Resonance Archives
The Resonance Archives is the first major story event location, and can be called the "dungeon" of Chapter 1 .
Finding the Archives
While it's possible to stumble across the Resonance Archives entrance, that's highly unlikely: it's designed to generate between 4000 and 6000 blocks from the world spawn point. While exploring the world for survival and progression, make note of any Trader wagons you find. In particular, the Treasure Hunter Traders are the ones that can reveal the location of the Resonance Archives.
- If you ask a Treasure Hunter Trader:
- "Know of any interesting places around here?"
- He will answer:
- "Got something big for ya. Too dangerous for me, but you might be able to handle it. I can't give away a haul like this for free, though. Bring me a tin bronze pickaxe and I'll tell you where to find it. Trust me, it's worth your while."
- When you bring a tin bronze pickaxe that has at least 95% durability, a new dialog option is available:
- "I got the tin bronze pickaxe you asked for. Now tell me what you know."
Note: If you sell the pickaxe via the usual trade interface, you will not receive the map to the Resonance Archives.
- He will answer:
- "I found it a couple weeks back. A massive cavern with a huge figure looming within it. Scared me senseless, so I got out of there real quick. But I could tell, it's gotta be full of treasure. Full of trouble too, no doubt. I'll mark it on your map. If you're going, make sure you're prepared. It's no easy trek through the tunnels."
- You can then say goodbye. The tin bronze pickaxe disappears from your inventory and you get a Map to the Resonance Archives item.
Select the Map to the Resonance Archives in your hotbar and to use it. You get the message: "Approximate position of the Resonance Archives added to your world map" in the chat window. A cross-shaped pinned waypoint has been added to your map. The waypoint can be quite a distance away from your current position (a few thousand blocks).
Note:
- You can give the map to another player so that they can also mark the position on their map.
- If you lose the map, you can go back to the trader and ask for another copy.
- If you get an error message, "no location found on map", you should be able to force the dungeon to generate via commands .
Preparation
See Guide:Resonance_Archives .
The entrance
The entrance of the Resonance Archives is not exactly at the position of the red cross on your map. It can be dozens of blocks away. The entrance is built with aged granite bricks with two 2x4 opened rusted heavy gates.
Most of the dungeon is protected by a land claim, but the doorway area can be a good place to store food etc before descending.
Approach the vertical shaft, and take the ladder to the bottom.
The Echo Chamber's resonance room
A wooden platform lines the outer wall of the main room, leading to various alcoves. The first level of this platform is referred to as -1 in this article, the lower levels as -2 and -3. The ground is referred to as level -4.
Along the walkways, you'll encounter drifters, primarily tiers 1 and 2.
Diagram
On level -3, the walkway ends between landmarks #15 and #11 rather than continuing all around.
Level -1 |
1. Exit | |
Level -2 |
6. Garderobe | |
Level -3 |
11. Waste | |
Level -4 |
16. stairway up |
The Echo Chamber
In the center of the main room, a large structure emits a peculiar noise. Even when lit, it's not possible to view in a single screenshot. It resembles the resonator devices that play tuning cylinders .
Guardroom
Through doorways to the north, armor stands always hold four specific pieces of bronze armor you can repair.
Item | Starting durability | # Repair items | Repaired durability | |
---|---|---|---|---|
![]() |
Chain head armor (Bismuth bronze) | 42/650 | x1 chain | 475/650 |
![]() |
Brigandine body armor (Tin bronze) | 89/1050 | x4 leather, x4 plate | 1051/1100 |
![]() |
Body lamellar (Black bronze) | 69/675 | x6 lamellae | 609/675 |
![]() |
Brigandine leg armor (Bismuth bronze) | 10/1050 | x2 leather, x2 plate | 850/1050 |
To exit, retrace your steps to the entrance in the western wall.
Library
To unlock the door, restore a pump head (which can be found in the mines ) to the appropriate machine in the Engineering room .
The corridor is blocked with rubble. Drop through a gap to fight the boss and proceed.
Other than the boss drops, there's no loot in this room. When the boss is defeated, a door in the north wall opens. There are stairs to upper levels on each side of the boss room, but nothing to do or get there.
Near a pile of coal there's a rusty machine and a chest containing materials to create a firestarter and/or torch. One more door separates you from the library proper, but there's no trick to opening it. Fill and ignite the gasifier to provide light to the library. If the lights go out while you're in there, return to the gasifier and add more coal.
It's possible for monsters to spawn in the dark here, particularly when Rift Activity is high.
While most of the books here are "unusable clutter", there are several bookshelves that can be interacted with to receive a lore book. Where a book's spine is vivid blue-green, the player can interact with the shelf to take that book.
Diagram
For the sake of being able to give directions, the highest level of the library is referred to as Floor A in this article, the lower levels as B, C, and D. The southern wall has two spiral staircases, with the major doorways between them.
A. Floor A (highest floor) |
Floors D1-D2
The focal point of the ground floor is the Library Resonator , which looks the same as the Resonators that allow you to play music with Tuning cylinders .
A little to the left is a table holding a schematic for crafting a glider apparatus .
Expect to find 10 lore books on the ground floor: 5 in the eastern shelves, and 5 in the western shelves. Up the stairs behind the resonator device are 2 more.
Floor C
Take a spiral staircases up to the next floor. Along the eastern walkway a prominent doorway leads to an additional wing.
Expect to find 13 lore books on Floor "C": 4 in the eastern shelves, 4 in the western shelves, 2 in the north side of the east wing, and 3 in the south side of the east wing.
The east wing also contains display cases with items of interest:
Sabretooth |
Artistic bottle |
Multitool |
Zoolite |
Insect amber | |
Hourglass |
Horus statuette |
Strange device |
Strange device prototype |
Deformed human skull |
Gunbai |
The southern wall has a large door, to a cluttered room. Behind the door are 1 slightly collapsed chest (21 candles, 12 parchment, dark green book) and 1 crate (empty).
Floor B
Expect to find 6-7 lore books on Floor "B": 3 in the eastern shelves, and 3 in the western shelves.
The eastern side contains 2 slightly collapsed chests; one contains parchment and ink that may be wanted to create copies of the glider schematic. There might also be a blank purple-orange book. There's also some basic pottery that may be picked up, and an aged crate (empty).
The western side contains just 1 slightly collapsed chest; it might contain a blank orange book.
Granite columns extending from the lowest level stop at floor B, each topped with a tall display case: one contains a European-style crown, while the other contains a Chinese-style crown.
The southern wall has the passage that leads to the library door on level -1. The rubble that blocked access to the library doesn't block exit from the library.
Floor A
Expect to find 1-2 lore books on Floor "A": 1 in the eastern shelves, and 1 in the western shelves.
A bridge connecting the east and west sides is the only noteworthy feature of this level.
The Library Resonator
This is the most important thing in the library, at least in terms of continuing the story.
This item looks like the Resonator which allows you to play music with Tuning cylinders . But it's anchored to the floor of the library.
If you approach and right-click on the Library Resonator, it opens a window similar to those used to dialogue with traders. This is what is written in this window:
- (The resonator hums quietly)
A recent recording
You can click on "Search for a recent recording."
- (You hear the soft whirring of small machinery. Then from deep within the resonator you hear an echo, growing louder and clearer. The resonator produces these disembodied sounds as if they were right in front of you.)
You can click on "Continue."
- (A voice whispers) What do you reckon it's here for? (Another voice hisses) Quiet, damn you. It can hear you. We'll have to find a way around.
You can click on "Search for a different recording."
- (Silence, then the scraping of metal on stone. A clicking, rhythmic sound drawing closer and fading away.)
You can click on "Keep searching."
- (An old man's voice. Somehow familiar) Look, you see that? Rubedo is not limited to gold. The principle itself scales to greater heights, depending on your tools. When flux is integrated into the process instead of being the end point, what pathways could that open up? And what if we add blood to the mix? Not just any blood, of course. My own wretched blood.
The old alchemist
You can click on "Search for more from the old alchemist."
- Aren't you listening? I said there's too many missing. Sure, we were dying like mayflies and mind you, some things are a bit hazy for me towards the end, but even so. They can't have all perished and they can't have all turned. I cannot be the only one. But where are they? That's what it always comes back to.
You can click on "Search for related recordings."
- No, they hardly know anything. Of course it pains me to see them suffer. They're like... little lost children huddled in their homes. But it's for the best. We had all the knowledge in the world. And worlds beyond! And what good did it do us? No. Best leave them to it. Let them think of me as some mad old sorcerer and leave me in peace.
You can click on "Continue searching."
- Forgive me my ramblings. I... had lost hope, honestly. It became nothing more a goal to chase. To keep me sane over all these years. But here we are. And there you all are, somewhere out there. The world has changed. But if the Archives still stand and you're hearing this message, well you must already know this. Come find me, my friends. There is much to discuss.
You can click on "Continue."
- The world has shifted since the old days, and I have yet to find where the Archives now lay. I cannot give you a direct path, but I will have maps delivered to some familiar places. If you can find your way to, let's see... Nadiya, The Spoils, The Lazaret, Cardinals, or perhaps Quiet you will find further directions.
You can click on "Continue."
- If you do not know these lands, well... I suppose try asking one of the more adventurous sorts around you. Perhaps someone can provide some assistance. I pray your journey is a short one. Only a couple decades!
Note: The "more adventurous sorts" mentioned above must refer to treasure hunter traders.
At the end of this commentary are 3 options. The first link returns to the very beginning of the script: A recent recording . The second link goes to an explanation about the device and the library: Something old . The third link returns to the section by the familiar voice: The old alchemist .
Something old
- (A confident voice speaks) Oh, that's right. You're new here. Well it's not as complicated as it seems. You see, all sounds are remembered, even this conversation now. Like memories in your head, they bounce around within the Chamber. Only, our memory is flawed and fails with time. In the Chamber, these sounds will never fade. And scribes like yourself can listen in and write what they hear. In this way, we have codified all of history, to be accessed whenever we wish.
You can click on "Continue listening."
- Understandable, but no. The Chamber isn't listening. It's only a receptacle. You see that little worm in the corner there? It's hearing everything we say, sending it straight to the Chamber. A bit unnerving, eh? You get used to it. In desperate times like these you never know when they might come in handy. Calling for help if something goes wrong, or at the very least helping us find out what happened later.
You can click on "Continue listening."
- Well, let me clarify: The sound isn't exactly written down on the cylinder. We tried that route, but the sound always got muddled. No, what these cylinders do is provide directions. Like a map, they tell the resonator exactly where to find the sound within the Chamber. And with that, the resonator synchronizes with the Chamber to play the sound as though it were right in front of you. No accounting for any issues with the bell's recording, though.
You can click on "Continue listening."
- It's an incredible feat, no doubt about that. And I'm pleased to have done my part in realizing and maintaining it. Though at times I can't help but feel such monumental efforts and resources should have been used elsewhere.
You can click on "Continue listening."
- (A second voice responds) Oh come now, what could be more important, short of the Great Machine itself? Our libraries are gone. Our history hoarded by nobles or left to the Rot. This is the last, greatest repository of knowledge in the world! And one that will be preserved for all posterity. If Falx doesn't succeed, if we don't survive this, these archives will stand tall for any who come after.
You can click on "Continue listening."
- (The first voice) If Falx doesn't succeed? Just who do you think will be left to find this if we fail?
Note: The Chamber mentioned above must be the Echo Chamber, which is the big structure in the middle of the Resonance Archives.
You can click on "..." to return to the menu.
Exiting
To exit the library, use the spiral stairs to go up two floors and arrive in a half-collapsed stone corridor. By climbing the debris, you will be able to cross and you will find that it is the corridor which was just after the entrance doors of the Library on level -1.
Bell Workshop
To unlock the door, activate the Boiler in the Engineering room.
Traverse a winding corridor that becomes more and more narrow and cramped; you'll need to crouch in places.
Beyond a doorway waits a lone Bell; when it detects you, it summons drifters and locusts until silenced. In addition to several lootable containers, there's a stack of iron plates that you can pick up. At the far end of the room is a nook holding a golden treasure chest, a large blue-green gear, and a scroll. The far corner has a strange appearance, as though the walls replicated. One of the lowest chests is likely to contain rusty gears.
To exit, retrace your steps to the entrance in the eastern wall.
Garderobe
This is a simple latrine.
To exit, return to the entrance in the northern wall.
Commons
In the main room, two locust nest cages, which cannot be destroyed, produce approximately 20 locusts.
The living quarters open onto a narrow passage that is blocked by rubble. Only the southern wing can be accessed from the Commons main room. The northern wing can be accessed from the kitchen. Most of the living quarters have poor quality loot, if any. One of the rooms contains a sawblade locust.
Near the locust nests in the main room is a ledge leading to a hidden room with additional loot.
In the kitchen, a broken pully hovers above a well in which a ladder can be seen extending far below. This is the safest route to level -3.
The scullery and infirmary have containers worth checking for useful loot.
To return to the Echo Chamber, retrace your steps to the entrance in the western wall.
Engineering
- Intact machine
- Western turbine
- Crate of black coal
- Boiler
- Chest of fire-starting materials
- Eastern turbine
Against the northwest wall is a rusty boiler. Coal is in crates and piles nearby, and components for crafting a firestarter (and/or torches) are in a collapsed chest.
About 10 seconds after lighting fuel inside the boiler, lights will come on and the machines will begin to move. In addition, the door to the Bell Workshop (on the level above) should open.
Examining the machines will reveal that 2 components are missing: the western turbine (a "concentric amplifier") lacks a pump head, and the eastern turbine lacks a large temporal gear.
To return to the Echo Chamber's resonance room, retrace your steps to the entrance in the southern wall.
Nobles' Quarters
The first room on the right has a strange appearance, as though the walls and furniture replicated several times.
There's nothing important in this area, but the loot is somewhat more valuable than average.
To exit, retrace your steps to the entrance in the eastern wall.
Waste
This is simply a pit of dirt and similar. Stone steps allow you to get closer. If you look upwards, you can see holes in the ceiling that lead from the Garderobe above, for transporting excrement here.
Reservoir
In the center of the pool of water is a ladder leading upwards to the Commons. Steps against the western wall lead to the Echo Chamber walkway at level -3.
Translocator Room
To unlock the door, activate the Engineering room's device that's missing a large gear.
One of the Translocators here is already repaired; the others are unsalvageable.
Make sure to check the crate for interesting loot. In addition, this room hides a passageway to containers that usually have better loot .
To return to the Echo Chamber, retrace your steps to the entrance in the eastern wall.
The mines
The mines span about 3 distinct elevations. If we continue the numbering designation started earlier: the translocators of level -3 bring you to level -6. Level -7 is submerged.
Special rooms
- Hidden potter
Inside the Commons, one of the locust nests is on a ledge with a small passageway.
First step | Entrance | Room |
---|---|---|
Loot: an Aged Treasure Chest usually contains rusty gears and an Elk medallion
- Hidden scribe
Between the Library door and the Bell Workshop door, a Ruined Table lies on its side. A section of the wall here hides an opening just large enough for a crouched seraph.
First step | Entrance | Room |
---|---|---|
Loot: a collapsed basket usually contains a couple of Jonas parts
- Hidden tinker
Between the Engineering door and the Nobles' Quarters, one piece of the walkway has a gap that lets you drop onto a ledge rather than open air.
First step | Entrance | Room |
---|---|---|
Loot: none
- Hidden TL
Along the western wall of the Translocator Room, a stack of bricks hides an opening to a room below.
First step | Entrance | Room |
---|---|---|
Loot:
- Hidden miner
Across from the route where the pump head is found, a pile of rubble leads to an opening that ends in a small bedroom.
First step | Entrance | Room |
---|---|---|
Loot:
- Hidden scholar
The right side of the large staircase inside the Library hides 2 small rooms. The entrance can be seen from the eastern alcove. Crouch to enter.
First step | Entrance | Room |
---|---|---|
Loot:
The wall behind hides a second room, with a greeting from the development team. You can access it by
- using creative mode to break the wall
- using spectator mode (or creative +F3) to noclip through the wall
- using a command to remove the landclaim protections, so the wall may be broken by any player
Multiplayer
- It's not necessary for each player to trade a bronze pickaxe for the Archives map. One player can give away the map after using it to mark their own world map, or tell the coordinates to other players, or let other players join an expedition.
- It's advisable for each player to have tier 2 armor or better. If going alone, higher tiers would be wise.
- The boss should drop one elucidatory vessel for each player that participated in the fight. Early versions of 1.20 have been known to be unreliable in this regard, even if players made sure to have empty inventory space and land an attack on the boss.
- To advance to chapter 2, each player needs to interact with the library resonator enough to hear about the lazaret.
- The boss revives after 7 days, but none of the loot regenerates. Assuming a new adventurer/group wants to experience the full puzzle and loot opportunities, an admin would need to regenerate the structure: float above the main doorway in creative or spectator mode and use the command
/wgen regen 7
to regenerate everything in a radius of 7 chunkcolumns. As this can cause noticeable lag, it's advisable to warn players a minute or so before using the command. - The lore books in the library consume a lot of inventory space. If you pass each book to other players after reading, you can leave the books themselves in the library, reserving your inventory space for other loot.
History
Version | Description |
---|---|
v1.18.0 | Added the first main story event: The Resonance Archives. "A vast underground structure for you to explore, master its challenges and loot rare treasures."[1] |
Version 1.18.0-rc.7 added the ability for players to generate the Resonance Archives at a chosen location through commands, making it possible to have the main story event in pre-1.18 worlds.[2] | |
v1.20.0 | Added more after "Come find me, my friends. There is much to discuss." that unlocks new dialog options with the Treasure Hunter traders, leading to chapter 2 story event locations.[3] |
Notes
The main doors are near the southern edge of the dungeon. If you float above the Echo Chamber's center instead of the doors, a smaller radius is sufficient to refresh the dungeon for the next adventurer/group: /wgen regen 3
(instead of 7).
Gallery
See also
References
- ↑ See devlog
- ↑ See devlog
- ↑ en.json
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