Tukima's Studio

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Revision as of 03:52, 9 March 2022 by Snackwell (talk | contribs) (Updating based on a 0.29 experience I just had -- not on checking the vault code, so might not be 100% accurate)
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Version 0.28: This article may not be up to date for the latest stable release of Crawl.
A marble floor of white and silver, with shades of pink here and there.

Tukima's Studio is a beautiful mirror-lined hall of black and white marble. This Wizard Laboratory is filled with the results of her experiments with enchanted weaponry, including an automated device that creates further branded dancing weapons.

Initially, the studio branches off into three paths, all of which lead to a central chamber with a strange generator that periodically creates dancing weapons or player clones. Diagonal passageways that possibly include doors lead to to two separate loot chambers, each of which contains another strange generator and dancing weapon.

As this is one of the smaller wizlabs, you won't need much preparation to deal with the contents if all you're doing is going in, getting the treasure, and getting out, with one significant exception: the strange generator's Summon_Illusion ability which is identical to Mara's ability of the same name. See below.

The rest of the vault isn't terribly dangerous. Heavily armoured melee-oriented characters should be able to overpower the dancing weapons without too much trouble, if fighting on an isolated and individual basis; just watch out for ones with particularly dangerous brands. Casters should use non-elemental Conjurations, direct attack Earth Magic, or Airstrike.

Player clones

Strange generators can create a clone of your character. This clone will essentially be a player ghost based on your character; it will know many of your spells, have all your melee and defensive capacities, and will benefit from any buffs you currently have active. Fighting it in a straight one-on-one duel would be risky; fighting it with multiple dancing weapons around is generally a Very Bad Idea. As such, the best approach to dealing with a player clone is generally not to deal with it at all.

It is entirely possible to deal the generator lethal damage before it can summon a player clone. If you fail to do so, teleporting away and returning when you're better prepared is a perfectly acceptable idea; the clone will vanish after enough time has passed.

Any buffs you give yourself will also be given to the clone if they are active when the generator clones you. This doesn't mean you shouldn't buff yourself - giving yourself Haste before the fight will make it much easier to take down the generator before things get out of hand. Just be aware of how these effects will boost the clone as well.

One effective tactic is to be invisible. The generators can't see invisible, and thus cannot clone you while you are, making the whole experience significantly less threatening.


Threats

( Dancing weapon.png Dancing weapons - Much like the Hall of Blades, Tukima's Studio abounds with dancing weaponry. The weapons vary greatly in threat level depending on their type and brand - a dancing short sword of venom isn't going to be much of a threat, but a battleaxe of distortion could ruin your whole day. All dancing weapons have heavy elemental resists, high speed, high AC, and high EV, making them substantial threats.



Strange Generator

A mechanical contraption, all hisses and pops, ready to dispense dancing weapons at any moment.

Tukima's machine.png The central chamber at the end of the studio holds an indestructible strange generator. In addition to creating player clones as described above, this device produces a wandering dancing weapon every 600 to 900 aut four times before going inert ("The generator hisses, and spits out a dancing weapon!").

Source

The strange generator is on M, the strange machines on 789, and dancing weapons are on 0. The statues on 8 and 9 are on top of the non-weapon loot. The xXlLyYrR glyphs represent potential path points, randomized on generation. The entry point is on A, the exit on <, stone on c, translucent rock on m, and floor on .

MAP
            ccccccc
            ccmmmcc
        cccccm...mccccc
       cc.....A.<.....cc
      cc..ccm.....mcc..cc
      cc.ccccm...mcccc.cc
      cc.cccccc7cccccc.cc
     cc...cccc...cccc...cc
     cm...mcm..0..mcm...mc
     cm...mcm.....mcm...mc
     cm...mcm..V..mcm...mc
     cm...mcm.....mcm...mc
     cm...mcm..0..mcm...mc
     cc...cccc...cccc...cc
     ccc.cccccc.cccccc.ccc
      cc.ccccm...mcccc.cc
     ccm7mccm.....mccm7mcc
     cm.0......M......0.mc
    ccXm.mccm..?..mccm.mYcc
  cccxccmlcccm...mcccrmccycc
  ccm.mcccLcccm.mcccRcccm.mcc
 ccm...mLLcccm...mcccRRm...mcc
ccm..$..mcccm.....mcccm..$..mcc
cm..$8$..m+m...7...m+m..$9$..mc
ccm..$..mcccm.....mcccm..$..mcc
 ccm.0.mcc ccm...mcc ccm.0.mcc
  ccmmmcc   ccmmmcc   ccmmmcc
   ccccc     ccccc     ccccc
ENDMAP

History

This wizlab was reintroduced in 0.28.

This laboratory was removed in 0.17.

Prior to 0.14, this wizlab was rather different. Randomly-placed dancing weapons outside of the Hall of Blades lacked brands, making the vault much safer, but also much less profitable. There were also quite a few more doors and nearly no strange machines in the paths to each chamber, the doors of which could be closed against the dancing weapons; most notably, with a shift in the strange generator's placement, all of its weapons could be safely ignored by leaving a select door closed and seeking out other entrances. Finally, the rewards contained a scroll of acquirement instead of an acquirement-level item and four scrolls of blinking.