VOUCHER 06 INFO
RUNES USED: 82, 98, 106, 107, 111, 113.
GOAL: Collect the specified number of items, and return them to the NPC located at teh start of the maze. The items can be found in blue treasure chests called "Papeterie" located throughout the maze. These items will be temp items corresponding to loot from Dynamis, such as Sparkling Stones, and Fresh Orc Liver.
ENEMIES: There are Gigas, Goblins, Flans, Wyverns, and Dolls in the maze. Mobs do not adjust to level 1 mule. Spell and item forms of Sneak and Invisible do NOT work. Dolls and the Gigas take little physical damage, and are immune to sleep, even Elemental Sealed. They have very high HP, similar to Dahaks in the assault missions "Evade and Escape." They check "Impossible to gauge" and do not depop. The Moblin NPC at the start will give you single, one time use items to get past them. Turn into a chigoe costume to get past Dolls and Flan. Mobs, even Wyverns, have normal movement speed. Dolls tend to move back and forth in predictable patterns. Wyverns seem to wander everywhere. Some mobs spawn in the same place every maze, others spawn randomly. Widescan works in the maze. A special note on floating eyes; once they land a blow on you, you will be warped to "Jail", even should Utsusemi block the attack. Goblins attacks have additional effect: Bind.
Upon death, temp items are taken out of inventory, and scattered as ???'s around the vicinity of where death occured, and can be re-obtained by examining the ???'s. This applies to items obtained from mining and from chests, however, "sneak and invisible" items are lost.
Located throughout the maze are Forcers. They have somewhat high defense and HP compared to forcers in Voucher 01, so bringing a weapon you have skill in is advised. Inside the forcers are temp items that help you to get passed mobs.
There are mining points inside the maze which have various temporary items, including copper, silver, zinc, and gold ores. You can turn these into the NPC at the start. However, you do not necessarally get their non-temporary item counterparts upon completion of the maze.
There are red and blue, non targetable Golin Totems. The red ones will glow red and issue a warning sign, after which will afflect you with an random detrimental status effect if you within its aoe, such as Gravity, Amnesia, Poison, and Terror. The blue totems can give a "Quickening" effect.
An "Irksome Chest" spawns at random locations within the maze. It can only be opened by a Thief with Living Keys. Possible contents currently unknown.
The maze has 3 known maps. 2 of the Maps are similar to Gusten Mine Maps, and a Jail area which has no map. A "Bind" effect will be in effect upon zoning to jail. This effect will wear on its own, or can be removed with the spell "erase." The jail Area has a Gigas you must sneak passed. Once beyond him, there is a "Well of Vigilance" which takes you to the "Ladder of Liberty" located at the north east corner of Map 2. The "Jail" also has a Moblin NPC who will open for you the "Well of Charity," which also leads to the "Ladder of Liberty. However, the Moblin will give ask you to give him one piece of loot you've acquired from mining. Items obtained from Papeteries will not be accepted. A Lamp of Compassion spawns in the maze. Activating the lamp causes the "Well of Humility" in the "Jail" to open. The "Well of Humility" also leads to the "Ladder of Liberty".
Pickaxes purchased from NPCs outside the MMM maze will NOT work. Temporary Pickaxes can be obtained from ???'s scattered around the maze. Obtaining items from mining will weigh you down and create a cumulative gravity effect. Turning the items into the Moblin NPC at the start will remove rid of the gravity effect. Activating "Chocobo Jig" will have no effect when weighed down, nor will the Quickening effect from blue Goblin Totems.
REWARDS: Rune 46, a Grimmonite, and Carrot Paste. This was with only 1 Temp. Silver Ore turned in.
OTHER NOTES: Rune 98 (insurance contract) strongly recommended to fully prevent EXP loss. Several charges of Reraise in spell or item form recommended, as mobs are extremely difficult to defeat. It is possible to solo this maze. Delay mining until after all "Papeteries" have been found and returned to the Goblin NPC at the start. Attempting to find the "Papeteries" while mining might prove difficult due to the gravity effect of temp. loot items. The maze described above was done with several runes in place to make it easier; various NPCs and things found in the maze might or might not be inherently present.
This is what i have discovered thus far.
EDIT: In the interest of keeping information consolidated, i'd like to edit this post for corrections and for when additional information is found.
EDIT: Eyes attacks that land on the character *will* do damage. Added blue statue, widescan, and Chocobo Jig, and Goblin NPC/Well of Charity and Humility info.
This is the stuff I wanna hear, good work Panthera.
We had the oddest thing happen on one of our Voucher Alpha Basic Marble farming runs.
It was setup with the combo that used to provide 46 marbles. And now gives 22.
Upon completion (which was no faster then anyother run we did, and in fact a bit slower) the chest popped. Opened it for the gimpy 22 marbles, no runes.
Then we got a message: "Yet another Treasure Chest has revealed itself!"
When it was opened the maze holder got 22 more marbles. Neither of the other two of us got anything.
There were no new runes active, and the player had no CC points as far as they knew.
Only thing of note: Our level 1 ringer got themselves killed by accident (looky looky = dead dead!) and I went back to raise them in case there was a rune to pass, while the last player (Maze holder) finished the third level alone.
I have no idea what caused the extra chest. We all saw the message in our logs, and no message when it was opened. The opener saw that they got 22 more marbles in log.
Just wanted to report it
To Myriad
"Ordering a new maze with C.C. points in your possession will result in an additional treasure chest appearing on completion, accessible only to the maze-ordering player. The chest will yield rewards as follows," lolSE.
in short, everyone but PT leader gets less marbles. PT leader only gets extra chest for NOT going every day.
. . . and i gotta say, Perytons and Cockatrice are really getting on my nerves.
Rune 1337 should be,"Greater Colibri will populate the maze, and approach the PT begging to be killed." It's a Colbiri trait, everyone knows this.
So has anybody found any of the new magic or job runes? So far with Voucher 02 I've gotten nothing but the runes that have been available from the start.
For those that manaburn boss,
hows it going post-updated? Enm I just did and reading others posts on ES resist leads me to believe that ES now caps @ 45 sec on HNM sleep but won't be actually trying til full CC.
Going back to read it again, what they said was:
Their point is that they're stating how each vouchers rewards are different. I'm assuming that receiving marbles is universal to all vouchers, so they felt no need to point that out for each one.Maze Voucher 01-03: The chest will contain additional experience. More C.C. points will yield more XP.
Maze Voucher 04: The chest will contain items usable in synthesis. More C.C. points will yield more valuable items.
Maze Voucher 06: The chest will contain items. More C.C. points will yield more valuable items.
Maze Voucher 07: The chest will contain additional experience, and chances of receiving equipment will also be increased. More C.C. points will yield more experience and a greater likelihood of receiving items.
Edit:
I wonder if that stupid hammer you can buy could break them easier.Located throughout the maze are Forcers. They have someone high defense and HP compared to forcers in Voucher 01, so bringing a weapon you have skill in is advised.
I imagine they had the points too. Now what I'd like to know is, how many did they unknowingly have? Probably the full stock of them, but if it was only 1 point there's hope for marble farming. Instead of going once every day for 1/2 of the pre-patch points, maybe can go once every 3 days for 3x the points? I guess you'd still only be getting that many points from your own runs and not anyone else's, though.
I'll ask them how long since they went. I know that we farmed on Wed night after the servers came back up, and we'd updated and got in. So at best it had been about 48 hours since he did a run. So you can start with that length of time to guess the bonus.
I was on whm pounding on it with my bare fists! couldn't defeat it, had to banish it a few times. I don't think a LV1 mule kill one either. I'm not trying to suggest they have so much defense you need Soul Voice x2 Minuet + Chaos Roll and Hellsteak and a Relic weapon to bust em open, but the Forcers have some rudimentary Level. I think my Staff skill was undercup, 165ish.
tried my boss today w/6 CC points first chest 10 marbles/200 exp, and second chest 30 marble/1200 exp[me only], no drops off either though.
We went 1/4 today on Mamool Ja Earring (finally got our last one, took ages longer than the first two). Naturally, the two mazes with CC points (1 each) dropped nothing, while the ones with no points dropped nothing, rune 51, and the earring. As we got the earring on our 4th maze, we got to try the Dhalmel; we got extremely lucky and had it use 0 healing breezes. It's way easier than the Stillness bugard, but if it decides it likes HB that could obviously be a problem (for RDM BRD BLM SMN).
I haven't really decided yet whether it's best to let CC points build up or not; no real data. We could alternate, doing boss mazes every other day, and run farming mazes on the two mules with no boss mazes yet on other days. Or just do other things, I guess.
So my set tried to trio Voucher 6, 0/3 <.<
We first tried with everyone level 1, no sense in losing exp if we died, got 1/3 before we all died and had no more RR left
2nd and 3rd we tried myself as 75 whm and the rest as lvl 1. Closest we came was 2/3 items. There just way too many mobs to deal with along the way ><;
Finally got Koogel! A guy on our server named KittyCatty had a few CCs saved up and asked if I wanted to try his Koogel Maze. Low and behold, there it was in the treasure pool!
Definitely giving the update a thumbs up, but not too fond of the marble nerf for everyone else in the party.
It helps to know where to look. The chests can appear right at the beginning when you zone in, on the bridge, in the three tunnels going going north and south just below the bridge, and in the tunnel connecting the three veins. They can also appear on the staircase, and in the tunnels leading up to bridge.
Get rune 98 "Insurance Contract." only 100 marbles, and it's good for anything but the exp maze. Then you can go in with 75 without fear. Whm or /whm is the way to go, expect to die many times. A pet job might be a good idea, using the pet to distract the mob while you get away, though i haven't tried this myself.
The flans tend to idle in one spot for a good while, where the dolls move back and forth more frequently, but predictably and can be gotten around. The wyverns wander in a very large radius, but are slow moving. If a flan does agro, they might cast spells which allows you to get some distance. Flan's range of of vision is a bit narrow.