal Caves

When you entered Aslona, you entered through the room on your left. From there, heading directly to the right will lead you to an alter of Seges, presided over by a priest with a wicked beard, Senex. However, Senex is not a normal priest in curing your diseases and reattaching limbs. Instead, he will make you venture into the fungal cave to retrieve a weeping obsidian shard. On the world map, the entrance to the caves looks the same as the Underwater tunnels entrance and exit. Once inside, the player will go through 5 levels to retrieve the obsidian shard on the deepest level.

Special Levels:

Floor 4: The player faces the giant magical mushroom Sieni Fusanga in a giant level. Fusanga will be located near the center of the giant level, with the stairdown down being right underneath her, and is surrounded by normal mushrooms. She cannot be teleported off, so don't bother trying. Consider her a more dangerous version of Jenny, as she can dump harmful liquids on you, but she shouldn't be too much of a problem otherwise.

Floor 5: The layout is the smallest to compensate the size of the previous level, but also arguably the most dangerous. Make your way around the cramped level, being careful around the dark mage and kamikaze dwarf of Mortifer that are guaranteed to be spawned, and the weeping obsidian shard will be located in the middle of a small pool. The stone cannot be accessed by foot, so you will need to acquire either levitation, swimming, or ethereal to reach the center. Once you have the shard in your hand, simply walk back the way you came from and give the shard to Senex to complete the side quest. Note that the shard does "release torrential rain" around you, which is useful for burning items, but may also cause your equipment to rust, so try to avoid metal weapons while in it's possession.

Special Rooms:

The "I'm so EVIL!!1!" Room:

One of the more evil developers decided to code in a very annoying room in the caves, comprised of early game players most hated enemies, including magpies, bats, a floating eye, and a ton of sirens. There will also be a carnivorous plant spawning in there with some random loot, but it's usually better to just avoid the room or take down the enemies one at a time. Appears anywhere from the 2nd to 4th floor.

The Poison Room:

An annoying room containing spiders, snakes, and skunks, designed to chip your health away with poison. Kill the Areane spider at the center for some loot, but try to get surrounded and poisoned. Appears anywhere from the 1st to 3rd floor.

The Mommo Room:

The general topic of the Fungal caves seems to be really annoying creatures bunched up in rooms, and the Mommo room is no exception. Comprised of flat, bloated, and conical mommos, their slimes dissolves not only your skin but also plenty of your equipment. Kill the conical mommo for some loot, but otherwise avoid getting into trouble. Appears anywhere from the 3rd to 5th floor.

The Vault:

The only secret room in the fungal caves, the vault is a 3 by 3 container comprised of 6 shelves surrounding a cauldron. All the shelves contain various helpful liquids and carrots, and the cauldron in the center will also be filled to the brim with another helpful liquid. Very hard to find, but very good rewards for doing so. Appears in any level.

Other notes:

The same evil developer who created the evil room has also hard coded in 2 things of note in the Fungal Caves. One, a giant golden spider, will always appear on one of the top 3 levels and may useful for farming money. The other is a free scroll randomly placed on the bottom 4 levels... with a large mine underneath it. 's'earch around any scroll you find 16 times (8 with a ring of searching) to ensure the safety of your fragile limbs.

Every level in the Fungal caves will contain a pool, which provides a constant source of stamina if you have a can or bottle to dip from.

Rebel Camp

Black Market