An Imp Of The Perverse

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Location: Winterborn Mansion.

Guide requires editing

Caution: At every corner of the path to the imp, there is a "CPK deathtrap" room which functions like regular deathtraps except if you die, your corpse will be moved to another room that's a pain to get to. But you will still lose all your items if you cannot trunk fast enough. Even then, it's not worth the risk stepping into these rooms because you can just get unlucky and not get enough time to trunk. The deathtrap's room name is Freefalling Towards The Gearworks. If at any time you lose track of where you are going with these directions, just look before you step into a new room and throw a ball of light in the direction, to be safe.

Directions to the imp:

From safe, go 3N, E, search for a hidden n then N, W, down through the wall into CPK and wait for teleport (it takes a while, doesn't teleport at the game tick like other teleport rooms).

Once you get teleported, go D, SE, 2W, 2N, NE 2D, SW, SE 8D, 2S, D, 2S, U to before the imp's corridor.

Directions to get out: (read important note)

D, 2N, U, 2N, U, E, N, 2W, 2U, SE, 2E, 2U, W, NW, 2U, S, D
NE, 2U, S, W, NW, NE, 2U, SW, 2S, 2E, NW, D
W, 3D, S, 4U, SE, E, NE, N, 2U, 2W, U

IMPORTANT NOTE

Form leaders note that the last room is private so prepare form members with directions accordingly.

Especially at the end with the two west before escaping up, be aware there's an emote that will move you towards the CPK deathtrap! React and adjust your directions accordingly!

The cables lurch as time progresses, yanking you towards the approprite gears mechanism.

Example:


 Riding The Cables                                      -      -      -
(-------------------------------------------------)     W <---(M)-D-> -
 WARNING: CPK                                           -      -      -

  The cables would ordinarily be thin-gauge chains, responsible for keeping
the weights and counterweights in check as they powered the clock.  However,
the weights and counterweights weigh a few hundred tons each, and so the
chains are cables, triply wrapped in enchanted horse leather and shrunken
demonhide.  The cables sway and snap with tension as their vast loads
tremble in tune with the escapement mechanism, harmonically shaking you
along with it.  

[*][705, 763]<5620hp 3670sp 4302st> 

                      tick

[*][705, 763]<5620hp 3670sp 4304st> 
0 0 +2

The cables lurch as time progresses, yanking you towards the approprite gears mechanism.
[gmcp: dark, indoors, no-recall, no-track, CPK, no-trap / indoors]

 Riding The Cables                                      -      N      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: CPK                                           -      -      -

  The cables would ordinarily be thin-gauge chains, responsible for keeping
the weights and counterweights in check as they powered the clock.  However,
the weights and counterweights weigh a few hundred tons each, and so the
chains are cables, triply wrapped in enchanted horse leather and shrunken
demonhide.  The cables sway and snap with tension as their vast loads
tremble in tune with the escapement mechanism, harmonically shaking you
along with it.  

[*][705, 763]<5620hp 3670sp 4308st> 
0 0 +4
west
[gmcp: dark, indoors, private, no-recall, no-track, CPK, no-trap / indoors]

 A Perilous Ladder                                      -      -      -
(-------------------------------------------------)     W <-U-(M)-D-> -
 WARNING: CPK                                           -      -      -

  A massive network of scaffolding and ladders covers the entire surface of
a massive clockwork artifice.  Scrambling about on the beams and rickety
boards looks terribly dangerous, but it's still better than the
alternatives- the wrought ironworks, half-finished and ticking
cacophonously, the massive pendulum that would cleave a village, the
twisting gears with teeth the size of ogres.  The ladderworks here are
better than that, but not by much.  They're still dangerous, afford little
camouflage should whatever built this monstrous mechanism return, and
function like fire escapes- one way only.

[*][705, 763]<5620hp 3670sp 4308st> 
up
[gmcp: dark, indoors / indoors]
Room 23378 - n exit updated

 Basement Stairs                                        -      #      -
(-------------------------------------------------)     - <---(M)---> -
                                                        -      S      -

  You are standing at the top of the basement stairs, which extend down
into darkness.  You are unable to tell exactly what is stored below, but all
you can make out are shadowy shapes.  Just as you are about to descend, you
catch a glimpse of movement across the floor.  Perhaps it wouldn't be such a
good idea to go into the basement after all.  

An imp of the perverse encounter: (need revision and update with fighting strategy)

Imp will bolt a random person in the form, and cast stone curse on tank as well as web.
A moving item, pendulum will swing by east and west, hitting everyone in the room for nearly 3k. You must calm to flee.

The room north of this hallway is the aforementioned "CPK deathtrap" so DO NOT walk north from this place.

An imp of the perverse carries:


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Last edited July 4, 2025 1:24 am by Oqpo (diff)
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