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 Post subject: Beehive Adytum / Cube of fate / Deamonic Cub
PostPosted: 07 Sep 2009, 16:14 
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Joined: 09 Dec 2008, 01:37
Posts: 2442

name: FranK
class: Barbarian
level:
guild: GWiSeM
Beehive Adytum / Cube of fate / Deamonic Cube

* Preparation. (Please note that we have a custom version of the cube/beehive and that some information in this guide might not be 100% accurate and subject to changes.)

1. Every player that’s above lv40 can get the mission emblem from the wolf cub at the major cities. With this mission emblem, players can get into the Beehive Adytum via the wolf cub. At the starting point of the Beehive Adytum, players can use the mission emblem to get a quest from the teleporter in Beehive to obtain the cube.

2. Before entering into the Beehive Adytum, players have to bring along the material used for crafting dice tickets- mirage stones. This is because upon entering the Beehive Adytum, you’ll need dice tickets for almost every room. If you do not have enough mirage stones to continue on with the quest while you’re at it, you’ll lose the chance of continuing your quests. If you do not have enough mirage stones, you can choose to purchase the dice tickets from the NPC, but the price is high (210k). 1 mirage stone can craft 2 dice tickets.

3. You’ll receive a certain die to decide on which room you’re going next. (It seems like there will be 2 kind of dice. one of the dice allows you to move forward. For e.g. if you’re in room 8, the die will require you to go to room 9~50. However, if you get another kind of die, you can either move forward or backwards). In order for you to move on to next room, you have to go to your inventory and right click on the die to move on.

4. There are 50 rooms in the Beehive Adytum. If you are lucky enough to not die at all, you’ll still need at least 2 mirage stones to complete the whole Beehive Adytum. Considering the fact that you might get pk’d, bad luck or even mission failure, it’s is recommended if you bring along 20~30mirage stones. It’s also recommended to bring along some money in case you have to purchase something. There are cheap strength cards and other cards for sale at the starting point. Thus, it’s best if you buy 1 or 2 cards and store it in your inventory before you start the quest (in case you get stuck at the card part). The hardest parts in the whole Beehive Adytum are those rooms that require you to survive/kill mobs. Therefore, players should bring along enough HP and MP pots. If you’re not wearing good equipments, get all the buffs you can get (Rainbow’s side note: from EP, WB, WR, WF, EA). This is because if you die at the last few rooms, you have to restart all over again. If you find it hard to do a certain quest, ask for help from other players. Before starting the quest, check the durability of your equipments. The furnace at the starting point allows you to fix your equipments (it also sell pots too).
  
5. This point is about penalty. If you use town portal skill at any room, you’ll have to restart all over again. IF you ever die (for whatever reason-pk, mission failure etc.) you’ll have to start all over again, UNLESS you still have the demonic cube with that room number with you.
  
6. When it comes to killing mobs, party members without that quest cannot help by killing the mobs because those that they’ve killed will not be counted. These kinds of rooms are categorized according to levels:

Lv 40-49
Lv 45
Lv 50-59
Lv 55
Lv 60-69
Lv 65
Lv 70-79
Lv 75
Lv 80-89
Lv 85
Lv 90-95

These mobs melee when you’re close to them and uses magic attack if you’re a range attacker.
  
7. You’ll only get your rewards after finish 50rooms.

+ a box that will give you badge of technique. (side note: and some kind of material which they claimed is used for crafting high quality equipments. It can only fetch you around 100gold per piece of mats if you NPC it. And let’s not forget about the Chapter of Destiny that comes along with these rewards upon completion if you're lv90+. Thanks luciferhawk373 for stating that it's badge of technique.)

* Tactics and Strategies to complete the Beehive Adytum

About the room number, room’s name, whether it’s a PK zone, the element of the mobs, the mission and the strategy.

Room 1: This is the place you reach upon entering Beehive Adytum.
-Safe zone
-Earth element
-Exchanging of the mission emblem for demonic cube. you can only exchange it once per day.
-When you leave the Beehive Adytum, all your dice, strength cards and other cards will be removed from your inventory.


Room 2: Digging of treasure boxes
-Safe zone
-Earth Element
-Dig 5 boxes
-Gets the mission from the NPC and starts digging.
-Ease of mission: Easy


Room 3: Slaughtering Ground
-Safe zone
-Earth element
-Kill 5 mobs
-Gets the mission from the NPC and starts killing.
-The mobs will melee you if you are close enough and use magic attack for range attackers.
-Ease of mission: Normal


Room 4: Killing the Moles
-Safe Zone
-Earth element
-Kill 10 mobs
-Gets the mission from the NPC and starts killing.
-The mobs are all [?] level but are relatively easy to kill.
-Slow spawn rate though.
-Ease of mission: Easy


Room 5: Counting the Apples
-Safe zone
-Earth element
-Count the apples (those balls in the sky) to answer questions
-Ease of Mission: Depends on your ability to count


Room 6: Open sesame
-Back to the beginning!
-You only have 2 choices to go out of this room, use a teleportation stone or be killed by the boss (will carefull the loss of XP is quite important).


Room 7: Listening Room:
-Safe zone
-Earth element
-You’ve to pass through a bunch of mobs
-There are two types of mobs here. One of the will agro you and the other will not.
-Those which will agro you will make some kind of noise while those that will not agro will not make any noise
-If you here noises when you’re about to pass through, you can change your route to avoid dying.
-WF can use their pets to scout for a safe path before starting.
-When you’re doing this room, switch off the background music (bgm) and max the sound effects to hear the noise the mobs might be making.
-There are rumors that the 1st lane on the left is safe to pass.
-The quest initiating NPC in this room does not allow you to synthesize dice ticket (the quest completing NPC does). So it’s better for you to bring enough tickets to avoid having to do this twice.
-Ease of Mission: Hard

(Rainbow’s side note: for this room, you can stick to the wall. when you get teleported to that room, you appeared at a corner right? if you walk straight, you'll see the NPC. after talking to it, go back to the spot where you spawned and this time turn left. it's a longer route to the NPC but remember, stick to the wall!)


Room 8: Kind or Evil
-Safe zone
-Earth element
-Dig 20 boxes
-Have to give 100k to initiate the mission.
-After finishing the mission you’ll get a box. There are two kinds of cards you might get. Either the villain card which can be NPC’d for 1 gold or the other card which allows you to NPC it at 1mil.


Room 9: Stay alive for 100sec
-Safe zone
-Earth element
-Survival game
-If you can hold out for 100sec, you’ll get tp-ed to a place with the finishing NPC
-There will be a ball in the middle of the room that will keep damaging you. It’s got “ignore injury” and “ignore defense” status (rainbow’s side note: which means bramble array or other stuff are not useful here too: P)
-If you’re a MG/EP, you can heal yourself to survive this room
-There are people who’ve stayed in the room for near 100sec before taking the mission. After taking the mission, they will run to a corner and hide.
-This is because, after 100sec, the mob will not target you anymore. So, as long as you stay in the corner and no one enters the range, the mob will not hit you.
-Ease of mission: Normal

{by xiankai123: i discovered that no matter how far away i was, as long the center range mob was ATTACKING someone, i would still get hit. however, after that person left, i was out of range and the centre mob had 'no one' to hit, so i was safe.}

Room 10: (it’s something like “Explosion room”)
-Safe zone
-Earth Element
-Bomb
-Mission succeed after finishing your mission at the NPC
-You have to get to room 17 and 22 in 10mins time to get the NPC to remove the bomb. Else, the bomb will goes off and you’ll die and get back to the starting point.
-Ease of Mission: depends on your speed. If you’re a hell WF with dark fox transform, it should be easy isn’t it? If you’re an EP…



Room 11: Bored
-PK zone
-Earth element
-Prison type
-Find the NPC to get the mission
-Wait for 3mins but be careful not to get PK’d by anyone. (Rainbow’s note: But who will want to PK you when it’s not required? Unless it’s people who’re KOS-ing you…)
-Ease of Mission: Easy. Unless you’re being KOS-ed by the whole server
 

Room 12: Fate Diverge
-Safe zone
-Earth element
-Lottery type
-Get the mission from the NPC
-You’ll either get a die that allows you to move forward by 2 or move backwards by 1 (in terms of room no. of course)
-Ease of Mission: Easy


Room 13: 6 people working together
-Safe zone
-Earth element
-You either pay money or you party up with 6 people to finish this room.
-If you chose the partying part, you’ll have to kill a monster together to pass the quest.
-Ease of mission: Unknown. Not sure about the strength of the mob.


Room 14: I don’t want to leave yet (Rainbow’s note: This is the original name I think.)
-PK zone
-Earth element
-One player has to die (either to the mob in the middle that keeps attacking you or get PK’d)
-After one of the player died, the mob in the middle will be replaced with a NPC. And everyone in the room (who has yet to die) can complete the quest.
-Ease of mission: Depends on how crowded that room is. Imagine waiting there for a few hours for someone to get in...


Room 15: Mystery Envoy
-Safe zone
-Earth element
-Time limit of 1min to finish killing as many mobs and pass it to the NPC. If you exceed 1min, the mission will fail.
-Every kill will allow you to get 1 secret token
-Submit the mission after killing 5 of them because the re-spawn time is more than 1min.
-Ease of mission: Depends on the number of players in the room


Room 16: Unite to defeat the devil
-Safe zone
-Kill 1 mob or pay to pass
-Get the mission from the NPC: either
*Mission 1: kill 1 mob (party is allowed)
*Mission 2: pay to leave


Room 17: same as room 8


Room 18: Not strong enough
-Safe zone
-Earth element
-Need 10 strength cards.
-Either buy it from the furnace at the starting price before you begin this or buy it from the players nearby (Rainbow’s note: Oracle’s price for the strength card when you are inside the room is around 200k)
-Ease of mission: Easy


Room 19: Happy Robber
-Safe zone
-Earth element
-The only room that doesn’t require you to give dice ticket
-The mission here is to rob the NPC.


Room 20: Fate Diverge
-Same as room 11. but this time you either move forward by 4 or move backward by 2.


Room 21: Monster hunter
-Safe zone
-Earth element
-You have 2mins to kill 2 mobs
-The mobs are hard to kill and they cast the blood sucking skill if you’re range (as usual, melee when in the melee range).
-If you’re really not strong enough, get someone to help out.
-Ease of Mission: Difficult


Room 22: same as room 15


Room 23: Hard to differentiate between the real and the fake
-PK zone
-Earth element
-Kill 1 mob
-There are a few similar looking mobs at a room. You have to kill one of them. If you’re lucky, you get the one that’s got a short live. Else you get one that’s harder to kill.
-Beware of PK


Room 24: trickster box
-Safe zone
-Earth element
-You have to dig a certain amount of boxes and the amount is determined by the previous player who finished the quest already.
-You can choose whether you want the next player to dig 5, 20 or 100 cards (Rainbow’s note: but please, be nice and choose 5cards ya? I was lucky that I only have to dig 5 of it. Thanks Wen. I saw the message that you were the player before me. Death@@ had to dig 100cards I think. LOL.)


Room 25: Dragon Squad Formation
-PK zone
-Water element
-You have to pass through the land mine to get to the finishing NPC.
-Please prepare yourself with enough dice ticket because the initiating NPC does not allow you to synthesize dice ticket. Neither do they sell it.


Room 26: Controlling life and death
-PK zone
-Earth element
-After taking the mission from the NPC, dig 5boxes to pass the mission
-The only difference when it comes to this digging quest is that there are mobs guarding the box. You can pull the boxes to the corner of the room before going back to dig. Those mobs move really slowly, so you don’t have to afraid of getting hit.
-Beware of PK
Ease of Mission: Easy


Room 27: Real listening room
-Safe zone
-Earth element
-Same as room 7 (Rainbow’s note: However, the little trick taught by me cannot be used here anymore =’( )
-No selling/synthesizing of dice ticket at the initiating NPC.
-Ease: Difficult


Room 28: Real counting the apples
-Safe zone
-same as 5 but there will be more balls for you to count

Tips by bluemagi:
so it seems like there's a standard answer somehow. but only for blue and white balls:

For blue balls
1. If you're given the option 13, 14 or 15, the answer is 14.
2. If you're given the option 14, 13 or 12, the answer is 12.
3. If you're given the option 11, 10 or 12, the answer is 12.
4. If you're given the option 09, 14 or 12, the answer is 12.
5. If you're given the option 08, 12 or 11, the answer is 11.
6. If you're given the option 09, 10 or 11, the answer is 11.


For White balls
1. If you're given the option 10, 09 or 11. the answer is 11.
2. If you're given the option 10, 08 or 11, the answer is 10.
3. If you're given the option 10, 08 or 09, the answer is 10.
4. If you're given the option 11, 10 or 09, the answer is 11.

{Thanks bluey for giving us this piece of information for Room 28.}

Room 29: Real slaughtering ground
-PK zone
-Earth element
-Harder version of Room3

-Uses blood sucking skill for range attackers and melee for melee attackers.
-Ask for help if it’s too difficult


Room 30: Stay alive for 100sec if you’re a man (Rainbow’s side note: Woah, I remember this stupid room’s name. cuz I wasted 30k of my hiero here! And I’m not a “man”, why should I withstand 100sec. sheesh.)
-PK zone
-Water element
-Survival game
-Harder version of room 9
-Attack of mob increases
-Ease of mission: Hard


Room 31:
-Same as room 15 and 22
-If you fail to kill the mobs within the time given, you’ll have to start all over again


Room 32: Even more bored
-PK zone
-Water element
-Prison type
-Same as 11, stay there for 5mins


Room 33: Info on monster hunter
-PK zone
-Water element
-Kill 2 mobs in 2min
-Harder version of 21
-If failed to finish in 2mins time you’ll have to restart the whole mission
-Ease of mission: Difficult for non-WF


Room 34: Actually I don’t want to leave yet
-PK zone
-Harder version of Room 14
-Attack from the ball mob gets higher
-Ease of mission: Very difficult



Room 35: Fate Diverge
-PK zone
-Water element
-Lottery type
-Advanced version of Room 20. This time you either move forward by 6 or move backwards by 3.


Room 36: Dig till you cry
-PK zone
-Earth mob
-Dig 10 boxes (the advanced version of Room 2 with PK enabled)


Room 37: Very very lucky
-Safe zone
-Earth element
-Pay 200k to pass through. You’ll gain a Daemonic Sundry Parcel that either gives either:
~Dice Voucher - 10 (20%)
~Daemonic Cube Good Card (5%) (rainbow's note: can be sold for 1mil)
~Daemonic Cube Fortune Card (1%) (rainbow's note: can be sold for 5mil)
~Daemonic Omnipotent Card - 2 (14%) (rainbow's note: if i'm not wrong, can be used to synthesize overlord/strength card for now)
~Mirage stone - 3 (60%)

{Thanks xiankai123 for the info!}
{Thanks ray for the room name!}
Room 38: BT version Dragon Squad Formation
-PK zone
-Advanced version of room 25 (the difference is that there is a patrol here and it is immune to injuries)
-Strategy: There will be only 5 patrols that 1hit KO anyone even if you're a WB using tortlen. So, you stick to the wall to let the mob pass. After the mob pass by, walk pass the land mines (rainbow’s note: remember to look for the correct time to pass the land mines. You don’t want to get bombed.) and finish the quest.
-Sale/synthesize of dice ticket is not available at the initiating NPC.

by BlueMagi: BT=Bian Tai=Crazy. Which means that this is the crazy version of Land mines.

{thanks raykhazri for providing the info on the correct no. of patrols♥}


Room 39: You reap what you sowed
-PK zone
-Earth element
-Advanced version of room 24 but this time the boxes are even further apart and PK is enabled.


Room 40: Good or Bad
-Safe zone
-Earth element
-Dig 20boxes
-Gains Platinum Box (rainbow's note: you have to pay 100k. but i got the villain card >:[)
-From PWdatabase, you can either get Daemonic Villian Card (98%) or Daemonic Cube Fortune Card (2%). the fortune card can be sold for 5mil if i'm not wrong. also, the part where they say that the probability is affected by RP.. i think it's pure bullcrap. it depends on luck. XD
{Thanks raykhazri for giving me the links}
{Thanks xiankai123 for telling me the amount we've to pay}


Room 41: 3 unite as 1
-Safe zone
-Earth element
-Either pay to pass or party to kill mobs.
-Harder version of Room 13


Room 42: same as room 31


Room 43: Unite to defeat the devil
-Back to the beginning!
-You only have 2 choices to go out of this room, use a teleportation stone or be killed by the boss (will carefull the loss of XP is quite important).


Room 44: Bomb again
-PK zone
-Earth element
-Advanced version of Room10
-Have to go to room 50 in 10mins to find the NPC to deactivate the bomb.


Room 45: Open sesame
-Back to the beginning!
-You only have 2 choices to go out of this room, use a teleportation stone or be killed by the boss (will carefull the loss of XP is quite important).


Room 46: Still not strong enough
-Safe zone
-Earth element
-This time you need another Overlord card (in Room 18 you needed strength card).
-Tips: Buy at least 1 of all cards from the starting point before entering (not in current patch yet i think. you can only synthesize this at the furnace and i'm not sure where to get the mats to synthesize it. so far i see that you can only get it from room 37's reward - Daemonic Sundry Parcel. there's 14% chance of getting that. maybe there are other ways, if you know of other ways, feel free to tell me.)


Room 47: Survive for 100sec if you’re a man (rainbow’s notes: Geez, in the Chinese version, it’s “survive for hundred seconds if you're a hunk”. Erm.. what if I’m a girl? ~_~)
-PK zone
-Earth element
-Survival game
-Harder version of Room 30
-The attacks are harder this time
-Ease of mission: Insanely difficult


Room 48: Dig till you cry
-PK zone
-Water element
-Dig 15 boxes for the mission
-Advanced version of Room 36
-Ease of mission: Very Easy


Room 49: Snatch the prize
-Safe zone
-Earth element
-Kill as many mobs as you can within 2mins
-Each mob = 5k EXP and 1k SP
-Don’t be too greedy. If you fail to submit the quest within 2mins, you’ll have to restart all over again from Room 1.
-Ease of mission: Very Easy.. can use AOE to kill them
{Thanks ray for the tips on AOE}


Final destination of fate
-Safe zone
-Earth element
-End point
-Get the reward and go back to the starting point

Reward:

Lv40-49 = 200000 EXP, 40000 Skill Point, Daemonic Cube Box
Lv50-59 = 250000 EXP, 50000 Skill Point, Daemonic Cube Box
LV60-69 = 300000 EXP, 60000 Skill Point, Daemonic Cube Box
LV70-79 = 350000 EXP, 70000 Skill Point, Daemonic Cube Box
LV80-89 = 400000 EXP, 80000 Skill Point, Daemonic Cube Box
LV90 et += 450000 EXP, 20000 Skill Point, Daemonic Cube Box, Torn Mystery Page, Light Stone, Gold Sculpture


Exchange of tokens @ Mysterious merchant 131, 861 {Thousand Stream City}


Under tab 1

1 Token for 1 dice ticket

Under tab 2
Weapons

6 Tokens for Molder: Heavenly Soulsupressor
20 Tokens for Molder: WindChaser
4 Tokens for Molder: MysticIron Maulder
10 Tokens for Molder: Immerge DrakeSparrow
18 Tokens for Molder: Pronate Triumph
2 Tokens for Molder: VioletStorm Evilward
50 Tokens for Molder: BloodMalefic Duo Axe (aka XueSha)
22 Tokens for Molder: Prophecy Magesabre
3 Tokens for Molder: Aeolian Scud Slingshot
9 Tokens for Molder: Grand Mammoth PoleAxe
20 Tokens for Molder: Solar Armageddon
6 Tokens for Molder: EclipsoMoon Blade
8 Tokens for Molder: SpiritExtinguisher Glove

Under tab 3
Armor

8 Tokens for Molder: Ether Apocalypso Cape
8 Tokens for Molder: Brahma Phleboto Cuisse
25 Tokens for Molder: ThouEido Spirit Acton
6 Tokens for Molder: PirateMonarch Breast Plate
12 Tokens for Molder: Blood Fang's Wristband
10 Tokens for Molder: Cuirass of Sorrow One
55 Tokens for Molder: Wolven Witchlord Cape
8 Tokens for Molder: Skipper's Wristbracer
4 Tokens for Molder: Skipper's Cuisse
20 Tokens for Molder: Pirate's Helmet
24 Tokens for Molder: Dark Chthonic Britches
200 Tokens for Molder: Gauren's Cheif Hide (aka niupi)
2 Tokens for Molder: Dark Chthonic Legharness
25 Tokens for Molder: Enhydrous Nowt's Shell
8 Tokens for Molder: Holy Beast's Cuisse
10 Tokens for Molder: Ashura Legharness

Under tab 4
Jewellery

20 Tokens for Molder: Brahma Phleboto Ring
115 Tokens for Molder: Ether Apocalypso Bijou
5 Tokens for Molder: Thunder Monarch's Sigil
5 Tokens for Molder: Celestial Fox Phylactery
8 Tokens for Molder: DragonShadow Phylactery
130 Tokens for Molder: Demonic Massacre Sash
115 Tokens for Molder: The Ring of LingYun
4 Tokens for Molder: Pirate Monarch Proof
12 Tokens for Molder: SteedPhiz Hierogram
15 Tokens for Molder: The BaneSerpent Sigil
16 Tokens for Molder: Sand Amir's Wrath
6 Tokens for Molder: Thunder Monarch's Sigil

Under tab 5
HH gold mats

45 Tokens for Golden Armor Soul [Material Grade: 80]
40 Tokens for Ancient Snake Spriti [Material Grade: 80]
25 Tokens for Asura Black Pearl [Material Grade: 70]
42 Tokens for Great Ape Glove [Material Grade: 80]
25 Tokens for Archilies Steel Armor [Material Grade: 80]
130 Tokens for Seven Shine's Feel [Material Grade: 90]
42 Tokens for Elf of Seven Shine Strength [Material Grade: 90]
350 Tokens for Ancient Belial's Soul [Material Grade: 90]
80 Tokens for GhostSlave Crust [Material Grade: 90]
130 Tokens for Behemoth Fine Carapace [Material Grade: 90]
84 Tokens for SaintMater Aura [Material Grade: 90]
105 Tokens for Hag Spirit [Material Grade: 99]

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub [SOON]
PostPosted: 07 Sep 2009, 19:03 
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Joined: 22 Jun 2009, 01:33
Posts: 225
Location: Harrogate/Coventry

name: Dijana
class: Elf Priest
level: 92
guild: Chaos
Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet!
Cant wait for this :mrgreen:

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub [SOON]
PostPosted: 07 Sep 2009, 19:36 
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Joined: 19 Jan 2009, 06:03
Posts: 778

name: Rainbow/Zero
class: WF/EP
level: 99/96
Ahhhh this is the guide I was going to post here when it was eventually released. =)

NOTE!: The Rainbow mentioned in the above guide IS NOT ME! I'm almost certain it's a player called rainbow_mirage from pw-my server.

Anyhow, thanks for the work on bringing beehive here GMs. It certainly brings a lot of positives though sadly does bring a few negatives too.

Positives:

Another daily quest giving a chunk of exp based on level

Easy way for players to get certain molds

The best WF pet training area in the game (Room 4 I believe)


Negatives:

Turns molds values upside down

Eats the servers supply of mirage stones

Low number of players on the server may cause trouble in certain rooms (Like team 6 people rooms)

GM calls will probably soar as will the number of people in the helproom probs :lol:

It's a tricky dungeon but a hell of a lot of fun and certainly a great break from the usual daily, grinding and fb/hh'ing that normally goes on. Also, I think it has a rather catchy, cute tune in the background. ^^

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub [SOON]
PostPosted: 08 Sep 2009, 17:30 
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Joined: 06 Jan 2009, 14:23
Posts: 2563

name: fenrook
class: Mage
level: GM Level ;)
guild: GWiSeM
Just a quick 'safety' reminder, when this arrives, PLEASE take at least one teleport stone in with you., if you get stuck you will need this to get yourself out, as the GM team wont be too happy if we get flooded with I'm Stuck messages from folks who have gotten themselves stuck in there. ;)

So please, beg, borrow or buy one before you enter, just to play it safe. ;)

Fen

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub
PostPosted: 10 Sep 2009, 16:24 
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Joined: 09 Dec 2008, 01:37
Posts: 2442

name: FranK
class: Barbarian
level:
guild: GWiSeM
If you are stuck in beehive even with our warning and be in a sort of "loop" with constant disconnection here is the process to follow.

When you relog in beehive if you are not i the 1st room use your skill "Town Portal spell", you ll be tel to the first room, and then run and go straight away to the NPC called "Enthov Emissary" at the oposit of the room and in front of the door.
Then talk to him and select "Leave Beehive Adytum" and confirm twice.

That should help you to leave Beehive if you do not have teleport stones.

So as said couple of time in the forum unfortunatly Beehive Adytum is still bugged, BUT playable if you are lucky to do not have any problem.

We have a developer who is trying to find the issue and have it fix, we have absolutly no idea when it will be done and fully working, so we have to ask you to be patient and if you do not want to take any risk please do not enter Beehive until the major bugs are fixed.

Sorry for any inconveniance.

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub
PostPosted: 27 Oct 2009, 12:24 
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Joined: 09 Dec 2008, 01:37
Posts: 2442

name: FranK
class: Barbarian
level:
guild: GWiSeM
An extra info with the cube following to Hrobert experience:

If you are in the cube, got a dice and get killed, the process to follow is to talk to the furnice with the same number as your dice show, it will change it for a cube.

We hope this will help if you did not know.

Thanks to Hrobert.

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub
PostPosted: 27 Oct 2009, 12:27 
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name: FranK
class: Barbarian
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guild: GWiSeM
Added very usefull info:

Beehive buglist - courtesy of puddytat

I’ve spent a LOT of time in the beehive over the past couple of weeks and I’ve noted down the bugs I’ve found so far. I understand that its own risk going in so this is not a complaint, just a list to help you guys out if you have access to the code.

Before we start the furnaces in the first room do not work, you’re supposed to be able to exchange dice with different pip values for demonic cubes but as every dice is marked with a specific room number this does not seem to be possible. It’s also been said that it should be possible to buy strength and demonic power cards from the starting npc which are required later on in the dungeon but that does not seem to be available in our version.

Also on the subject of demonic power cards, I had some on me during the Dragon Palace event and the first time I died, they disappeared and I received a demonic cube in my inventory in their place. No clue why. J


Room 6: Open sesame
Not sure if this is a bug but as the guide says no way out, you either port back to the start or die to the boss mob. You do receive a fatal demonic cube for entering tho so if you return to the beginning you can get another dice to continue. I have killed the boss multiple times and no dice is given.

Room 7: Listening Room:
No sound from the Mobs at all, have waited with only the sfx on and volume tunred to maximum for over 30 mins at one stage while moving around and not once was there even a peep from the mobs. It has been reported in other versions of PW that this issue arose after a patch. As the notes say however cling to the left side wall and yu get through every time so no major issue.

Room 12: Fate Diverge
The ticket received from this npc will only work in this particular room although the text would lead you to believe otherwise. Not a major issue but I found that one out the hard way. ;P

Room 15: Mystery Envoy
Ahh this one is my own personal bugbear along with the others of its kind. 60 seconds to kill as many mobs as possible, your reward is dependent on the number of kills. In theory you are supposed to get one mysterious token for every mob you kill within the minute as long as you hand in the quest in time. No matter how many you kill you only get 1 token. I have cleared the room on multiple occasions and must have killed at least 60-70 of these things in total and only have a few tokens to show for it. Considering the token rewards this is one of the room types I beg you to fix

Room 18: Not strong enough
-Need 10 strength cards.
-Either buy it from the furnace at the starting price before you begin this or buy it from the players nearby (Rainbow’s note: Oracle’s price for the strength card when you are inside the room is around 200k)
Just leaving rainbows notes on that one, talk to the npc you get 9 cards only works once a day if you go in there second time you just get the quest and if you remove the quest you lose your cards. No cards available from the npc or the furnaces at the start.

Room 22: same as room 15
Mystery envoy again same issue with mystery tokens.

Room 25: Dragon Squad Formation
This one had me pulling my hair out, you could run across the room without any issue but the dice npc wouldn’t have any quest and would not redeem tockets. Then one day after doing several frustration laps OI discovered in the corner where I entered that an additional mob had spawned. A bag of bones or something and this gave the quest to get to the other end. Apparently it does not instantly spawn when you enter the room and has actually taken a couple of minutes for me in the past. Might want to warn people about this as I personally restarted a good 10 times when arriving in this room.

Room 27: Real listening room
Same as the previous listening room there is no sound and no set pattern to get through the mobs. I find that the mob on the far right in the first row is safe then... everything else eats you. No doubt there is a safe route but without sound I have no clue what it is. J


Room 38: BT version Dragon Squad Formation
Same as the previous dragon squad room but happy to say out of the 4 times i’ve hit this one only once have I had to wait for the starting npc.

Room 46: Still not strong enough
Same as the strength card room

Room 49: Snatch the prize
Mysterious token room... I would be rich by now I tell you!


Apart from these issues every other room seems to work fine. Warnings I will give, if you finish a dice voucher hand in quest and don’t have a voucher, you won’t receive a dice and the npc will ignore you until you synthesise more. Not a major issue but easy to confuse people if they didn’t realise they were out. Mysterious token rooms only give a reward once a day and force you to skip the quest in return for a dice voucher. Occasionally a npc has given me a dice corresponding to a different room, it doesn’t happen often but when it does you have to return to the start.



Beehive is not that buggy and a lot of fun just remember to take at least a dozen mirage and about 1 million gold to be safe. Hope this list helps and if I have any other issues I’ll shoot you a mail. And don’t forget to fix the mysterious tokens.... please!!

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 Post subject: Re: Beehive Adytum / Cube of fate / Deamonic Cub
PostPosted: 08 Dec 2009, 17:11 
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Joined: 09 Dec 2008, 01:37
Posts: 2442

name: FranK
class: Barbarian
level:
guild: GWiSeM
Since Friday 4th december 2009

We have installed a massively less bugged version of Beehive Adytum / Cube of fate / Deamonic Cub.

The three "dead end" rooms are still as there were.

Our reporters told us that some bugs have still be noticed but a big improvement has been done.

You still enter in this event at your own risk and the GM team cannot be taken responsible for any loss if you do the event.

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